![]() ![]() ![]() And make sure they're pointing towards the heat, they don't work if you put them in the wrong direction.ĭecrease weight: A heavy vessel slows slower. Heat shielding: KSP has kindly included heat shields. If you're having a problem with heating, you will certainly die if you're not actively flying. Piloting is key: 99.9% of the time piloting a vessel will increase the chances of survival. Sometimes, spinning can help decrease heat stress. Spin: The best star-pilot in the galaxy once said, " I'll try spinning, that's a good trick". Or if you want to repeated launch without your winglets flipping you backwards, but land (with bay doors opens) with some control.ĭrogue chutes: If you manage to survive entry heating but are still spearing into the ground at 500 m/s, try adding a drogue chute. That can be helpful if you want to be able to launch without fairings and have control on the way back down. If you hide your winglets inside a service bay, closing the bay will 100% eliminate the lift they generate. Service bays: Now we're really getting advanced. It's not a good idea if you don't have fairings to start with (covering the winglets on launch) and it won't work if you plan to get orbital again, but it can help. Wings: Following on from that, I have added winglets, in reverse, on capsules to control heating. Vessel angle: Scott Manley, patron saint of rocket science (praise be upon him) did a fantastic video on how vessel angle can generate aerodynamic lift, increasing your time in atmosphere, and hence decreasing your heating. Vessel length: This isn't really about length, but weight. Vessel width: A wider vessel, say 2.5m will slow faster than a narrow vessel because of air resistance. But I wanted to add a few other notes on surviving entry: And then slow down over multiple passes through the atmosphere. In those cases you would aim a bit higher, perhaps 45km, which wouldn't slow you down enough for a landing, but enough to not escape Kerbin again. However, if you're coming back from, let's say, Jool, your speeds can be upwards of 4km/s, and you will cook even at 35km altitude. Note these numbers are for Kerbin, other planets have different atmospheres. So for reentry from the Mun or Duna you'd generally set your periapsis to about 35km, which should generally result in you slowing down to somewhere around 1km/s at those altitudes, and at that speed further descent will not heat you up significantly. Altitudes above ~40km might not slow you down enough for landing. Altitudes below ~30km will very likely cook you at orbital speeds. Generally you'd want to spend quite a bit of time flying horizontally in the atmosphere to slow down. Trajectory is also very important for heating. To transfer fuel between tanks, right click on both of them while holding alt. If you have parts which stick out (and produce drag), like the goo containers, try to put them closer to the nose.Īlso, before reentry, if you have any fuel left over, transfer it to the tanks which are closest to the end you want to go first (so they are the heavier ones). Other than that, if you'd like to reenter engines-first, then place all the heavy parts there (which will be mostly the engines, but crew compartments are also heavier than empty tanks or science labs). If you have fins/winglets on the bottom of your lander, it will be almost impossible to reenter any other way than nose-first. Generally craft reenter like darts - heavy end forward (so center of lift will be behind center of mass). ![]() Yes, you should plan for reentry if you'd like to land something big intact. ![]()
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