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I have a large ship made of small segments held together by docking ports, maybe 100 tons. I need to perform aerobraking maneuvers with it for its planned mission profile, so at the front end there is an inflatable heat shield. However, even with SAS and RCS set to surface prograde, the ship will flip when too deep into the atmosphere and its center of drag is likely in front of the center of mass. Flipping is a major issue with precision, but it will be even worse if the ship attempts to aerocapture at Eve and melts. How can I keep my ship stable during aerobraking manuvers? Oh,, and as a side question, how much is aerobraking actually saving me? My planned mission is to start in low munar orbit, burn straight to an Eve encounter, capture into an elliptical orbit, transfer to gilly, capture in low orbit, drop of crew at a base, directly burn to kerbin encounter, aerocapture at kerbin and brake until I can get a mun encounter, and finally capture in low orbit at the mun. If I did not aerocaptrue at kerbin, I would use the engines to capture instead.
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As we have made some rocket first stages land by, aggressive lithobraking, it's now time for us to adopt an aggressive aerobraking maneuver. In brief: land a craft on Eve, with no heat shields, radiators or TCS. That includes both ablative ones and inflatable one(s?). Stock parts only. Rules: Scoring: Submission guide: Leaderboards: Feel free to submit your entries as always! (This challenge is basically for creativity and craft building skill.) Tips:
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Inline Ballutes Slow down your rocket in an upper atmosphere. Ballute = parachute + baloon = an alternative to a heatshield. Sample usage: Duna aerocapture and aerobraking, Kerbin reentry for reusable stages etc. Dependencies: stock aero = none. FAR: Module Manager by Sarbian and RealChute by stupid_chris Suggested mods: RealChute by stupid_chris - especially when with FAR aerodynamics. Config for RealChute is already included in the mod. RealHeat by NathanKell - brings the shock heat in the upper atmosphere to more realistic levels. Recommended especially for people that use Kerbol rescale mods (i.e. kscale2 / 64k). Installation instruction: Delete previous version of InlineBallutes mod. Unzip KermangeddonIndustries catalog into the KSP folder. DOWNLOAD 1.2.8[GitHub] Credits: Riocrokite - models, config Enceos - textures, testing, config ABZB - MM patch for RealChute License: CC 4.0 BY-NC-SA Changelog: FAQ: Is it even a real technology? Yes, you can read about this technology here [pdf] and here [pdf]. How to use it? Get into upper thin atmosphere (i.e. Duna, Kerbin or Laythe). Deploy it. Initially deceleration is marginal (depending on your vessel speed and mass) but it picks up quickly when you lower your altitude. You can repack it like a normal parachute if you plan multiple orbital decelerations Can I use it instead of a parachute? Rather not. Ballute drag is 4+ times lower than parachute. And then it's much heavier due to used material and shape (Zylon instead of Nylon). However since it's inline version you can use it complementary to parachute. Ballute is also great for semi-powered landing when you just need to use engines just above the surface for the final slowdown. How efficient are ballutes / how heavy rocket can be slowed down efficiently? The higher mass of the rocket the less efficient ballute is (just like a parachute). Ballute size (mass) - should work best for: - 1.25m (0.8t) - up to 20t vessel - 2.5 m (1.5t) - up to 40t vessel - 3.75m (2.75t) - up to 80t vessel - 5m (4.1t) - up to 120t vessel It is better than a heatshield? Depending on scenario it can be better than a heatshield. Shields usually have small diameter thus requiring ship to be slim and tall. With ballute you slow down in higher atmosphere when there's not much heat, thus you can have more broad vessel design. Also ballute slows you down quite effectively in thin atmosphere (i.e. above surface of Duna) whereas a heatshield doesn't have enough area to do this. There might be scenarios when you need both ballute and heatshield for optimal effect decelerating from high interplanetary speed). How it works with stock aero? Can I use it with FAR? Stock aerodynamics: In current version (1.0.5) aerobraking and aerocapture are quite effective, deceleration forces can reach 9g before a ballute breaks so watch out. However for extreme deceleration you'll also need a heatshield, otherwise the tip of your craft will melt Duna - interplanetary deceleration possible (+) Kerbin - interplanetary deceleration possible (+) Jool - it works great for even substantial deceleration thanks to reworked (much thinner) upper atmosphere in 1.0.5, it's best to aim at 170-180k m periapsis.(++) Laythe - only medium deceleration allowed due to very compressed atmosphere (starts at 50km) which gets thick very quickly so watch out.(+/-) Eve - limited deceleration due to thick atmosphere, should work for orbital deceleration, much less for interplanetary speeds(+/-). You can modify sensitivity of parachutes by modifying skinMaxTemp. You can modify drag (deceleration) values by changing deployed area. Tested max deceleration before breaking: about 9g. FAR (+RealChute) 1.0.5 aerodynamics: For FAR aerodynamics you need to install RealChute mod, otherwise FAR is overwritting parachute module with RealChuteLite module which has constant (and very low parachute-like) values. In other word ballutes with FAR won't work without RealChute. Current aerodynamics puts at least 10x more heat in upper atmosphere for ballutes than for parts so I couldn't balance it realistically so I just put unrealistic magic numbers (like 1m K max temperature) so it can behave similarly to stock. Deceleration scenarios: look above, one difference being that ballutes drag under FAR/RealChute is a bit lower than in stock (a little step towards realism;)). Tested max deceleration before breaking: about 4g. What about kscale2 or 64k mods compatibility? You probably want to install both RealChute and RealHeat mods by NathanKell since orbital/interplanetary speeds are much higher in those mods.
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I have long had problems aerobraking huge and heavy ships. Airbrakes help but is of limited use same with large fins from wing parts with control surfaces, going to low and ship will tumble. So I started thinking, I have an huge plate in front generating lots of air resistance so I need another plate in the bottom, obvious solution was an base plate made of wings. From back The H bars are to land on, yes its many of them but had problem with ship exploding on launch pad. Aerobrake is rock solid, even deorbiting the ship is solid, as an bonus mechjeb landing predictions give good data letting me brake directly into LKO. Not sure if this is well known but it changes how I operate. As an added bonus I think I can upgrade existing ships to some degree with structural plates and KAS, perhaps even dock to rear docking port but that would easy cause problems for engines and landing legs.
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Interplanetary speed , think i saw 9000ms at jool burn Im 14 days out of jools periaps. (can warp back but since i have many ships its a lot of extra work) got 2000dV sience/relay sattelite with no heatshield. I manage to catch jools orbit via areobrake and burn. But i always end up with to little dV left to manuver. I see some talk about gravity assist to brake but i cant find the correct one. How do i brake in jools system without using up all dV ? Does not matter if i end up on any other planet.
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The main goal of this challenge is to try to slow down enough to land as large of a vessel as possible from a vertical trajectory downwards towards Kerbin. Steps: 1. Launch/Hyperedit/Alt-F12 your spacecraft into space over Kerbin. 2. Accelerate towards Kerbin. 3. Reenter the atmosphere. 4. Land safely. Rules: -No modded parts. -No mods that change the physics of the game (Ferram Aerospace or similar) -You must come down perpendicular to the atmosphere. -The 10m heat shield isn't allowed. (I'm afraid people will exploit it because It doesn't use ablator.) -The root part must be a manned command capsule. -The kerbal(s) in the capsule may not be destroyed during re-entry or landing. -Part clipping is not allowed. Scoring: Total Score = [Speed right before hitting atmosphere - (Ablator used * 10) - (Number of SAS modules used * 100) - (Number of Airbrakes used * 300) - (Number of Parachutes used * 70] * (Mass of spaceship / 100) * Fraction of parts remaining Leaderboard: 1. 2. 3. 4. 5. Note: This is my first challenge, so please tell me if I'm doing something wrong. Constructive criticism will be appreciated.
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I'm working on redirecting a class E asteroid into LKO and have observed that my tug (pusher, actually) is subject to shock heating even though it's on the "shielded" side of the asteroid. I had assumed that the asteroid body would act as a heat shield during aerobraking, but that doesn't seem to be true in this instance. Is this a result of using FAR or is it due to more fundamental KSP physics? Thanks in advance for any guidance you can offer!
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I just sent an Ike mining ship through a Duna aerobrake to slow down on the way from Kerbin to its destination. My periapsis was about 19km. Before hitting the atmosphere, I retracted all of my Gigantor solar panels, but extended my medium thermal control system radiators. My thinking was this would increase drag and help funnel away heat from the hottest parts. I thought the aerobrake went very, as I did not see any temps over 1200 or so, and that was for the stuff facing into the wind, like my landing legs and engine. But then (of course, right after quicksaving) I noted that all of my radiators, and one of my Gigantors, were "broken," like what happens if you collide with something else. I can verify there were no visual explosions, and the flight log did not say "radiator exploded due to overheating" or whatnot. Nor did I hit anything, and there was nothing within a many-kilometer radius to hit. Is this a bug or part of normal gameplay? In real life, I get that if you had a flimsy radiator panel sticking while plowing through the atmosphere at 1500 m/s, it would just snap off due to the force of the wind. But I did not know KSP modeled that kind of thing, apart from the heat of reentry. And even then, I'm unclear why a retracted Gigantor would have been hit with enough force to snap it off. I did a little physics warp on my way up after temps started dropping, so I suppose that could have caused some weirdness. Thanks for any thoughts!
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So I started up 1.1 with some mods, nothing special. SpaceY family, KER, MJ and old Kerbonov.. I made my usual LKO tourist craft (proven reliable during 1.x era), loaded some tourists and some science, went for 80x80 orbit. Everything went smoothly until I tried to return to Kerbin. Something was wrong. It should brake, but it didn't. Few explosions later I tried more gentle aerobraking at ~50km. After some time I checked AP... 300km... 400km... 500km... hmmmm. After aeroaccelerating was complete, orbit was intersecting Moho... Here's the craft file. Enjoy looking for new Kraken drive
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A little thing I drew on my iPad, in the end came out pretty well! You can view some of my other drawings on Behance!