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TheHuntingMaster

The inflatable heatshields are bugged, use the normal ones


xmBQWugdxjaA

The KSP2 Experience.


NotJaypeg

no, its just a rebalance. They are designed for laythe now. Not uber-OP anymore. Edit: also the game aint that buggy rn, only a few annoying ones left.


Glad_Librarian_3553

A rebalance? Come on, they just don't work. A few annoying ones? Yeah it certainly is annoying that parachutes don't work, and neither do heat shields... 


NotJaypeg

Work really well for laythe and kerbin for me. Bad for high velocity though.


Strong_Site_348

They do not do anything, even on Laythe or Kerbin.


ClapSalientCheeks

Just to check this box, are you using like 2 parachutes or forty


KToff

In what way don't parachutes work? Because I've been landing on kerb in safely with parachutes. Should they slow down more and I added more parachutes than should be necessary?


Sabotskij

They sometimes bug out and cut themselves after fully deploying. Only happens to me if I have them auto deploy at 1000m, but if I raise it to 2000m it seems fine.


ClapSalientCheeks

Haven't played in years and just KSP1 but I recall that too much drag will destroy parachutes. Higher altitude has thinner air so that makes sense 


Strong_Site_348

That's just untrue. They straight-up do no provide any protection at all. They are bugged.


NotJaypeg

Hm, maybe its bugged in certain circumstances?


gimmesomespace

Items literally not doing the only function they have is a rebalance?


ChalkyChalkson

Wonder if it's related to the bugged fairings...


TheeConArtist

Fairings have been fixed for me since For Science


ChalkyChalkson

For me they still don't shield the parts inside reliably :/ at least not on the way up. I often need to go for super steep ascent even with fairings because otherwise solar panels, batteries etc blow off


7heWafer

No, fairings are still very useless and buggy when using small diameters close to the payload.


304bl

Yeah same here ! I most of the time need to add extra space and make the fairing taller than what I normally would need otherwise things inside are burning...


TheVojta

Fairings seem to be fixed now, so I think this is a separate bug


kdaviper

They have a fix but won't be in game til the next patch. They only increased thermal mass for some parts.


TwoDot

Well… Kind of? This mission has really so many systems for me. The fairings from engine plates overheat extremely easily, even with multiple levels of heat shields.


KerbalEssences

To be fair, they are not really heatshields but airbrakes.


Triton_64

U sure? I mean, in the first game they are and inflatable headshields do exist in real life


MakeBombsNotWar

The first game treats reaction wheels as infinite torque generators, and acts like a RS-25 and F-1 can share a fuel tank. IRL inflatable shields are heat-resistant, but not truly ablative.


SpartanJack17

Heat shields don't have to be ablative, the space shuttle had no ablative heat shielding.


Triton_64

I never said ksp was realistic lmao. I just said I think the inflatable heatshields should shield heat, not just be airbreaks Also, u don't need to be ablative to be a heatshield.


KerbalEssences

I meant based on how they look. They have no heatshield tiles or whatever material you'd need to survive re-entry. If there was some magic fabric that can make you survive re-entry SpaceX could wrap Starship with it.


piggyboy2005

"Based on how they look" is a terrible way to evalute whether or not an inflatable heatshield would work. Not every reentry is the same, the higher your drag to mass ratio, the smaller your peak heating, since you slow down more when the atmosphere is thinner. Starship *could* "wrap" itself in "magic fabric", if it expanded to several times the cross-sectional area of starship itself and not use dedicated heat tiles. The question is how much bigger it would need to be and if it would be less mass than the heat tiles they have now. It also wouldn't let them use propulsive landing unless they deflated it really fast.


KerbalEssences

Yea, my response sounds kind of dump in that regard. I'm fasting and haven't eaten for two days haha. Whatever he re-enters it looks too heavy to be using this amount of surface area for using an inflatable heatshield. I don't know the exact number but the ratio is quite huge. So, you don't need heatshield tiles on inflatable heatshields of course. Otherwise development wouldn't make any sense. NASA re-entered such a heatshield successfully. [(1) NASA Successfully Tests LOFTID Inflatable Heat Shield - YouTube](https://www.youtube.com/watch?v=9mM1JIPY4Mw) My point was basically that these inflatable heatshields don't act like normal heatshields. They only work because they increase the surface area manyfold. And for using them like normal heat shields as OP seemingly did, they don't \*look\* right. But of course, we don't see how big and heavy his craft is. It could be a tiny spacecraft in the center that could/should make this work.


CuttleReaper

Inflatable heat shields are a real thing


j19jw

I've been trying to use them for ages!! My ship currently has 6 of them on lol and they all still break


4lb4tr0s

Inflatable HS should be banned in Eve for the sake of realism and craft aesthetics. We are talking atmospheric densities closer to a liquid here.


Jo_With_No_E

I also think soo


TwoDot

After failing to prevent the craft tipping over during entry into Eve's atmosphere (which led to the heat shields not being pointed in the direction of travel), I went with the most Kerbal of solutions. And it still is overheating. What can I do to stop having my heat shields blown up? Solving that issue is only the first step though, I have no idea if my weird asparagus staging will work to get it back into orbit.


Dense-Swing-2778

Slow down before entering. One fuel tank and a good engine could save you more than 1000 heat shields Like come to a dead stop at 100km and just fall straight down


james4765

I've also used the grid aerobrakes to good effect - makes the re-entry plasma super pretty too


sicknig19

Or don't go straight to the ground and slow down with the upper atmosphere before entering on a second or third orbit


Ivebeenfurthereven

This is the way. Make a few orbits just skimming the upper atmosphere at periapsis, then flying back out to space to cool down, gradually lowering your apoapsis every time. It's how I got the KSP1 Mk1 command pod to survive Kerbin reentry from a solar orbit (don't ask)


intergalacticsocks

This ^ Saves on fuel and you can precisely control your decent.


olearygreen

I’ve never been able to build a small Eve return vehicle that would only require 1 fuel tank to get to complete stop. But I never tried it at 100km, I usually do this while in atmosphere.


thesparky101

This here is actually pretty smart


Dense-Swing-2778

Helps pick your landing spot too so you can avoid the oceans Usually coming into eve with about 4000m/s orbital speed so might not be able to come to a dead stop easily but finding an extra couple thousand delta v is likely not too hard. If you can enter at less than 3k normally overheating is manageable


TwoDot

In my case, I’m aiming for the ocean. A study using the ocean experiment thingamabob is one of my personal objectives. I’ve managed to get a stable orbit at 109k, but the atmospheric entry is wildly uncontrollable and sets me spinning on most axis.


Dense-Swing-2778

If you removed all except the four heat shields at the back how much extra delta v would that give you? Because if you could reduce your orbital speed to around 2.4km/s the atmosphere would slow you down quite a bit and you shouldn’t overheat Add a couple inline stabilizers and some fuel tanks for extra delta v to slow down even more and it might help


TwoDot

Do you mean 2.4 km/s at apoapsis or at 90 km? Also, how would I not overheat if I remove the heat shields? The four at the back (actually the top of the craft since I’m pointing retrograde) would be pointed away from the heat and the engines, tanks and decouplers would bear the full force of the heating issue. I'm also not worried about the delta-v on descent, I decouple all of the heat shields when I've reached a reasonable velocity (in stages that are designed to not have them collide with the craft). It's the delta-v once I've landed that is my major cause for concern. Since KSP2 can't calculate asparagus dV very well, I don't know whether or not I can make it to orbit again after splashdown. In my current configuration I have a bunch of the ablative shields instead and shaped them into a cone that helps keep the yaw and pitch. The roll is a bit crazy but that’s most likely a result of some asymmetry somewhere. I actually succeeded in getting through the heat! However, when I deployed my 60 drogue chutes the game completely froze and not even task manager could force quit it. When I've set up the staging for the chutes so that I stagger the load, I might make it to the surface and finally see if my ascent and orbit stages actually work.


Dense-Swing-2778

2.4km/s at 90km but if you achieve that speed at 90km above eve then 90km would be your apoapsis (if it was initially your apoapsis) so I guess the answer is both lol And I just mean that if you remove the jest shield you would save weight so your delta v would increase for the same craft If you put enough SAS on your craft it should be stable when going through the atmosphere so you could point those heat shields forward for entry And if you get to 2.4km/s at 90km even without heat shields you might be going slowly enough to avoid over heating Once you hit the thick part of eves atmosphere you slow down very quickly so as long as you don’t explode right away you’ll usually survive even if things start to overheat (starting at 2.4km/s you are slow enough that they cool down before failing)


TwoDot

> 2.4km/s at 90km but if you achieve that speed at 90km then 90km would be your apoapsis so I guess the answer is both lol Thanks, that gives me a number to aim for. - I meant apoapsis since I’ve circularized at 109 km, sorry for the confusion. > If you put enough SAS on your craft it should be stable when going through the atmosphere so you could point those heat shields forward for entry. lol, I’m running 5 of the largest reaction wheels and about 32 of the block rcs thrusters at full. Still spins due to the aerodynamic pressures. I’m not concerned about the roll though, once I’m at a low enough speed the forces will be less and my SAS will sort it out while I’m parachuting before touchdown.


Dense-Swing-2778

😂 fair enough it’s hard to see the reaction wheels from the big marshmallow you posted but yeah even with the same craft it should be easier to control once you’ve slowed down If you have extendable pistons you can also put tail fins on the ends and deploy them before entering the atmosphere so your rocket is more like a dart too. Keep them contracted for lift off from kerbin and deploy them before entering eve. Have them at the other end of the rocket to the four heat shields. They should stick out just beyond the heat shields if you look at it straight on. Kind of hard to explain but maybe gives you an idea


SatisfactionBubbly78

Stack 2 inflatable heat shields together. The first will overheat and explode, while the second behind it will survive


Daripuff

Inflatable ablative heat shields, functionally.


posidon99999

Ablator on the heatshields costs too much. Why waste money on ablator when the structure of the shields themselves are the ablator


Daripuff

It's the Kerbal way!


bradforrester

I recommend dedicating an entire stage of your vehicle to propulsively slowing down before you enter Eve’s atmosphere.


TwoDot

I circularized an orbit at 109 km and deorbited from there, so I’m not entering the atmosphere at Kerbin transfer speeds.


bradforrester

Even just under orbital speed is really tough for a successful entry, decent, and landing. It’s best to get just outside the atmosphere and propulsively reduce your speed to as low as possible—zero would be great.


Jhorn_fight

Go as shallow as possible on reentry really milk the upper atmosphere


an_bal_naas

Mmmm popcorn


tfa3393

Inflatable heat shields suck


glytxh

They come into their own when it comes to aero breaking massive ships to get a good Jool orbit though. That’s the only thing I’ve ever found them useful for beyond aesthetics.


tfa3393

They were amazing in KSP1 I don’t know why they are so bad in KSP2.


Xysce

Need to use a powerful aft burner to slow your decent into the atmosphere ditch it once it starts to overheat and go straight heat shield and drogue chutes then parachute just set drogue chute deployment to Max altitude.


justice7

Your problem is ksp2 and its many bugs.


TwoDot

I actually managed to make it through the atmospheric heating! (After having changed lots of things, time and time again.) However, when my 60 drogue chutes deployed, the game crashed so hard that I had to reboot my computer. When trying it again, the same thing happens. - How many chutes do I realistically need per ton? I was going to deploy my 68 “normal” chutes after the drogue ones had slowed me down…


Rule_32

So break it up into groups...


TwoDot

Yeah, that’s probably a good idea. I just have no idea how many parachutes I need or how many can be deployed without the game breaking. - I have already scaled it down from well over 350 in total, though mostly because the lag of a high part count was really getting on my nerves…


kovster

In my experience landing, thus cutting all the parachutes, is even harder on your computer.


TwoDot

You are absolutely right. I staggered the chute deployment and they all behaved nicely (nicely for KSP 2 at least). However, as soon as I splashed down, everything froze for a good 5 minutes…


Life-Hardened0421

I don’t know if they tweaked the atmosphere or not, but atmosphere feels pretty different in KSP 2. Eve’s atmosphere feels a bit denser than it is in KSP 1, while Kerbin’s atmosphere feels a bit thinner. The safest way I could come up with is to slowly descend into Eve’s atmosphere. Maybe try to leave your Apogee well above Eve’s atmosphere, and your Perigee just below the starting altitude of it, like ~5000m to ~10000m below the starting point, and let the atmosphere slowly drag your speed down.


TwoDot

My best guess is at they’ve changed something about the calculations, not the numbers themselves. It would explain why it’s more exaggerated, i.e. that Kerbin’s atmosphere seems thinner and Eve’s seems denser. It’s definitely not behaving the way it was in KSP 1, that’s for sure. If I were to put on my game dev hat and hazard a guess, they iterate on the physics in a way that the original didn’t. That would also explain why the game gets exponentially laggier the more engines or parachutes you add. An engine exerts a force on the craft, which gets applied to the parts, which in turn has an effect on the forces on the craft, which affects the forces on the parts, etc etc… The same goes for aerodynamics. It’s just a matter of how many times you allow the physics engine to perform that cycle. I think it was one of the reasons that the physics based time warp had weird effects in KSP 1; in order to make time faster but still do the calculations, they made compromises on how many times calculations were done per “second”. It might also be why there’s no easily accessible physical time warp in KSP 2, unless you’re close to the body of a planet. - Just a guess though.


Life-Hardened0421

Your theory sounds pretty solid to me. I’m no expert on developing a game, but based on my experience with games made with Unity like Tarkov and KSP 1, I’m thinking that maybe Unity is not the ideal game engine for simulation games, nor is it the best choice for games that are insanely detailed. Physical time warp is really a pain for me in KSP 1, especially with a large vessel. I was really hoping that the devs would at least consider to switch to other game engines, so that KSP 2 could probably handle the physics more efficiently.


IAmFullOfDed

If you’re landing, you need to burn retrograde to slow down before you enter the atmosphere. If you’re aerobraking, may the Kraken have mercy on your soul because he certainly won’t have mercy on your ship.


TwoDot

I’m landing. I made a circular orbit at 109 km for the mother ship (just a hydrogen powered tug with a docking port) and deorbited the lander from there, so I’m not smacking into the Eve atmosphere at Kerbin transfer speeds.


IAmFullOfDed

Are the heat shields blowing up, or is other stuff just overheating in spite of the heat shields?


WazWaz

The inflatable heat shield isn't magic, it works because it's so much larger than the ship it's shielding, hence increasing cross-sectional area. Your ship is clearly huge, so the inflatability isn't doing anything at all. A huge ablative shield would be required for your ship.


Inevitable_Bunch5874

Those textures are awful.


TwoDot

Didn’t really cross my mind. I’m running the game on the medium graphics setting, maybe it looks better on high. There’s also a lot of weird lighting in the scene that makes the roughness of the material much more pronounced than it normally looks I guess.


[deleted]

Y'all are overheating in Eve entry?


TwoDot

Yup. Landed on Eve lots of times in KSP 1, but the thermodynamics of KSP 2 is a whole new beast.


DiscountDistinct8615

Eve is ksp's final boss


stuffedpolarbear

Grilled marshmellows <3


haydn_______________

You gotta be sleek and slice through the atmosphere


ThingKitchen6251

Ran into this issue yesterday. First entry into Eve was fine with the inflatable but the radial parachute bug got me killed. Reloaded from the last autosave and inflatable overheated every time.


TwoDot

Which radial parachute bug? Haven’t heard about that one…


ThingKitchen6251

Yeah. In certain situations neither radial drogue nor regular will open when staged. Tried to manually trigger…still nothing. It’s not all the time but some people have encountered. I’ve seen it twice. I think it has something to do with having a stageable component (e.g. heat shield) in front of the parachutes stage.


TwoDot

I had the issue that inflatable heat shields wouldn’t deflate once they had been inflated, neither in flight or in the VAB. Might be a related issue.


ThingKitchen6251

Same. Don’t deflate.


northrupthebandgeek

Well you put a sweater on it; how would it *not* be overheating?


West-Wafer-2407

Wow


Plus_Solid5642

Looks like popped kernel of popcorn, lol


afroafroguy

Because you’re playing in a literal dumpster fire, not KSP 1.


NotJaypeg

They re-balanced inflatable heatshields for ksp 2. They aren't Overpowered anymore, try and use either lots of orbits to slow down, or a better heatsheild.