[Space, Spaceships] Armor needed for Aerobraking/Re-entry
I searched for the answer to these questions, but the results I got were more confusing than enlightening. How much armor dDR is required for a ship capable of atmospheric re-entry/aerobraking? Can it all be up front, or does there need to be minimum armor on center and rear hull sections? I'm assuming a streamlined hull here; an unstreamlined one would need more. (How much?)
Dalton “is there a Spaceships FAQ?” Spence |
Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
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To be fair, the longer you're prepared to take over re-entry or the more dV you're willing to spend, the less heat shielding you need. (An extreme form of this is Vertical Landing, see the box on Spaceships p. 40; that basically brakes to a stop at orbital altitude, then descends slowly.) If you don't mind taking many hours, and you have enough manoeuvre capacity to stay under control, you can decelerate over multiple passes getting a little lower and a little slower each time, and use very little heat shielding. |
Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
Realistically, being re-entry capable is a specialized system that is only incidentally related to armor; no material armor is capable of soaking the total heat involved in a re-entry on an earth-sized planet, so you need specialized construction to dissipate as much heat intot he atmosphere (instead of you) as possible.
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Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
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Dalton “because 'how long it takes' can be critical” Spence |
Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
By spaceships RAW one of:
-One streamlined armor module in front or middle regardless of the DR value. -Soft landing system. |
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There was an old Ve2 rule requiring DR 20 for hypersonic flight. |
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Once you are in closed orbit, you may be able to use subsequent passes through the atmosphere to lower your apoapsis still further and circularize your orbit. But that's a different maneuver. |
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Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
That tells you the delta-V required. It doesn't solve the problem of how long you are in the atmosphere, what rate of deceleration you experience, and thus how much heat damage you can expect. The deceleration is a function of atmospheric density, which is (in turn) a function of altitude, which varies non-linearly as you approach and decelerate.
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In practice, any spaceship that isn't huge can achieve however much drag you really want just by going deeper in the atmosphere, but it may not survive the process.
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It is also worth noting that the portion of the ship facing forward during aerobraking should generally be blunt to keep the shockwaveoff of the craft's frame. Otherwise, the craft will be subjected to substantially higher stresses and heat than otherwise. Laatly as a follow-up on drag coefficients, a reasonable number would probably fall between around 0.4 ish for an Apollo-style capsule down to as little as 0.04 for an extremely thin, perfectly smooth airfoil-shape. The latter is pretty unlikely to be achieved, though, if for no other reason, no craft will be that smooth. I could believe in the 0.1 ti 0.2 range readily enough, though. |
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Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
Drag for aerobraking is most efficient from blunt rather than streamlined surfaces. A flat plate perpendicular to the airflow has a Cd ~ 2.0. SMAD III (p. 145) recommends 2.2 for a generic satellite.
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Edit to add: You should look at the history of the Magellan spacecraft. |
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I have yet to say air drag is not the chief force in aerobreaking. In fact, I specifically called it out as providing a method for finding the time to land, as the OP asked. I simply contend that the figures you are using are misleading. I am also pointing out that the predominant reason to have a blunt nose is to avoid excessive stresses from the bow shock. If you want a faster descent, you need more weight in DR, probably, to account for this. On a side note, it is possible to determine how much energy is dissipated as a function of time, which can then be used to find an energy pressure, through which you miiiiiight be able to sort out an actual DR, or at least a self-consistent one. Odds are, most GMs can just set a number and move on, but I know Dalton likes detail in these matters. |
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"The drag coefficient for satellites in the upper atmosphere is often approximately 2.2 (using a flat plate model). Spheres have Cd ~ 2.0 - 2.1." Vallado, Fundamentals of Astrodynamics and Aerodynamics, 3d ed., p. 549. "...Cd is the coefficient of drag ~ 2.2, ..." Squibb, Boden, and Larson (eds), Cost Efficient Space Mission Operations, 2d ed., p. 359. Your figures (0.4-0.04) are just way too low. The Apollo Cd values I've seen quoted are around 1.4-1.6. The "smooth airfoil" number is for a sub-critical angle of attack, which is specifically the way to minimize drag, not maximize it for braking effect. Once you exceed the critical angle, a wing surface acts more like a flat plate (though at a lower angle to the flow at that point). |
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Based on your replies, I'm going to assume you are just looking to provoke an argument, so I'm going to just stop responding to you from this point out. If anyone else has any interest in continuing what has devolved into a rather esoteric discussion on aerodynamics, I'm game, but otherwise, I hope I've helped Dalton with his question. Quote:
Really in the end, so much of that calculation would require the GM to just invent numbers that it's hardly even worth working out - especially for anyone using the Spaceships books, since those intentionally introduce broad generalizations to preserve people's sanity. |
Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
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Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
Looks like my question generated a little ... ahem ... friction and the atmosphere has become a bit heated. That wasn't my intention. Some of the math provided is very interesting (I'll save it for future reference) but a bit complex for gaming. I think I'll stick with minimums of 10dDR on the leading edge and 2dDR for other hull sections as a general rule-of-thumb. (Had to tweak my cargo lighter design by reducing the control room size to make room for more armor. |:-/ )
Dalton “who'd still like an aerobraking equation” Spence |
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No idea why the math would be too much for gaming. It's not like it's rocket sci...oh, um...
I'd probably just go with a Soft Landing Module for simplicity's, because wouldn't even straightforward atmospheric shielding need to be replaced each time anyway? If you want fiddly bits for in setting crunch, demand that each such module be specialized for an atmospheric density and gravity range. |
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Or rather, the reentry shield part can be used in a very wide range of conditions with good trajectory selection. The part that softens your actual landing is a bit more specific. |
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In reality, DR doesn't represent a vessel's ability to survive aerobraking and (re)entry. The Space Shuttle's Thermal Protection System (TPS) was actually very delicate. The tiles were made of foamed silica, and you could scratch them with your fingernail. The nose cone and wing leading edges where carbon-carbon, and that part was damaged catastrophically by a piece of foam once. The top and sides of the Shuttle were covered with fabric. It's more about moving the keeping the hot air away from your body to reduce heating, and being able to deal with the heating you do experience. How much heating takes place can vary A LOT depending on circumstance. From my experience with KSP, aerobraking from a low energy transfer orbit (e just about 1) to a capture orbit (e just below 1) doesn't take a lot of delta-v, and even today's space probes can do that just be grazing the top of the atmosphere. Then they can keep grazing to circularize, doing a little each pass. The big deal is slowing from orbit (or faster) to hit the surface. From LEO, that means getting rid of 8 km/s of velocity. Not a mean feat, but there's more to surviving that just lots of DR. (Apollo had to dump 11 km/s, and only got one pass. Galileo hit Jupiter's atmo at 47.8 km/s and lived (for almost an hour), but it went through 300 gees deceleration). And most of it is beyond the scope of an abstract system, beyond giving it a softlanding system, and saying that that system includes all the design considerations and equipment needed to survive the deorbit. Now Lithobraking...that's another matter. ;-) |
Re: [Space, Spaceships] Armor needed for Aerobraking/Re-entry
As far as aerobraking being hard, though, what matters isn't really the delta-V involved, it's the total energy you're dissipating. A vehicle aerobraking is dissipating energy at a rate of force * velocity.
Let's say a spaceship's approach velocity towards Earth started at 3 km/s, which is a kinetic energy of 4.5MJ/kg. At the top of atmosphere, it has gained another 62.5 MJ/kg from potential energy, so its total energy is 67 MJ/kg for a velocity of 11.57 km/s. To be captured, its energy needs to drop below escape energy (62.5 MJ/kg), so we need to dissipate 4.5 MJ/kg and about 400 meters per second. Now, the big trick here is that atmospheric density varies substantially with altitude, and our altitude during this pass will vary a lot. You can reasonably approximate this pass as if we were falling 'up', so at 10s away from apogee you have gained 500 meters; as the scale height of the atmosphere is about 8 km, we can figure our total time in atmosphere as if it were about 80 seconds (it's actually longer than that but a lot of it is in very thin atmosphere), during which time we need to shed 400 m/s and 4.5 MJ/kg. 400m/s in 80s isn't hard (it means a peak deceleration of about half a G), the challenge is the 4.5MJ/kg. If we assume we have a 10 ton probe that is a 4 meter diameter sphere (33 cubic meter volume), it has a surface area of 50 m^2, so we're looking at 45000 MJ/50 m^2 = 900 MJ/m^2 (it's actually uneven heating, max is about 4x that). It takes about 7.5 MJ to ablate a kilogram of steel, so if we just ablated away it would be 120 kg/m^2 (about 15mm), or a total of 6 tons of steel gone. Since we're only a 10 ton craft and we still have another 625 GJ of orbital energy we want to get rid of, that's not really a viable option. Thus, we have to figure out how to resist it without ablation. Our peak energy flow rate is 900/80 = 11.25MW/m^2. An idealized blackbody sheds heat at a rate of 5.67e-8 W*m^-2*K^-4, which we can solve for temperature, T(K) = (1.125e+7/5.67e-8)^0.25, or 3750K (and as noted, it's not going to be evenly spread, so it actually reaches 5300K on the leading edge). That's higher than any realistic material can withstand, but it's not dramatically higher; it we can find some trick that causes heat to be radiated outwards without ever striking the craft, we should be okay. At that point, the surface of the craft isn't ablating -- and we no longer need armor at all, we just need a framework that can hold our shielding in place without buckling, plus insulation. This roughly describes the way the space shuttle's tiles work -- while they would likely stop attacks for a little while, they aren't really armor as such. |
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