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[[Category:Reentry tutorials]][[Category:Tutorials]]
 
[[Category:Reentry tutorials]][[Category:Tutorials]]
Intuitive Atmospheric Entry is a common complaint on the Orbiter message boards that the aerodynamics on the Space Shuttle model are screwed up. This is usually reported after a person deorbits the vehicle, puts it in the right angle of attack... and then bounces off the atmosphere several times and overshoots the Cape. I know, I've done it myself. Here's how to enter the correct way.
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It is a common complaint on the Orbiter message boards that the aerodynamics on the Space Shuttle model are screwed up. This is usually reported after a person deorbits the vehicle, puts it in the right angle of attack... and then bounces off the atmosphere several times and overshoots the Cape. I know, I've done it myself. Here's how to enter the correct way.
  
 
Note: The aerodynamics of the stock Shuttle Atlantis which comes with Orbiter ''really are'' screwed up. It works great during launch, orbit, and the final gliding approach (Mach < 5.0), but in the hypersonic region it just doesn't work. I don't believe it is possible to do a good entry with it. I personally fly the [[Shuttle Fleet]] 3.9.2 myself, but I have heard many reports in the forum that the DeltaGlider III works also.
 
Note: The aerodynamics of the stock Shuttle Atlantis which comes with Orbiter ''really are'' screwed up. It works great during launch, orbit, and the final gliding approach (Mach < 5.0), but in the hypersonic region it just doesn't work. I don't believe it is possible to do a good entry with it. I personally fly the [[Shuttle Fleet]] 3.9.2 myself, but I have heard many reports in the forum that the DeltaGlider III works also.
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Also, it is an interesting fact that within a large range, the higher the drag on an entering vehicle, the smaller the heat load the spacecraft has to deal with is. This is partly because the craft does a larger part of its braking high in the atmosphere where there is less air. So, we use a very high angle of attack all the way through the heat pulse, to increase drag, increase lift, and not melt the windshield.
 
Also, it is an interesting fact that within a large range, the higher the drag on an entering vehicle, the smaller the heat load the spacecraft has to deal with is. This is partly because the craft does a larger part of its braking high in the atmosphere where there is less air. So, we use a very high angle of attack all the way through the heat pulse, to increase drag, increase lift, and not melt the windshield.
  
The entry autopilot's job is to make sure that the spacecraft always has an appropriate angle of attack for your present speed. The shuttle DAP does a decent job of this, even though it always keeps the nose a little below the [[w:NASA|NASA]] standard. The [[Deltaglider III]] autopilot will set the angle of attack to whatever the pilot commands, but it does not automatically track the mach number.
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The entry autopilot's job is to make sure that the spacecraft always has an appropriate angle of attack for your present speed. The shuttle DAP does a decent job of this, even though it always keeps the nose a little below the [[NASA]] standard. The [[Deltaglider III]] autopilot will set the angle of attack to whatever the pilot commands, but it does not automatically track the mach number.
  
 
== Flying ==
 
== Flying ==
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*kft = 1000 feet, 1000ft=304.8m
 
*kft = 1000 feet, 1000ft=304.8m
 
*ft=foot, 1ft=0.3048m
 
*ft=foot, 1ft=0.3048m
 
You can also use the following chart with speeds and distances converted to the metric system.
 
 
{| border=1
 
! Range, km !! Airspeed, m/s !! AoA deg !! Alt, km !! Vert spd, m/s !! Left Roll deg !! Right Roll deg
 
|-
 
| 8282 || 7620 || 40 || 122 || -- || -- || --
 
|-
 
| 4878 || 7315 || 40 || 75 || -14 ||  || R80
 
|-
 
| 3997 || 7010 || 40 || 72 || -63 ||  || 71
 
|-
 
| 3335 || 6706 || 40 || 70 || -62 ||  || 66
 
|-
 
| 2819 || 6401 || 40 || 69 || -61 || L63 || 
 
|-
 
| 2411 || 6096 || 40 || 66 || -60 || 60 || 
 
|-
 
| 2087 || 5791 || 40 || 64 || -59 || 61 || 
 
|-
 
| 1811 || 5486 || 40 || 62 || -58 || 62 || 
 
|-
 
| 1600 || 5182 || 40 || 60 || -57 || 63 || 
 
|-
 
| 1419 || 4877 || 40 || 58 || -56 || 64 || 
 
|-
 
| 1265 || 4572 || 40 || 56 || -55 || 64 || 
 
|-
 
| 1139 || 4267 || 40 || 55 || -54 || 62 || 
 
|-
 
| 1013 || 3962 || 40 || 54 || -53 || 59 || 
 
|-
 
| 891 || 3658 || 40 || 53 || -52 || 57 || 
 
|-
 
| 789 || 3353 || 39 || 51 || -51 ||  || R55
 
|-
 
| 696 || 3048 || 38 || 50 || -50 ||  || 46
 
|-
 
| 606 || 2743 || 36 || 48 || -49 ||  || 43
 
|-
 
| 515 || 2438 || 34 || 46 || -48 ||  || 40
 
|-
 
| 426 || 2134 || 30 || 43 || -47 ||  || 39
 
|-
 
| 341 || 1829 || 27 || 40 || -46 ||  || 40
 
|-
 
| 261 || 1524 || 23 || 36 || -45 ||  || 42
 
|-
 
| 196 || 1219 || 19 || 32 || -44 || L41 || 
 
|-
 
| 139 || 914 || 16 || 27 || -43 || 40 || 
 
|-
 
| 113 || 762 || 14 || 25 || -42 ||  || 
 
|-
 
| 91 || 610 || 12 || 23 || -41 ||  || 
 
|-
 
| 69 || 457 || 9 || 20 || -40 ||  || 
 
|-
 
| 52 || 305 || 8 || 16 || -39 ||  || 
 
|}
 
  
 
The most important thing is to have the correct altitude and airspeed for your distance from the target. Don't worry quite so much about vertical speed, just use it as a guideline to help you hit the altitude targets. Worry least of all about the roll. For one thing, this is for the real shuttle, and the Orbiter model doesn't have quite the same aerodynamic properties. Also, the roll reversals depend on exactly when and where you reenter at. Use whatever roll you need to get the sink rate you want, and roll reverse whenever you need to, to keep moving towards the target.
 
The most important thing is to have the correct altitude and airspeed for your distance from the target. Don't worry quite so much about vertical speed, just use it as a guideline to help you hit the altitude targets. Worry least of all about the roll. For one thing, this is for the real shuttle, and the Orbiter model doesn't have quite the same aerodynamic properties. Also, the roll reversals depend on exactly when and where you reenter at. Use whatever roll you need to get the sink rate you want, and roll reverse whenever you need to, to keep moving towards the target.
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{{HasPrecis}}
 
{{HasPrecis}}
 
[[Category: Articles]]
 

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