![]() In a more shallow descent, you lose speed higher up where the air is thinner so you spread out the heating over time and survive. Burning up on reentry, under stock rules, mostly happens because you come in too steeply. Not doing a really high straight up-and-down in the first place. Once the core stage is out of fuel, the second stage takes over. The boosters gradually fall away as they burn out. In the end the question is not how many parachutes you need to land without engines, but the minimum overall weight of propulsive +parachute landing. For one way trips I try to have enough deltaV for deorbit and touch down in ant+Oscar or 2 spider+Oscar combos. ![]() The Kerbal X consists of a core stage, with eight boosters. The final burn seems to use less fuel weight than the weight of extra parachutes. Space plane re-entry is awefully tricky now. Again, this is a component of there being hardly any drag or lift above 20km. If you're into space planes, cruising altitude is about 12-20km, a lot lower than before. Burning effects are only a component of speed and altitude, not drag. It might not be necessary, but it could help. It is used in the 'Flight Basics' tutorial, and is capable of orbit and even the Mun. There's hardly any drag up there even if your burning plasma. If you add stack separators, you could also add a heat shield to the capsule. Especially one to kick the rocket part off so that your capsule is reentering without all that extra weight on. Also, if you're burning up on reentry, I'm not sure what you expect a parachute to do. If this works the way I expect, the first stage should function, the second stage should do nothing, the third stage should.probably blow up the first two with rocket exhaust?Īfter that, the question would be (A) whether you activate the parachute and (B) whether your rocket ever gets slow enough for the parachute to work before hitting the ground. *If you're activating your parachutes too early, or if you're deploying them without realising and having them activate automatically on the way down, they'll shred themselves regardless of re-entry heat settings just from the forces applied from atmospheric drag.What are you doing with the staging? It looks like you've got two solid boosters, with a liquid fuel rocket (but no fuel) in between them, and no stack separators. The pod came out well, but the parachute is extra crispy. Is this happening when you're re-entering or when you try and deploy them?Īre you sure you're not deploying them before you re-enter and letting them auto-deploy right in the middle of your re-entry? (They'll show up as blue if they're already active and waiting to pop at their set pressure.)Īre you pointing your ship away from the direction of the airflow to shield the parachutes from the re-entry heat?Īre you waiting till you get close to the ground and traveling at ~260m/s before deploying your parachutes?Īre you using drag-chutes and deploying them before your main chutes to help you slow down and have your parachutes survive deployment? By spending so much time gaining heat, in a vehicle that has no good way of losing heat rapidly, you effectively baked your pod on medium roast for 2 hours. Maybe it’s heat from the engines or other modules on your ship? Could be a bug, not sure. ![]() I don’t know why it’s still overheating at re-entry if you set the heat to 0. ![]()
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