

Parachutes can also be used to help stop space planes as they land. On the other hand, a heavier parachute part generates more drag than a lighter parachute. Parachutes can also be used to aid with aerobraking to create additional drag. Therefore craft that are either very heavy or land on bodies with thin atmospheres ( Duna, Laythe) require either multiple parachutes or additional engines for a soft landing.

The deceleration depends on both the mass of the craft and the density of the atmosphere.
#Kerbal space program parachute full
So if you do not like waiting while your craft takes forever to drift down those last 1000 meters, you can safely set the altitude for full deployment to 300 or even 200 meters.Ī parachute comparable to the Mk16 chute, but which is placed radially instead of attached on top of something.Parachutes are used on bodies with atmospheres such as Kerbin and Eve to slow the craft for a landing. The Mk2-R parachute transitions from partial to full deployment very quickly. 75, which corresponds to an altitude of 2000 meters on Kerbin. If you are certain that your craft will land at sea level (or at least below 1000 meters altitude), then you can set the pressure value all the way up to. If you think you need a little more time for atmospheric braking and you are willing to risk crashing on a mountaintop with unopened parachutes, you can set the value a little higher. This is a nice value because it is safely above the top of the highest mountains, but the atmosphere usually has enough time to slow your craft to a safe speed. 25 will partially deploy a parachute at about 8000 meters on Kerbin. So keeping this default value is only useful if you intend to manually deploy your parachute at a particular moment.Ī pressure value of. At that altitude a parachute will have almost no effect, and your craft will probably continue to accelerate down to an altitude of 10000 meters - usually destroying your parachute. 04 partial deployment pressure corresponds to an altitude of around 17000 meters on Kerbin. It is almost always useful to tweak the tweakable values on these parachutes.


Sometimes the decoupler activates first and then the parachutes do not activate at all. In the current version attempting to activate parachutes and a decoupler on the same stage seems to be dangerous. Partial deployment provides a "drogue-like" effect that will hopefully keep your craft falling at a safe medium speed until the parachute fully deploys. Safe partial deployment speeds are slightly higher, and depend on atmospheric pressure. On Kerbin, this parachute can always safely fully deploy at a speed of around 255 meters per second. Right-clicking on the parachute (or looking at the parachute's icon) will give you information on whether the parachute is likely to survive being partially or fully deployed at the craft's current speed. It will automatically go into full deployment if it is already partially deployed, and reaches an altitude above the terrain that is set in the tweakable values. Parachutes can be activated only on a craft that has some kind of command module, so it is sometimes important to activate them before they get decoupled from the main craft.Ī parachute will automatically go into partial deployment mode if it is activated and then descends below the atmospheric pressure set in its tweakable values. A parachute becomes activated when it is staged, or when the "deploy" button is clicked and the craft is in flight, or it is triggered through an action group - the parachute's icon will turn green, but nothing else will happen at that point. This parachute performs almost identically to an Mk16 Parachute, even though it looks a lot smaller when deployed.Īll parachutes currently have four activation stages: unactivated, activated, partial deployment, and fully deployed.
