

Settings on the parachutes were always default, and they definitely opened way ahead of the critical moment (speed was constant for the last several seconds in each case).

#Kerbal space program physics 101 mod
I have also tried RealChute Radial Chute from the RealChutes mod (I did all applicable tests with and without the mod, seems to make no difference).One parachute above the CoM, cluster of 3-5 parachutes below CoM.One parachute on the side just below the CoM, a second parachute above the CoM on the same axis as the first one.One parachute on the side of the fuel tanks, above dry CoM (located by looking at CoM with tanks 0% full).With these, I tried several different configurations: Variable number of Mk2-R radial parachutesĪll these components are stacked like a tower, except the parachutes.2x FL-T800 liquid fuel tanks (only 10% full for the test).Stayputnik (only for the test, so I can control it, should have negligible effect on mechanics).I decided to test it by building only the individual part of my bottom stage as its own rocket, and trying to launch and then parachute down with it. I know that in vanilla KSP stages beyond a few km just vanish anyway, but I'd still like to design a stage that in principle could land in one piece. I've been able to get by with a little trickery where capsules are concerned, but I recently decided to put parachutes on my stages so they touch down softly instead of exploding, instead of blowing up. In particular, parachutes now (1.0.5) seem absolutely useless. It seems that in one of the last few version the physics have been tweaked to make re-entry and landing much more dangerous.
