Interstellar TravelNext-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space and beyond. These colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.ĬoloniesBrand new to Kerbal Space Program 2 are colonies. Players will be delighted and challenged by next-generation engines, parts, fuel, and much more. Next Generation TechnologyIn Kerbal Space Program 2, the astoundingly inventive creations that KSP is known for will be taken to a whole new level. New animated tutorials, improved UI, and fully revamped assembly and flight instructions allow novel players to quickly put their creativity to the test without sacrificing any of the challenge from the original game. Improved Onboarding Kerbal Space Program 2 will create a whole new generation of space flight experts who will find themselves accidentally learning rocket science. A plethora of exciting new features will captivate veteran and returning players, as well as usher in a whole new wave of Kerbonauts to the ingenious and comedic world that has entertained millions of players. Build a space program, construct powerful spacecraft, design resource-gathering colonies, and much more to uncover the secrets of the galaxy. With the original Kerbal Space Program having become one of the most beloved games of all time and now bigger than ever, Kerbal Space Program 2 has been fully redesigned from the ground up to meet the demands of modern and next-generation space exploration, all while maintaining the monumental foundations of the first game. Thanks for the suggestions.Kerbal Space Program 2 is the sequel to the acclaimed space flight simulation game Kerbal Space Program from Private Division. I'll have to try one with a steeper rate of descent and see it it helps. With that setup, my passengers pretty much cook and explode by about 30K if I don't use a radiator even with a heat shield. Atmosphere burn on the heat shield starts around 50-52K altitude (airspeed is around 2300) and doesn't let up til about 20K. At 75K I turn retro and wait for re-entry. After the Pe adjustment, I keep the vessel prograde and ditch my engines at 80K altitude. I've already eyeballed Pe so I can be pretty certain of a water landing. My go to on orbital passenger missions is 95-100K circular orbit, then when I hit Ap I bring Pe to 30-35K for my re-entry angle. It's a bit counter intuitive admittedly to what your common sense may be telling you, try experimenting with some steeper angles, I think you'll find they are actually safer. Steep can be good, as going shallow will mean spending lot's of time heating up. What kind of re-entry Pe are you setting up? I like 35k, it get's you down through the hottest part of the atmo faster. Just de-orbited this from 80/80, no ablator. Well, I'm not sure what exactly it would be, but yeah you are doing something wrong. Unless I'm doing something wrong, which could very well be. And that isn't even with a steep rate of descent. Originally posted by gregoryk64:Maybe not for very low suborbital flights, but I've found it pretty much impossible to return a tourist mission from orbit without the crew cabin burning up if the radiators aren't installed. Nothing left to do then except watch your Kerbals crash and die. The ship will then accelerate nose first toward the surface and continue to gain speed, preventing you from slowing enough to deploy chutes.
It can be done just using stability assist, but there is a much greater chance that your vessel will flip prograde in lower atmosphere and you can't recover. If possible, use a pilot leveled up enough to hold retrograde automatically while re-entering the atmosphere.
Also, use drogue chutes along with your main chute. Without them, you stand a good chance of cooking your passengers on re-entry. So if I may offer a couple of tips.īe sure to add a couple of coolant radiators to the cabin along with a heat shield. Thanks :) The crew cabin is the best way to go for VIP and tourist missions, but they can be very tricky on re-entry. Get the crew cabin cylinder thing instead and use that with the regular mk1 command pod. Those things absolutely suck in an atmosphere and have incredibly high drag. Originally posted by MechBFP:You have to put those into a fairing.