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Simluating Drag/Actions on Jettisoned Parts


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Just a thought.

Why isn't aerodynamic drag effecting jettison parts? If I dump a tank at an orbit of 100km by 20km, the part just keeps orbiting Kerbin without ever reentering atmosphere, slowing down and hitting the ground. Instead, I get junk that flies through Kerbin atmosphere that I intended for reentry burn up or recovery that does so forever and ever UNLESS I manually switch to it, then all of a sudden the game starts enabling drag on this object.. It's not very realistic and takes me out of my experience.

And not just experiencing drag, but keep simulating these objects after I assign actions to them and they proceed towards kerbin again.

Ex: I build a rocket, and eject an SRB from it at an Apoapsis of 75km. I also attached a parachute to the SRB because I want to recover it later. So after I jettison it, the chutes are activated but were told to deploy at a higher air density/pressure. After I circularize, the SRBS reenter atmo and do exactly what I assigned the parachutes to do and lands softly in the water for recovery without me ever leaving the ship I jettisoned the part off of in the 1st place.

SIMULATE the parts after they've DECOUPLED! It's like these parts disappear after they've been jettisoned and the game forgets about them.

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The game always provides only one physics simulation and that is the currently selected craft. If you put your ship on stable orbit and switch to your debris, you can follow it through atmosphere and watch it crash.

And minimum periapsis where the game lets an object orbit around Kerbin is 23 km. Anything below it and it gets deleted as soon as game finds it there.

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Uncontrolled parts below a certain planet specific "termination altitude" could simply be deleted after a number of orbits. To simulate this for example. I also dislike, dropped tanks and decouplers floating around planets forever, even if jettisoned during suborbital flight.

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