![]() Vessel length: This isn't really about length, but weight. Vessel width: A wider vessel, say 2.5m will slow faster than a narrow vessel because of air resistance. ![]() But I wanted to add a few other notes on surviving entry: And then slow down over multiple passes through the atmosphere. In those cases you would aim a bit higher, perhaps 45km, which wouldn't slow you down enough for a landing, but enough to not escape Kerbin again. However, if you're coming back from, let's say, Jool, your speeds can be upwards of 4km/s, and you will cook even at 35km altitude. Note these numbers are for Kerbin, other planets have different atmospheres. So for reentry from the Mun or Duna you'd generally set your periapsis to about 35km, which should generally result in you slowing down to somewhere around 1km/s at those altitudes, and at that speed further descent will not heat you up significantly. Altitudes above ~40km might not slow you down enough for landing. Altitudes below ~30km will very likely cook you at orbital speeds. Generally you'd want to spend quite a bit of time flying horizontally in the atmosphere to slow down. Trajectory is also very important for heating. ![]() To transfer fuel between tanks, right click on both of them while holding alt. If you have parts which stick out (and produce drag), like the goo containers, try to put them closer to the nose.Īlso, before reentry, if you have any fuel left over, transfer it to the tanks which are closest to the end you want to go first (so they are the heavier ones). ![]() Other than that, if you'd like to reenter engines-first, then place all the heavy parts there (which will be mostly the engines, but crew compartments are also heavier than empty tanks or science labs). If you have fins/winglets on the bottom of your lander, it will be almost impossible to reenter any other way than nose-first. Generally craft reenter like darts - heavy end forward (so center of lift will be behind center of mass). A ladder runs along the side from the top of the container to the bottom a Kerbal on EVA can move along the ladders from one Hitchhiker Storage Container to the next, if they are stacked with aligned ladders.Yes, you should plan for reentry if you'd like to land something big intact. It has one hatch on its side, and two windows. Additionally, crew can enter and exit through the hatch from EVA, or through the “Transfer Crew” option. The Hitchhiker Storage Container is empty by default, but can be filled in the VAB by using the Crew and Cargo tabs. It has 18 inventory slots (2 more than the Mk3 Passenger Module), and has a volume limit of 1500L (2.3 times more volume per item, or 2.75 times more total volume). The Hitchhiker Storage Container has the greatest inventory capacity of any habitation module, beaten only by the dedicated SEQ-24 Cargo Storage Unit. Passengers in the cabin can perform a crew report. This can be used to act as crew quarters for stations, or hold tourists or rescued Kerbals from contracts. Like other habitation modules, the Hitchhiker Storage Container increases the capacity of a vessel, allowing it to transport more Kerbals. The equal-capacity Mk2 Crew Cabin is better suited for these tasks. The Hitchhiker Storage Container has the lowest impact and heat tolerance of any habitation module, making it a poor fit for any vessel destined for reentry or landing. Jebediah Kerman's Junkyard and Spacecraft Parts Co The HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motivations. Like other habitation modules, it lacks command module functionality, and requires a separate command module for control. It has a 2.5m radial size, and is likely intended for use in space stations. The PPD-10 Hitchhiker Storage Container (commonly the Hitchhiker Can) is a crew container/habitation module that can hold 4 Kerbals. Habitation module by Jebediah Kerman's Junkyard and Spacecraft Parts Co
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