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I am doing some thing wrong


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Hello, I am new to game. after the update my para shoots are burning up on reentry. I am trying to get the orbit Kerbal contract done. I repeated some flights i have done before and my shoot all ways burns up. I must be doing some thing wrong on reentry.

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The parachutes will burn up if you deploy them at supersonic speeds (>340m/s)

You should be aiming for something like <260m/s just to be safe.

You can set the parachutes to deploy at minimum pressure of 0.5, usually when you're that far into an atmosphere you've already slowed down enough, or exploded, either way the parachutes should not be a (the) problem :P

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I've had my parachutes instantly destroyed when deploying at velocities in the 250-280 m/s range at 6.5km or thereabouts of altitude (this was also for the "Orbit Kerbin" contract). I had success deploying them at around 230 m/s (ended up being around 5 km of altitude)â€â€that was true for both the Mk16 axial parachute and the Mk2-R radial chutes.

P.S.  Kerbal = Little Green People. Kerbin = Planet inhabited by Kerbals.

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If you right click on the parachute it will tell you whether it is safe to deploy. If you've already accidentally deployed them you can right click and change the opening pressure to about 0.35 or more so that they won't come out until you're lower in the atmosphere and slower.

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If you right click on the parachute it will tell you whether it is safe to deploy. If you've already accidentally deployed them you can right click and change the opening pressure to about 0.35 or more so that they won't come out until you're lower in the atmosphere and slower.

Just as an FYIâ€â€0.35 is exactly what I originally set mine at. That's the "Ripped my parachutes off when they deployed at about 6.5 km and 250-280 m/s" experience I mentioned.

I ended up having to set the opening pressure to about 0.50 to prevent them from tearing off, which triggered them slightly below 5 km altitude.

Maybe (hopefully) I just had a freak occurrence, but I still don't want a freak occurrence to cause Bob Kerman to do a high-speed faceplant into the side of Kerbin.

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1.0.3 did seem to make chutes a bit trickier. Ever since 1.0 came out, I've been in the habit of setting my chutes to always deploy at 0.5 atmospheres, and that was pretty much perfectly safe-- never had to worry about a chute problem. However, now I find that I can rip the chutes off, even at that setting. Not sure if it's something that was done to the chutes, or if it's just that aero has changed in a way that craft are still going too fast when they reach that altitude.

In any case, the addition of the safe/unsafe indicator is pretty nice-- can use that for deciding when to deploy.

Request for Squad: Please make one additional change to the safe/unsafe UI: have the little parachute icon in the staging display change color, or something. i.e. when it's unsafe to deploy chutes, put a red warning border around the staging icon. That way, I don't have to mess around with right-clicking on parts to look at the safe/unsafe display in the context menu; all I'd have to do is watch the chute's icon in my staging UI, and hit the space bar when the red warning goes away.

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thanks for all the reply's. i think i see my problem is my reentry angle and speed. i am burning them up coming in to the atmosphere. going to keep trying

That is not the issue. You have a broken staging setup, Parachutes should never be staged until *after* re-entry and almost all deceleration.

Put the *only* the parachutes in stage 0, last stage to be triggered. Nothing else should occur in stage 0.

Do not trigger this stage until below 250m/s

Parachutes will not need to be tweaked if this is done, and will never rip off.

If you're too low when dropping under 250m/s, then you have a re-entry angle problem

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thank you all. i think i found my problem. have not had time to play much. will report back when I succeed.

- - - Updated - - -

my staging is correct. i was opening them way too soon. noob mistake. lol

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