Difference between revisions of "Atmospheric entry"
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== Dangers for the craft == | == Dangers for the craft == | ||
− | + | With the release of version [[1.0]] heating is simulated and can damage the craft. Atmospheric entry is often the most dangerous point of missions in the real world and like there it is possible to shield against the heating by using [[heat shields]]. Overheating parts will at some point get destroyed. It is possible to change how the heating works by changing the difficulty before starting a session or using the [[Debug Toolbar]] while playing one. | |
− | + | Before version 1.0 flames already appeared but they were usually quite harmless in Kerbal Space Program. Those effects are merely cosmetic and in the stock game the drag induced by the atmosphere can only destroy extended [[solar panel]]s – the exception being the [[OX-STAT Photovoltaic Panels]], which cannot be extended or retracted; since they lie flat against the surface to which they're mounted, they generally won't be harmed by atmospheric entry. The rest of the craft won't break apart during entry unless it strikes the atmosphere at extremely high velocity (generally beyond that which can be achieved without cheating) or it has many flexible part joints and an un-aerodynamic shape (e.g., a space station). | |
If returning to [[Kerbin]], then disintegrating solar panels might be fun to watch, but this phenomenon can be a danger to probes on other bodies. In extreme cases, it is possible for solar panels without the protective casing to be destroyed despite being retracted, though this only occurs on [[Eve]]'s dense atmosphere. | If returning to [[Kerbin]], then disintegrating solar panels might be fun to watch, but this phenomenon can be a danger to probes on other bodies. In extreme cases, it is possible for solar panels without the protective casing to be destroyed despite being retracted, though this only occurs on [[Eve]]'s dense atmosphere. | ||
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A spacecraft can be easily obliterated during atmospheric entry if [[physics warp]] is activated. It is advised not to activate physics warp with a [[Parachute|parachuting]] ship until the chute opens. Parachutes that have opened can survive the 3x physics warp on [[Kerbin]]. | A spacecraft can be easily obliterated during atmospheric entry if [[physics warp]] is activated. It is advised not to activate physics warp with a [[Parachute|parachuting]] ship until the chute opens. Parachutes that have opened can survive the 3x physics warp on [[Kerbin]]. | ||
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== See also == | == See also == | ||
* {{Wikipedia}} | * {{Wikipedia}} | ||
[[Category:Physics]] | [[Category:Physics]] |
Revision as of 21:04, 29 April 2015
Atmospheric entry is the process of a spacecraft or other object entering the atmosphere of a celestial body. It is most commonly used when referring to the re-entry of Kerbin.
Naming
The scientific correct term is atmospheric entry and applies to all bodies with an atmosphere. Re-entry is only used when a craft enters the atmosphere of the body it started from. As all craft started from Kerbin it is only correct for entering Kerbin's atmosphere. Colloquially the term re-entry or reentry is used for all atmospheric entries. Aerocaptures can be treated as atmospheric entries, although an atmospheric entry usually describes slowing down in the atmosphere to assist in the landing.
Appearance
The atmospheric entry can first be detected then the velocity starts dropping although the craft is falling and the periapsis is still ahead. As soon as the craft sinks far enough into the atmosphere that the drag is building up effects can be seen which look like flames. Those effects were added in version 0.19.0.
Dangers for the craft
With the release of version 1.0 heating is simulated and can damage the craft. Atmospheric entry is often the most dangerous point of missions in the real world and like there it is possible to shield against the heating by using heat shields. Overheating parts will at some point get destroyed. It is possible to change how the heating works by changing the difficulty before starting a session or using the Debug Toolbar while playing one.
Before version 1.0 flames already appeared but they were usually quite harmless in Kerbal Space Program. Those effects are merely cosmetic and in the stock game the drag induced by the atmosphere can only destroy extended solar panels – the exception being the OX-STAT Photovoltaic Panels, which cannot be extended or retracted; since they lie flat against the surface to which they're mounted, they generally won't be harmed by atmospheric entry. The rest of the craft won't break apart during entry unless it strikes the atmosphere at extremely high velocity (generally beyond that which can be achieved without cheating) or it has many flexible part joints and an un-aerodynamic shape (e.g., a space station).
If returning to Kerbin, then disintegrating solar panels might be fun to watch, but this phenomenon can be a danger to probes on other bodies. In extreme cases, it is possible for solar panels without the protective casing to be destroyed despite being retracted, though this only occurs on Eve's dense atmosphere.
With their protective spacesuits, Kerbals can survive entering the atmosphere. Of course, they will usually die upon impact, although a glitch exists in which they may not be harmed if they hit the ground helmet-first.
A spacecraft can be easily obliterated during atmospheric entry if physics warp is activated. It is advised not to activate physics warp with a parachuting ship until the chute opens. Parachutes that have opened can survive the 3x physics warp on Kerbin.
See also
- Atmospheric entry on Wikipedia