Showing posts with label atmosphere. Show all posts
Showing posts with label atmosphere. Show all posts

Saturday, August 1, 2015

KSP Log: 002 Airbreaks Make Rentry Simple

Having trouble during re-entry? So did I until I found this awesome method to avoid most disastrous entries. The story goes like this, atmospheric drag was implemented and like most players I suddenly found my craft slamming into brick walls- those once easy sub orbitals that I passed off like grains of salt suddenly became heaping mounds of trouble. Nothing was safe- including my Kerbals.

As I experimented with ways to increase my drag during re-entry I got the slick idea to use Airbreak's to slow my decent. I mean, they have the word 'break' in them so I figured it couldn't be all bad. I applied multiple airbreak units to my craft and right clicked on the units to turn off their atmospheric controls. Meaning, they wouldn't work when maneuvering and would only deploy when I turned on the breaks manually.

The use of the airbreaks have worked wonderfully and when properly applied have proven the difference between life and death. While other considerings have to be made, such as proper use of parachutes and heat shields, the airbreaks form a vital first step top drop airspeed and prepare your craft for decent. Typically I won't drop into an atmosphere if I'm moving more than 3000 meters per second, but that's not to say I haven't skirted the higher limits of that limitation. In this picture to the left you'll notice I've used the deployable airbreaks on a probe. Not to toot my own horn, but this craft was a real work of art. Using the thrusters and airbreaks to slow its decent into Eve's atmosphere before jettisoning the mentioned components. Falling slower the parachutes were deployed and provided for a soft landing on Eve's surface. The heat shield was larger than necessary, but that was largely on purpose to protect the components behind the shield. I couldn't be too careful on Eve- prior landings have taught me how thick the atmosphere is, so I worried I might burn up if I wasn't careful.

 Today's final example of airbreaks were used to deorbit a small space station. You'll note in the rear there being a craft slightly larger than the closer craft. Both utilize airbreaks to slow their decent, but really none of this would have been possible if the airbreaks weren't there to slow the crafts during decent. In order to salvage both craft it meant docking in the shape of a 'T' and burning fuel de-orbit. That was the simple part, slowing the lop-sided craft was the hard part. But once again, with the aid of airbreaks it proved useful enough to slow decent, launch the parachutes and detach the craft. Both craft landed safely and most important- were recovered for a full refund on parts.

Wednesday, July 29, 2015

KSP Log: 001 - Bill Goes Skydiving

I've been using Facebook less and less, but I really love sharing my experiences on Kerbal Space Program. So today I decided I would start logging my adventures through space on my very own blog. Previously, I've reviewed games and my own life experiences and to an extent- I may still. But perhaps this aspect will really take off and what I have to share will really help other players in their own space faring adventures across the Kerbal System. While I'm still not entirely settled on what kind of information I'll be sharing beyond personal Kerbal stories. I would certainly like to see this become a resource for other players who'd like to master what can seemingly be the impossible. Looking back, I know I was scrambling across the web looking for any information I could find on docking, orbiting or any other (now) basic maneuvers that at the time seemed to be frustratingly difficult.

Today however, I'm going to keep it simple. You'll note from the picture above that Bill wasn't doing so good for himself as he fell through the Kerbin atmosphere (ProTip: I use a couple of mods, in this case an atmosphere mod that really adds to the visual experience.) So here's the story, I have a craft that I'm trying to return home from Minmus but the problem is, I ran out of fuel to slow my craft down and unfortunately I was coming in at a really steep slope. Which means my craft didn't have the necessary time to slow down, nor did it matter as the craft didn't have a heat shield. After a few moments of flight the entire craft started to rip itself apart before exploding into shrapnel in the sky! Luckily, I quick-saved (F5) prior to entering the atmosphere. This gave me a few tries to get it right, but no matter what I tried, I just couldn't cause enough friction to slow down my craft quickly enough. The re-entry heat can be a real pain sometimes.

So in my final try I decided all was lost. I sent out via transmission all the science data I had collected and hunkered down. The craft thrashed and flipped but held together just enough for Bill to exit the craft. Even while the craft was sheering apart from the heat, Bill was protected from the bulk of the heat. The cockpit exploded, but again Bill was saved from the worst of it. The flaming craft finally slowed, the fire reseeded and Bill was left in free fall with a pile of metal around him. There wasn't much choice, he was going to have to jump solo.

This created a bit of a situation, as Kerbals don't come stock with parachutes. But I knew there was a slim chance he may still survive. I was only a few thousand meters over the ocean at this point, so I ignited my jetpack and vectored myself against the looming ocean. It wasn't a slow decent, but I burned off enough speed to still slam hard into the ocean. To my surprise and perhaps the Kerbal Gods themselves Bill survived. The mission may have been a failure, but that's not to say everything was lost. Bill would return to fly another day- and hopefully with better equipment.