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Here's the latest update from my KSP crew. The rate of deceleration has slowed significantly, from about .1 m/s, to about .025 m/s, due to the distance. Theoretically, if the physics have been executed properly they will eventually slow down, but if the rate of change keeps going down, it may take hours for them to finally slow, and then start ever so gently being pulled back into Kearth orbit.

EDIT: Current mission time T+3h. Bill and Bob have spent almost that entire period in perpetual panic.
John Berry's profile photoDaniel Auchenpaugh's profile photo
Are you flying them in to the sun? Also, what kind of stack did you use? Do you know if it sims the planet's rotational velocity? Also, I mean, if you're really good you could put them in a geosync orbit.
Away from the sun, actually. The rocket is a simple design cobbled from a tutorial video linked on the KSP wiki. 4 liquid fuel tanks, and 6 solid rocket boosters with SAS on radial mounts around the base to get it off the ground. This run was actually an attempted orbit that went all wrong. I still haven't got the hang of dumping my vertical velocity, so I wind up in position for orbit but still climbing. This time I took advantage of the situation and just sling shot out of the gravity well and into deep space. I'm currently at over 9,000km from Kearth and still doing 230m/s.
I'm having a hard time figuring out if the planet's rotational velocity exists. There doesn't seem to be an indicator as to which way is with rotational, which (in real life) makes a huge difference on how you launch.
Well, after 8hours, the module is now at ~7000km and falling at a rate of 450 m/s. I'm not sure what the ultimate distance was before gravity overcame the craft, I'll k ow once the flight is over I suppose.

Of course, at present rate that'll happen at around 4am tomorrow, and that means I won't be around to activate the chute, assuming it can even slow it down after 7000km worth of constant acceleration. We shall see, I suppose.
who knows, if you're at the right angle off planet, you might fall past it and not hit it for a few orbits.
It's possible. It's tough to gauge relative position in this game. I suspect the symbols on the navball are supposed to indicate some of this information but I don't know what they mean. Apparently the plan is to eventually include a 3d map which might help.

This is going quicker than I expected though, I'm down 1000km in a half an hour and the rate of acceleration keeps increasing. Almost 600 m/s now. 
I think, finally, I got myself in a solid orbit. Looks like it so far, but I guess we'll see when I wake up and am either still orbiting, or I have a kerbal crater.
I'm now at 1200km up and nearing 2km/s velocity. Looks like I should hit atmo before it's time for me to sleep. Really should be doing something more productive, but I'm really curious now to see if they'll even survive now. A physicist friend has calculated their projected velocity on impact at almost 7km/s. I wonder if the magic parachute can even take that.
Oh dear. Well, they finally got back to the planet, within about 75km of it, but their angle of approach was as such that rather than being pulled in, they've hurtled past and are actually now gaining altitude as all that velocity gets deflected away. They're losing speed now, hopefully they're pulled back down into orbit, but it doesn't look good.
Maybe they'll just end up in a highly elliptical orbit. Kerbal Satellite Radio.
T+16h and they are now 9000km from the planet and slowing, currently doing about 240 m/s.
Well, after 5 hours apparently the orbit decayed enough for them to smack the planet. Poor guys. I wish your kerbals the best in maintaining an orbit.
So, the first time around they apparently peaked at around 9270km. This time it was 9240. Which means they're decaying at around 30km a turn assuming it stays consistent, and each turn is around 8 hours. It could take days for this orbit to fully decay. I think I'm about ready to call it.
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