Coldweld / The Infinite Diaspora / Reference shelf

Atmospheric entry and the descent corridor

Atmospheric entry is the descent from orbit to a surface through air, where a ship either burns its engines to land or rides the air with a heat shield to shed its speed.

17 numbers, 0 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C0 numbers at grade C
  • D0 numbers at grade D
  • E17 numbers at grade E

Functionality

Values

17 numbers: 17 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for atmospheric entry and the descent corridor
Quantity Value Grade Source Why this value
Rounds in the Blueshifter dive3 roundsEAuthoredNo source recordedThe dive is a set-piece and not a real entry. The count is chosen for play.
Base chance that a round of the dive goes clean70 percentEAuthoredAtomic Rockets, landing, Aerobraking LandingChosen with the shape of the game's boarding chance: a base, a scaled stat, then a clamp. The mirror gives no chance that an entry goes wrong. The sources are silent on this figure.
Chance added per m/s^2 of the ship's acceleration2 percent per m/s^2EAuthoredNo source recordedChosen so that a harder-pushing drive recovers a bad entry, the same stat that evasion uses.
Chance removed per point of danger1 percent per danger pointEAuthoredNo source recordedChosen as the unit scale of danger against the chance.
Highest chance a round of the dive can reach95 percentEAuthoredNo source recordedThe ceiling of the clamp, so that no dive is certain.
Lowest chance a round of the dive can fall to10 percentEAuthoredNo source recordedThe floor of the clamp, so that no dive is hopeless.
Share of the danger rating a failed round takes from the hull1 fraction of dangerEAuthoredNo source recordedChosen so that damage on a failed round scales with the danger. The damage formula follows the game's attack roll.
Least hull damage a failed round does5 hull pointsEAuthoredNo source recordedChosen so that a failed round always costs something.
Hull share at which a failed round aborts the dive0.2 fraction of maximum healthEAuthoredNo source recordedChosen so that the set-piece is a risk and not a kill: health floors at 1.
Chance bonus per point of Navigation competence on the descent corridor0.15 percent per competence pointEAuthoredNo source recordedThe standard department shape: competence times a small rate, capped. A navigation crew flies a better corridor.
Most chance Navigation can add to a descent12 percentEAuthoredNo source recordedThe cap of the department shape, the same as the Gunnery cap in combat.
Chance bonus of a powered descent15 percent pointsEAuthoredAtomic Rockets, landing, Aerobraking LandingChosen because a powered descent flies a wide corridor and the tank pays for it. The mirror says aerobraking lands a ship without a powerful engine and saves reaction mass. The sources are silent on this figure.
Chance penalty of an aerobraked descent5 percent pointsEAuthoredAtomic Rockets, landing, Aerobraking LandingChosen because an aerobrake rides a narrow corridor. The mirror says the risk is to run out of heat shield or of altitude, and gives no chance. The sources are silent on this figure.
Share of a missed powered descent that lands long0.75 fraction of missesEAuthoredNo source recordedChosen so that a powered descent cannot fail to arrive: its remainder never reaches SKIPPED OUT.
Share of a missed aerobrake that lands long0.45 fraction of missesEAuthoredAtomic Rockets, landing, Aerobraking LandingChosen with the hard share, and the remainder is the skip out. The mirror describes re-entry skips (Zond 6 and 7) and gives no odds. The sources are silent on this figure.
Share of a missed aerobrake that lands hard0.25 fraction of missesEAuthoredNo source recordedChosen so that the harder misses are rarer than the softer ones.
Travel days of hull maintenance that a hard arrival bills6 days of maintenanceEAuthoredDesign notes: atmosphericentry, The set-piece and the corridorSized against the days of neglect that make a hull overdue for maintenance, so that one bad landing is not a crisis and three are. A hard arrival bills maintenance and never health.

Real-world basis

4 points
  • Aerobraking lands a ship with a streamlined heat shield, called an aeroshell, and uses air friction to remove the delta-v.
  • The ship must shed its speed before it runs out of heat shield, which is burning up in re-entry, or before it runs out of altitude.
  • An aerobraking landing needs no powerful engine and saves a great deal of reaction mass, and a powered landing spends that mass to widen the safe corridor.
  • A re-entry skip, flown by Zond 6 and Zond 7, turned a hyperbolic orbit into an elliptical one. The perigee was not raised afterward, so the orbit still met the atmosphere.

Game and reality differences

2 points
  • The routine landing is damage-free by canon, because a 2500-era hull shrugs off re-entry. A hard arrival bills maintenance and never current health.
  • The Blueshifter dive is an alien-megastructure set-piece and is not a real entry. Its health floors at 1.

Source absences

3 points
  1. The Atomic Rockets landing page does not provide values for the following:
    1. Chance that an entry goes wrong. Every chance in the table is authored.
    2. Price of a hard landing. The days of maintenance are authored.
    3. Fuel cost of a powered landing against an aerobraked one.

Sources

2 documents
  • Atomic Rockets, landing, Aerobraking Landing: Aerobraking and aerocapture use an aeroshell and air friction to remove delta-v. The ship must finish before it runs out of heat shield or altitude. The page also records the Zond 6 and Zond 7 re-entry skips. "use air friction to eliminate your deltaV" (all uses)
  • Design notes: atmosphericentry, The set-piece and the corridor: The game's own record: the routine landing is damage-free by canon, and the chance formula follows the shape of the boarding chance. (all uses)