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Help with surviving reentry in 10x kerbin


helcustom

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Reentry heating is fudged to be unrealistically aggressive in stock KSP. Else you wouldn't even get a plasma trail at the low velocities that occur in stock. If all you did was resize Kerbin to ten times its size, without modifying any of the thermal physics parameters, you now have a situation that's harder to survive than IRL. So I'm not surprised you keep blowing up.

Grabbing the physics tweaks that Realism Overhaul ships might be a good start, though keep in mind that they're going to assume that you also have FAR installed.

Edited by Streetwind
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The problem is that velocity doesn't go up linearly, nor does energy, kinetic or otherwise. 

You probably want/need SMURFF, if you don't have it already. Amongst other things, it should help greatly with reentry. (A lot of useful information in their thread besides, on why reentry is so harsh to begin with, namely, parts being smaller than their real world counterparts.)

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On 26-10-2016 at 3:22 AM, helcustom said:

I have tried reentry in 10x kerbin and I keep blowing up. I added extra ablator to the heat shields but that doesn't work. So any help in making heatshields work.

10x kerbin, so basicly RSS? (Yes I know, 10x kerbol system and RSS are different mods, but kerbins body is equal to earths in 10x kerbol) In that case you should install Realism Overhaul too. Or/and indeed SMURFF. But RSS is almost unplayable without RO too. 

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