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Help me! I don't know how to use the Deadly re-entry heat mod!


Gamercraft_GC

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So im in a bit of a twist here. Ive downloaded all these mods so my KSP is REAL! like REAL life real. but I'm not sure at what angle to come in for the reentry plugin. Any Ideas? Ive heard of people saying you should have periapsis at 60 and some at 26. WTF? Can someone please tell me!- Gamer:cool::cool::cool::cool::cool::):rolleyes:

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Shallowest angle that prevents atmospheric exit is the hardest on the shield equipment. Depending on the craft and FAR/no-FAR your aero performance will differ. With FAR and simple craft I need to keep below about 42km Pe to deorbit in one pass from LKO and about 36km Pe if I have escape energy. My experience is that the shielding resource is plenty so go gentle-flat.

Steeper angles are easier on the shield (thermal) but harder on the rest of the craft in terms of load factor (Gs).

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It's all about balance. Too steep you exceede g-load, too shallow you have to make several passes. my initial Pe is around 40k and i never exceede 2.5-2.7 km/s because the faster you hit atmo the faster your shield is going to heat up and deplete.

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Use a heatshield, and always point retrograde.

Not necessarily pure retro, depending on your angle and speed you may need to change your pitch or G forces can mill the crew. (I forget if its pitched up or down... one killed my crew and the other didnt...)

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I've been thinking. With FAR and some small wings on a command module ( and if you can manage an off center CoM. ) could you perform an Apollo reentry? The double reentry where you kill velocity then rotate the CM and actually propel the pod back up to kill the heat then spin back down for a second reentry. It'd make precision landings with DR easier.

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I've been thinking. With FAR and some small wings on a command module ( and if you can manage an off center CoM. ) could you perform an Apollo reentry? The double reentry where you kill velocity then rotate the CM and actually propel the pod back up to kill the heat then spin back down for a second reentry. It'd make precision landings with DR easier.

You don't need wings for that, you can already do it with pod torque alone. Just point slightly above your retrograde vector to generate lift. I usually use it to limit max G forces (Needed since I play with RSS and exceeding Gforce tolerances is a real problem when returning from the mun).

Not sure how accurate you can make a landing with this, but it is certainly possible.

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