Kerbal Space Program

Kerbal Space Program

Entering with a Mk 1 plane cockpit
Guys, could you share your examples of designs that rely on the Inline Mk 1 and manage to overcome its limited max temperature? I specifically want to come out of LKO after a 200 m/s burn.
Last edited by SievertChaser; Nov 20, 2016 @ 3:42am
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Showing 1-15 of 17 comments
AoD_lexandro Nov 20, 2016 @ 4:38am 
For now I have stopped using it because it seems bugged. Ive had major issues with it overheating on re-entry even though the same plane pre-1.2.1 was fine.

I suggest using the Mk1 inline cockpit with either a nose tank or a aeroshell cone for better heat resistance.
SievertChaser Nov 20, 2016 @ 5:25am 
Interesting. More collider box problems? I remember the Mk 1 pod becoming similarly useless even with a heat shield.
LTDominator Nov 20, 2016 @ 5:43am 
easy reentry with mk1 at height 55k, speed below 1800m/s at a 90° degree angle with nose up, slow down to at least 800m/s and put nose down to normal flight. always use upper atmosphere to slow down. i managed reentry with up to 2300m/s without heatshields just take the time it needs. you can also "bump" the upper atmosphere and slow down in 2 or 3 orbits, aerobrake starts at height 70k already...

edit: i made a quick video how to do it the easy way, still converting i link it here after upload...
Last edited by LTDominator; Nov 20, 2016 @ 7:39am
LTDominator Nov 20, 2016 @ 8:16am 
so here is the how to video, hope it helps with your problem
http://steamcommunity.com/sharedfiles/filedetails/?id=803282922
AoD_lexandro Nov 20, 2016 @ 8:56am 
Originally posted by LTD:
so here is the how to video, hope it helps with your problem
http://steamcommunity.com/sharedfiles/filedetails/?id=803282922

Could you share that craft? I want to test it in my game and see if it as the same issue as my other Mk1 ships. If it does then I know its a problem with my game.
LTDominator Nov 20, 2016 @ 9:19am 
craft: https://www.dropbox.com/s/39m82zhkr9jhyat/R-10%20Woodpeaker%20%28A%2B%29.craft?dl=0

place it in "...\Kerbal Space Program\saves\your profile\Ships\SPH

edit: i forgot to add the reactionwheel to the craft, maybee add it. the craft is no spaceplane so you have to cheat it to orbit, i just did a quick reentry for testing purpose. add the tank on top like in the video to decrease orbit..

do you use mods in your game? outdated mods can cause weird results so i suggest to start a fresh game and add just mods updated to last game version...
Last edited by LTDominator; Nov 20, 2016 @ 9:34am
AoD_lexandro Nov 20, 2016 @ 9:42am 
Originally posted by LTD:
craft: https://www.dropbox.com/s/39m82zhkr9jhyat/R-10%20Woodpeaker%20%28A%2B%29.craft?dl=0

place it in "...\Kerbal Space Program\saves\your profile\Ships\SPH

edit: i forgot to add the reactionwheel to the craft, maybee add it. the craft is no spaceplane so you have to cheat it to orbit, i just did a quick reentry for testing purpose. add the tank on top like in the video to decrease orbit..

do you use mods in your game? outdated mods can cause weird results so i suggest to start a fresh game and add just mods updated to last game version...

Yes I use mods, but only ones 1.2.1 compatible. And only a few designed for extra content like the OPT spaceplanes mod.

Originally posted by RoofCatA:
Originally posted by dennis.danilov:
Guys, could you share your examples of designs that rely on the Inline Mk 1 and manage to overcome its limited max temperature? I specifically want to come out of LKO after a 200 m/s burn.
Wait, what's your problem exactly? What do you mean after 200m/s burn? You slow down on LKO 200m/s or you want to have 200m/s at the end?
Do you have something in front of inline MK1, right? Cone on intake or...?

Basically it's all the same for all planes. Don't slow down until you reach <40km altitude. Do it slowly + 5..10°. Glide the air until the plane slows down naturally, keep vertical speed low. If you aerobrake high up (55km+), you will make your trajectory steep and the ship won't have enough time to slow down.

When you come back from Minmus/Duna, you do of course go 90° at altitude above 55km until you reach LKO velocity. But don't make your craft slower than 2200 there. Or it will fall vertically.

Funnily enough my mk2 spaceplane can manage a 3000m/s re-entry from a return to LKO manouver. I dont need to re-orbit, I can just drop right in to the atmosphere and hit the brakes. My Mk1's can barely enter at all from 2000ms/ 70k de-orbit burns.
Last edited by AoD_lexandro; Nov 20, 2016 @ 9:46am
LTDominator Nov 20, 2016 @ 9:43am 
Originally posted by RoofCatA:
Basically it's all the same for all planes. Don't slow down until you reach <40km altitude. Do it slowly + 5..10°. Glide the air until the plane slows down naturally, keep vertical speed low. If you aerobrake high up (55km+), you will make your trajectory steep and the ship won't have enough time to slow down.

pretends on the craft, drag begins at 70k so you always can use it to slow down, optimal reentry speed is about 1800m/s to 1600m/s. works with jets and rockets i never use heatshields for reentrys from LKO. as i told in the video start from 75km orbit (~2200m/s)
and slow it down, dont use airbrakes just let the craft glide until its save. reentry above 3000m/s is suicide without heatshields lol...
Last edited by LTDominator; Nov 20, 2016 @ 9:53am
LTDominator Nov 20, 2016 @ 11:55am 
Originally posted by RoofCatA:
Originally posted by LTD:
optimal reentry speed is about 1800m/s to 1600m/s
wrong. Because it's steep. What is your Pe, when you have 1600m/s at 75km?
Originally posted by LTD:
reentry above 3000m/s is suicide without heatshields lol...
wrong. If you stay above 55..57km it's fine for cautious slowing down in multiple runs.
at 75km you should have ~2200m/s and 1800m/s to1600m/s at diving into the atmosphere for always save reentry without heatshield, that maybee not the ultimate solution on paper but its safe, if you have a plane it doesnt matter cause you can always switch to atmosperic flight and capsules usually have chutes. i did reentry at 2600m/s without heatshield so you can drive it to the limits but i told about simple and always safe reentry...
Last edited by LTDominator; Nov 20, 2016 @ 11:56am
LTDominator Nov 20, 2016 @ 2:23pm 
if you have an stable 75km orbit your speed should be ~2260m/s,
if your position is 90° infront of the KSC burn retrogarde until periapsis reaches 0km,
your height above the KSC should then be near 40km. (switch to atmospheric flight)

the whole reentry process starts at 70km cause you have already atmospheric drag here,
you have to do some aerobraking at height between 70km (reentrystart) to 50km (reentry end),
you can notice the red glow of your craft here, stress and heat caused by drag.
between 70km and 50km you should slow down to 1600-1800m/s
(for safe reentry without heatshield)
if you start the whole process from 100km orbit your speed is near 2300m/s between 70km and 50km so then you maybee need a heatshield...

sorry mate english is not my native language so i hope i made it clear now...
Last edited by LTDominator; Nov 20, 2016 @ 2:51pm
LTDominator Nov 21, 2016 @ 7:21am 
i did this reentry procedure with all my crafts, capsules, mk1 ssto's and even the space shuttle replica, i copied the whole thing from nasa spreadsheet so i dont understand how you can think my aproach to reentry would be agressive or dangerous? i just use the drag of the upper atmosphere to slow down so the reentry dont build up that much dangerous heat cause of lower speeds, that is called aerobraking and it works flawless, i never have problems with reentry...
sheet: http://www.hq.nasa.gov/pao/History/SP-4209/p68.jpg
watch the video i linked, i think we made mistakes of comunication here :|

reentry with small crafts mk1 etc:
https://youtu.be/2x7XyvTikuY?t=146

and the reentry trajectory of my space shuttle to compare:
https://youtu.be/nMDy5HckCVw?t=229

i call the second one "hotdrop" cause the craft come in with high speeds at a steep angle but it works with mk3 either, you need a well balanced craft to do that and i dont suggest to try it with mk1...
Last edited by LTDominator; Nov 21, 2016 @ 7:48am
LTDominator Nov 22, 2016 @ 12:50am 
i made the videos, the reentry angle pretends on the used craft, at all i agree...
i need to learn better english i guess :D
AoD_lexandro Nov 22, 2016 @ 1:00am 
So found it was indeed a bug in my game. I dumped out some mods and verified the cache, and my ships have started heating up properly. The MK1 wasnt able to transfer its heat and was getting hot internally which was making it go "pop".
LTDominator Nov 22, 2016 @ 1:01am 
so now it work correctly?
AoD_lexandro Nov 22, 2016 @ 1:04am 
Yep, still hot but I can get it back from orbit if I play safe with a heavy braking move first
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Date Posted: Nov 20, 2016 @ 3:42am
Posts: 17