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Drag of a single Kerbal


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I've noticed that Kerbals take a long time to deccelerate in Kerbin's atmosphere upon re-entry. Ionization is longlasting, and when they impact the sea, Prandtl-Glauert cloud is visible. It seems that their drag is very, very low. Does anyone know the exact value?

jeb_reentry.png

:cool:

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Kerbal drag is apparently exactly 0.1. It was falling through atmosphere exactly as fast as "Standard NC" nosecone.

All parts with higher drag stayed behind and in-line docking port with drag 0.08 went forward.

96rvvi9.png

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I would be interested aswell, at least the location where it is located. Some fun could be had base jumping off the 8km high cliff and seeing if you could in effect glide down the slope like the wingsuit pilots do. Wingsuiting kerbal style....

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Well, I tried surfing back to Kerbin on an asteroid (there was a... mishap with the crew vehicle while I was on EVA) and I definitively determined that a Kerbal's drag coefficient is lower than an asteroids. All the RCS thrust in the world couldn't keep me from sliding off during the 5km/s vertical reentry.

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i thought default value is 0,2 instead.

Regardless, the drag values are a factor. Actual drag is a function of that factor and... mass. Which isn't very realistic, but it is just a game.

Now - what happens if you put a single part that is massless on a fast re-entry.

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And potentially as an RCS....:)

They can't use their backpack while being strapped on an external chair.

Regardless, the drag values are a factor. Actual drag is a function of that factor and... mass. Which isn't very realistic, but it is just a game.

Now - what happens if you put a single part that is massless on a fast re-entry.

quickly_to_the_laboratory_shower_curtain.jpg

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