![]() ![]() Chute deployment was safe at around 10km, what kind of re-entry profile are you using? Steep or shallow? I was at about 30-35km Pe. Update: Built what you described and it re-entered fine on my end with SAS completely disabled. I'll have to test it out if I get a chance, see if it's just you or something has changed. I'm pretty sure I've re-entered similar builds though in early career before space EVA is possible. ![]() If you enjoy the engineering challenge though or you're planning on a "hard-mode" style career with rewards and funds turned down, then by all means you do you. You play however you want, I'm certainly not telling you how to enjoy the game but you don't need to save them, they aren't that expensive in the grand scheme of things, and you'll be rolling funds by the early-mid career game. Also, a couple of properly positioned basic fins can help your RV glide with much more control and bleed off speed - so being a little more creative with aerodynamics can completely fix this problem. If you strip everything down to just the service bay plus contents, and then turn on the CoM indicator in the editor, I think you will be able to adjust the positions of all the internal parts so that the CoM is in the center - and then your RV will have a much easier time reentering retrograde.Īdditionally, of course, drogue chutes can stop you from hitting the ground at 514m/s. The yawing/flipping issue sounds to me like a CoM imbalance of the parts inside the service bay. However, the two setups have very different drag characteristics, and that may be causing some of your problems when you are using heatshields (which you don't need to do). They are at slightly different heights, and determine whether there is a shroud on the heatshield or not. I'm explicitly building the craft out of low-tech parts, so no experiment storage unit yet and I'd prefer to bring the instruments back if at all possible it's not a career game but I want the craft to be career-compliant for the early game (26 parts, 16.872 tons), which means saving scientific instruments if at all possible because that stuff isn't exactly coming out of Jeb's pocket money.Īs far as the heatshield goes - the heatshield now has two attachment nodes. Both during the ascent and the descent, I aligned perfectly retrograde at 60 km and turned SAS off, craft immediately started rotating away from retrograde even in that nearly-nonexistent atmosphere. Service bay contains three goo canisters, one thermometer and one barometer, for a total payload of 0.16 plus the bay's own weight of 0.1 versus the pod's 0.84. Hit atmosphere at 2000 m/s from an apoapse of 80-something km, prograde flip occurred at 1135 m/s via a yaw to the left ( SAS hit its limit), hit water at 514 m/s. Got rid of a persistent little bug with RCS Build Aid that's been plaguing me since the 1.4 update and the pod's sudden pitch spin when going EVA isn't as strong now, it but did nothing else.ĭid a short suborbital test flight a few minutes ago. Had Steam run an integrity check, said 83 files didn't match, which was probably me having renamed the folder with the stock ships. I started KSP this January, shortly before the 1.4 update. And since I updated to 1.4, the "edit vessel in VAB/ SPH" button on both the Launch Pad and the Runway is permanently dark and unclickable. Granted, the Mk1 pod also didn't use to start violently spinning at the beginning of EVA that makes returning nearly impossible. What happened? Did an update modify the Mk1 pod's aero characteristics? Before anyone asks, I do not have FAR or any mods that affect aero. ![]() This most definitely did not use to be the case a few versions ago. Turning on the center of mass indicator in the VAB shows that the center of mass refuses to budge from the pod, even with a service bay and a heatshield full of ablator underneath. Attaching a heat shield to the bottom of the service bay not only makes the issue even worse, but the heatshield actually generates so much lift that it nearly flips the rocket after first stage separation. When I fired up the game earlier this week after several months, however, I'm suddenly finding reentry nigh impossible with this arrangement: if it orients even 10° away from perfectly retrograde due to the pilot not yet having hold-retrograde for SAS, the whole craft violently flips prograde and plows into the ground at 600 m/s. In the first half of this year, I did a lot of reentries with a Mk1 pod and a matching service bay underneath and it always went flawlessly, with the craft properly orienting retrograde and staying there even without SAS. ![]()
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