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I don't recall opening my chute being this big of a pain in the ass. Used to be once I got back into the atmosphere I could launch it almost anywhere, within reason, but now I'm getting constant heat warnings.

Try to give myself plenty of time, open at 1000, but its red, doesn't let me open till 300, then I'm dead.

Has this always been like this and I just somehow got my settings turned up higher than I wanted?
This question / problem has been solved by Lin545image
This is for Kerbin, this also assumes parachutes are fired out when you instruct them to do so.

Regular parachutes have two opening stages. Preopen and full open. The preopen should not happen behind certain speed or "atmosphere and heat" will destroy it. You can register these maximum speeds doing simple climb and fall tests.

When re-entrying, your total speed depends upon "total vehicle mass" (fuel weights!) divided by "vehicle friction" (based upon any surfaces the vehicle possesses) times "total orbit size" (orbit=speed x body gravity factor, bodies with stronger gravity require more energy/speed to achieve speed of same diameter).

Empty vehicle with large wings will have much better atmosphere breaking than big rocket full of fuel.
Empty vehicle with large wing area landing from 80km/80km, doing "cobra dive" is very easy to re-enter (provided, the weight distribution within vehicle is correct!! or it will flip), than large rockets full of fuel, that enter from Kerbol directly into Kerbin at perpendicular angle.

You should plan your descending trajectory to Kerbin. your descending speed/orbit based upon vehicle, move fuel around to balance (heaviest part tips down), your descending angle and technique (burning the engines at nose pointing retrograde/antiradial, or "cobra" nose pointing prograde/antiradial,or perpendicular rotation or parallel rotation). Rotation helps immensely to slow the vehicle down by increasing drag and to cool all parts equally. However it also leads to shortening of trajectory!

More dense atmosphere means more heat is produced with same re-entry speed. You get more dense atmosphere the closer you are to the ground, which means the more perpendicular trajectory to Kerbin are more suicidal.

Neverless, staying too long in the upper atmosphere layers at high speeds will cause overheating due to atmosphere plasma and lack of sufficient amount of atmosphere for any cooling.

So, given the breaking technique strongly depends upon vehicle mass and drag, the most safe landing is achieved via gliding, perpendicular descending trajectory.

Under observation of everything above, you should reach speeds below 250m/s already as high as 5Km. For very heavy vehicles without much surface area, one can use drogue chutes and A.I.R.B.R.A.K.E.S to help. Drogue are much more efficient, but have netherless the risk of burning down. AIRBRAKES dont.
Post edited May 12, 2016 by Lin545
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Lin545: This is for Kerbin, this also assumes parachutes are fired out when you instruct them to do so.

Regular parachutes have two opening stages. Preopen and full open. The preopen should not happen behind certain speed or "atmosphere and heat" will destroy it. You can register these maximum speeds doing simple climb and fall tests.

When re-entrying, your total speed depends upon "total vehicle mass" (fuel weights!) divided by "vehicle friction" (based upon any surfaces the vehicle possesses) times "total orbit size" (orbit=speed x body gravity factor, bodies with stronger gravity require more energy/speed to achieve speed of same diameter).

Empty vehicle with large wings will have much better atmosphere breaking than big rocket full of fuel.
Empty vehicle with large wing area landing from 80km/80km, doing "cobra dive" is very easy to re-enter (provided, the weight distribution within vehicle is correct!! or it will flip), than large rockets full of fuel, that enter from Kerbol directly into Kerbin at perpendicular angle.

You should plan your descending trajectory to Kerbin. your descending speed/orbit based upon vehicle, move fuel around to balance (heaviest part tips down), your descending angle and technique (burning the engines at nose pointing retrograde/antiradial, or "cobra" nose pointing prograde/antiradial,or perpendicular rotation or parallel rotation). Rotation helps immensely to slow the vehicle down by increasing drag and to cool all parts equally. However it also leads to shortening of trajectory!

More dense atmosphere means more heat is produced with same re-entry speed. You get more dense atmosphere the closer you are to the ground, which means the more perpendicular trajectory to Kerbin are more suicidal.

Neverless, staying too long in the upper atmosphere layers at high speeds will cause overheating due to atmosphere plasma and lack of sufficient amount of atmosphere for any cooling.

So, given the breaking technique strongly depends upon vehicle mass and drag, the most safe landing is achieved via gliding, perpendicular descending trajectory.

Under observation of everything above, you should reach speeds below 250m/s already as high as 5Km. For very heavy vehicles without much surface area, one can use drogue chutes and A.I.R.B.R.A.K.E.S to help. Drogue are much more efficient, but have netherless the risk of burning down. AIRBRAKES dont.
I never had to worry about all this shit before.

As far as reentry, all it is is my capsule. Something has changed here.
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tinyE: I never had to worry about all this shit before.

As far as reentry, all it is is my capsule. Something has changed here.
Capsule? And what is your reentry orbit total diameter? You can attach photo, if you wish. You sure not have attached heatshield, which adds an extra 1.5 t?

I had all this shit suddenly in my face when I started to experiment at some point, all in 1.0.5. Suddenly whole bucket-o-shit revealed, which I summed up above.

Parachutes will always fail at 300m/s. You should be 260m/s and you should be no way under 2000meters when you deploy them, or they will not have enough time to deaccelerate. Why are you at these speeds ... I have given whole layout above.

If you think this does not apply, then I hope someone else can come assist here.
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tinyE: I never had to worry about all this shit before.

As far as reentry, all it is is my capsule. Something has changed here.
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Lin545: Capsule? And what is your reentry orbit total diameter? You can attach photo, if you wish. You sure not have attached heatshield, which adds an extra 1.5 t?

I had all this shit suddenly in my face when I started to experiment at some point, all in 1.0.5. Suddenly whole bucket-o-shit revealed, which I summed up above.

Parachutes will always fail at 300m/s. You should be 260m/s and you should be no way under 2000meters when you deploy them, or they will not have enough time to deaccelerate. Why are you at these speeds ... I have given whole layout above.

If you think this does not apply, then I hope someone else can come assist here.
I found a small side shoot, which you may have mentioned above (I'm not good with names) that opens in high heat and allows me to slow down enough to get my main open. It actually looks really cool when my ship comes down with both of them open together. :P
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tinyE: I found a small side shoot, which you may have mentioned above (I'm not good with names) that opens in high heat and allows me to slow down enough to get my main open. It actually looks really cool when my ship comes down with both of them open together. :P
There are only two types - normal and drogue.
"Small" is drogue, which resists much higher speeds, but is too weak to slow by itself.

The thing is - real question is why you have such speed. If its not bug, then its certainly a new challenge for you. I hope I didn't spoil it with huge spoiler above.

I crashed like 40 times in different vehicles until I started to see connections...

The drogue and AIRBREAK in carrier (mode) are unlocked much much later, by the way. Also, consider this: https://youtu.be/AYBsqKRE7QM?t=1m14s although possible only on weak gravity planets...
Post edited May 13, 2016 by Lin545
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tinyE: I found a small side shoot, which you may have mentioned above (I'm not good with names) that opens in high heat and allows me to slow down enough to get my main open. It actually looks really cool when my ship comes down with both of them open together. :P
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Lin545: There are only two types - normal and drogue.
"Small" is drogue, which resists much higher speeds, but is too weak to slow by itself.

The thing is - real question is why you have such speed. If its not bug, then its certainly a new challenge for you. I hope I didn't spoil it with huge spoiler above.

I crashed like 40 times in different vehicles until I started to see connections...

The drogue and AIRBREAK in carrier (mode) are unlocked much much later, by the way. Also, consider this: https://youtu.be/AYBsqKRE7QM?t=1m14s although possible only on weak gravity planets...
I'm on science mode, only had a few launches, and I have drogues. Of course I cheat on points by walking around the launch pad taking soils samples. :P A water samples is like +20. Using the Goo on the pad is +10. :D

As for challenge, in the year or so I've had this I've only ever managed a Mun orbit so just getting off the ground is a challenge.
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tinyE: I'm on science mode, only had a few launches, and I have drogues. Of course I cheat on points by walking around the launch pad taking soils samples. :P A water samples is like +20. Using the Goo on the pad is +10. :D

As for challenge, in the year or so I've had this I've only ever managed a Mun orbit so just getting off the ground is a challenge.
Can you do gravity turns?

Btw, I would install [x] Science! and Kerbal Engineer Redux, even in vanilla. Perhaps, maneuver node splitter, some good docking mod like Docking alignment Indicator. Its nothing too much, It just provides information and better view, without which its rather very difficult and mistake-driven progress. Unless maybe constantly keeping a tonne of notes.

TWR > 1.5-1.7, for fuel (dV), ask google on "ksp dv map" :)

Science mode is fairly good, doing what you want, no need to do missions just for the money.
When I first started playing KSP on 1.0, parachutes were my mortal enemy. But I got used to them pretty quickly after realizing that the altitude isn't that big of a question - speed is.
For the Mk16 which is probably the first you will use, I open it between 260-250 m/s surface speed which you should easily reach a few kilometers above the surface if your landing pod consists of nothing more than the pod itself, heat shield and even a science lab attached.

The heavier it gets, the faster you will descend, and if you have a HUGE pod, you may need better chutes and AIRBRAKES can help but you won't need them unless you do some really crazy things.

What's important - which I noticed in the 1.1.x versions is that you need to pay a bit more attention to detail to your descent. In earlier versions, you could go back into the atmosphere pretty steeply. Now you should bring your Periapsis to ~30 kilometers to you have a flat re-entry (ideally you can keep the Apoapsis very low as well but I found that less of a problem - I had mine near the Mun and it worked for a huge lander) of which you won't escape anymore. And of course point your heat shield towards Prograde (by orienting your navball to Retrograde) and all should be fine.

You can do it I'm sure. I did it - even without mods so I'm sure everyone can. :)
the part about the proper descent path is equally import early in career/science mode when you're just doing sub-orbital flights( ie. not reaching a stable orbit ).
Don't just launch your rocket up vertically and let it fall down. You want to turn the nose of your rocket sideways rather early during ascent. Slow, but steady. So that you produce a wide and shallow flight curve.
That gives the rocket more time to slow down during the descent.
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tinyE: I never had to worry about all this shit before.

As far as reentry, all it is is my capsule. Something has changed here.
yes, they changed that. They finally listened to the players and made the reentry more realistic and challenging ;)
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immi101: the part about the proper descent path is equally import early in career/science mode when you're just doing sub-orbital flights( ie. not reaching a stable orbit ).
Don't just launch your rocket up vertically and let it fall down. You want to turn the nose of your rocket sideways rather early during ascent. Slow, but steady. So that you produce a wide and shallow flight curve.
That gives the rocket more time to slow down during the descent.
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tinyE: I never had to worry about all this shit before.

As far as reentry, all it is is my capsule. Something has changed here.
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immi101: yes, they changed that. They finally listened to the players and made the reentry more realistic and challenging ;)
Yeah I recall being able to do a lot of money with contracts early on, launching missions - even ferries - straight up to sub-orbital height and got them down no problem. I am actually kinda happy that they changed it.
Oooh look at that.

http://forum.kerbalspaceprogram.com/index.php?/topic/124820-kerbal-space-program-new-issues-repository/

Quote :

Parts.

* Heatshields not slowing down the pod enough. (Gameplay change)

Heatshields are not slowing down the pods enough during re-entry, found by GoSlash27.

Heatshields add a lot of mass to the pod, and improvements in how aerodynamic forces are handled in 1.0.5 mean that the extra inertia of the heat shields mass causes the pod+heatshield to take longer to slow down.

This can result in the pod being too fast to deploy parachutes until very near the ground.

Workaround.

Just like the NASA Curiosity rover, you can put your heatshield on a decoupler or separator and decouple your heatshield when past the hottest part of re-entry.
Therefore aHA. Not sure I like this change very much (classic apollo capsules didn't need to jettyson their heatshield after re-entry did they), but, dunno. If they consider it makes sense, then...

___
Edit : On second thought, yeah, I can see it making sense. KSP is very forgiving when it comes to reentry angles, while these angles have to be very precisely calculated in real life, to avoid burning like a meteorite, and allow only a very narrow margin of error. So I suppose KSP is actually getting a notch more realistic(ally hard).
Post edited May 22, 2016 by Telika
Slashy is a great guy, but I don't see this as a bug, but as a feature.

Already posted somewhere, that a heatshield logically weights quite a lot.
Besides all MK pods include some heatshielding from below. Also, rotation creates quite a bit of drag.

Its time to learn and understand logic behind descending: total orbit size, descend angle, vehicle drag profile, vehicle mass, airbreaking, descending profile/burn (suicidal burn included), mass distribution, roll factor, parachute max values.

All this appears once the total descending mass passes some limit and takes quite a bit of exploration! Just build three distictive vehicles: large rocket-like payload, medium spaceplane and capsule with science payload - and experiment with different orbit sizes, headings and angles. Never had any issues descending even directly from Mun since then.
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Lin545: Its time to learn and understand logic behind descending
I've been doing that my whole life. :P
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tinyE: I've been doing that my whole life. :P
Oberth effect to the rescue!