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Deorbit too fast, airdrag not working?


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KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
Toolbar - 1.7.12anced Jet Engine - 2.7.2
B9 Aerospace Procedural Parts - 0.40.7
Community Resource Pack - 0.5.4
Connected Living Space - 1.2.3
Deadly Reentry - 7.4.7
Ferram Aerospace Research - 0.15.7.2
Firespitter - 7.3
Kerbal Engineer Redux - 1.1.1
Kerbal Joint Reinforcement - 3.2
KSP-AVC Plugin - 1.1.6.1
MissionController 2 - 1.3.8
ModularFlightIntegrator - 1.1.6
Procedural Parts - 1.2.5
RCS Build Aid - 0.8.1
RealChute - 1.4.1.1
RealismOverhaul - 11.3.1
RemoteTech - 1.7.1
SolverEngines - 2.3
Kerbal Engineer Redux - 1.1.1
Kerbal Alarm Clock - 3.7.1
TextureReplacer - 2.4.13
TAC Life Support - 0.12.3
VenStockRevamp - 1.9.5
Waypoint Manager - 2.5.3
[x] Science! - 4.20

So thats my Modlist.

 

Here is the Problem: I have a very Powerful Rocket, doing Carrer Mode. Then i start on an Apoapsis of 100km and burning Horizontally to get a Stable Orbit. Orbit is Stable At Apapsis 100km, Periapsis 75km so far so good. Then i achive the "Orbit Kerbin" Mission and want to land my Pilot safe again. I Use Mk1 Command Pod and have a Liquid Engine burning Retrograde at +2000 m/s slowing the Craft down too around 1400m/s when hitting the Atmossphere. I come in on an shallow angle to the Ground. Then i dont have Fuel left and cut the last Tank/Engine Stage off the Pod. Then my plan was to use Areodrag from 60km downward to the Ground to slow my Pod down. Problem is it accelerates! Getting fast and crashes onto the Surface at around 2000 m/s. I cant use a chute. Its always too fast.

 

What is the Problem?

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1 hour ago, Taki1980 said:

slowing the Craft down too around 1400m/s when hitting the Atmossphere

This seems to be the problem. I don't use Deadly Reentry or FAR, but I have the feeling that you are way to slow. Usually I decelerate so that my Periapsis is around 30km altitude above ground when entering the atmosphere, which gives good results for me (probably differs for FAR and Deadly Reentry). I suggest that you try out different entry velocities.

The reason is that the slower you are, the faster you hit the ground (Yes, this seems to be counterintuitive). That way you don't stay long enough in atmosphere to slow down.

Edited by mhoram
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Not just hard but outright impossible, I'd say - at that speed, you'd melt before hitting the ground. With FAR, reentry should slow you down even further up than stock, so something is quite screwy here.

@Taki1980 - go into your KSP root directory. Find physics.cfg. Delete it. Restart the game and try again. Did it help?

(Also, welcome to the forums! :))

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