Starwaster

[1.0.5] Deadly Reentry v7.3.1, Dec 13, 2015 (The Melificent Edition)

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Deadly Reentry 7.3.1, for KSP 1.0.5 - The Melificent Edition, SIATPWWEFPD update.

What Deadly Reentry does!

(especially with KSP's new handling of thermodynamics)

  • Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc)
  • If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure.
  • Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die.

Download latest version!

This update is by Starwaster.

ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues NathanKell's work on Deadly Reentry continued, and he might contribute more at times.

License remains CC-BY-SA as modified by ialdabaoth.

Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219

Module Manager is required for DREC to work.

INSTALL INSTRUCTIONS:

 

  1. If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder.
  2. Extract this archive to your KSP/GameData folder
  3. If asked to overwrite ModularFlightIntegrator, use the most recent one. If you're not sure, overwrite. *

* ModularFlightIntegrator is not currently required or used by Deadly Reentry as of about DRE 7.2.2. 

 

USAGE INSTRUCTIONS:

Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km)

Note: Deadly Reentry no longer interferes with chutes. Both stock chutes and Real Chutes have adopted their own implementations of punishing deployments at unsafe speeds. The above warning still applies except you don't get to blame Deadly Reentry about it.

Compatible shield/reentry packs!

Deadly Reentry Frequently Asked Questions.

Spoiler

 

  • Q: Help! My parachutes aren't deploying or they autocut as soon as I deploy them!
  • A: And in the past, you could have blamed that on Deadly Reentry! Not anymore. We didn't touch your chutes this time. That's either stock behavior or Real Chute behavior. (next time, don't deploy until you're subsonic or close to it)

 

  • Q: But the part wasn't even very hot, the ambient temperature was below 0 and it was shielded from reentry!
  • A: Neither the part's temperature or the ambient temperature matters. When you reenter atmosphere at high speeds, the air is compressed and heated into a superheated plasma that can melt steel, let alone parachutes. As the superheated gasses stream past the ship they can burn your chute. Or aerodynamic stresses could shred them.

 

  • A2: Wait until your velocity has dropped below 350m/s before deploying. A typical safe altitude for drogue chute deployment is 7km. Main chute deployment at 3km. Deployment at faster velocities or higher altitudes is at your own risk.
  • A3: Velocities and altitudes assume a Kerbin reentry. Other planets may be more or less difficult by virtue of different atmospheric content and/or pressure and initial velocity at the entry interface. (the point at which you first made atmospheric contact)

 

  • Q: My ship doesn't slow down enough to deploy chutes before it crashes!
  • A: You're probably at a planet with a very thin atmosphere and can deploy chutes earlier than on Kerbin. If you're AT Kerbin and you haven't dropped below 350m/s by 5000 meters then you may have a problem with one of your other mods that has nothing to do with Deadly Reentry. This mod only applies g-force damage. It does not affect aerodynamics at all.

 

  • Q: My ship is exploding halfway through launch!
  • A: You're going too fast in the lower atmosphere. An easy way to ensure against this is to make sure you have a low thrust to weight ratio (TWR) at lift off. 1.25 - 1.6. If you don't have a tool that displays your TWR then you should get one. (MechJeb has one. Kerbal Engineer also provides this information. NASA and other space programs have tools that help them design good rockets and so should you)

 

  • Q: Deadly Reentry is too hard / easy!
  • As of KSP 1.0, you can directly use the stock menu to change the scale of heating! In the menu, click the difficulty button and find the slider for reentry heating.

 

  • Q: I'm playing with Real Solar System and reentry I'm burning through my heat shield a lot faster than on stock Kerbin!
  • A: This probably shouldn't be happening anymore. First, ensure that you aren't coming in as steep as you might be in stock. A periapsis of ~20 works well in most stock situations but could be bad in RSS. Try ~50-60 periapsis.

 

  • Q: You misspelled Melificent.
  • A: In Latin, mel has a different meaning from mal. The spelling change is deliberate :) (mel means 'sweet')
  • A2: Further explanation: Melificent is my cat who passed away a few months ago.

 

  • Q: Why isn't there a picture of her?
  • A: Click the DRE icon in-game, or check the bottom of the FAQ.

 

  • Q: That last one wasn't a real FAQ question was it?
  • A: No. In fact, neither was this one. I made those last two up myself in case anyone asked.

iouwxyz.jpg

 

Changelog:

 

Spoiler

v7.3.1 - The SIATPWWEFPD update.

  • Added skill check for damage above 0.75 (requires skill level 5)
  • No fire damage if CheatOptions.IgnoreMaxTemperature == true
  • No G-Force damage if CheatOptions.UnbreakableJoints == true
  • Only run toolbar code once. (addresses duplicates created when database reloaded)
  • Tweaked Mk1 Pod thermals (max temp, heat shield) to address complaints that the pod is burning up too easily.
  • Updated RSS fallback heat shield configs

 

v7.3.0 RC1

  • KSP 1.0.5 compatibility update
  • Code cleanup of extraneous DRE 7.1.0 skin remnants.
  • Fire damage reinstated
  • Repairing of damage now requires an engineer on EVA - the more badly damaged the part, the greater the skill required.
  • Damaged parts have lowered tolerance to further overheating and may break loose easier. (skinMaxTemp, breakingForce and breakingTorque are all reduced)
  • Part configuration patches tweaked.
  • It's still the Melificent Edition.
  • Almost reinstated DRE specific menu options.

v7.2.2

  • Adjusted all DRE shield part cost and mass. (adjusted cost to account for resource problem described in issue #24 and adjusted heat shield masses to saner values)
  • Adjusted cost in Procedural Fairings to account for resource problem described in issue #24. (both stock fairing and PF mod)
  • screen message formatting
  • Corrected flux formatting for displays.
  • Approximating total absorbed heat in joules. (displayed in part context menu for total convective heat when over Mach 1)
  • Removed settings for chute warning messages since DRE no longer implements chute failures.
  • Version revision restriction. From this point on, revision restriction in effect. DRE will not run on anything older than 1.0.4 and will also fail on future updates until an updated version is released.
  • RSS specific tweaks. (modify lossConst / pyrolysisLossFactor to allow shields to survive reentry in RSS)
  • globally changed reentryConductivity to 0.001 (insulation allows 1 W / kW)
  • Implemented depletion threshold for maxTemps/conductivity changes. (amount <= 0.000001)
  • increased depletedConductivity to 20 from 1. (insulation burns up and becomes useless. Fiery plasma sweeps through your craft incinerating all in its path. Hilarity ensues)
  • Space is a tough place where wimps eat flaming plasma death.

 

v7.2.0

* Deadly Reentry no longer implements reentry heating. Instead it tweaks parameters to make stock reentry deadlier.

* Deadly Reentry still handles G-force damage.

* Still no menu. (sorry! Cute cat still there!)

* Configs for all parts previously handled by Deadly Reentry have been edited to take advantage of new stock skin system.

* Spaceplane handling is a bit experimental and relies on having a skin with VERY low thermal mass which increases the heat loss from radiation. (use VERY shallow reentries for spaceplanes and reentries will be survivable but difficult. Consider turning off the heat gauges or you will get a frightful scare when you do spaceplane reentries)

* (no, seriously, turn the heat gauges off...)

* skinMaxTemp tends to be higher than maxTemp which now represents internal temp, including resource temp. 

* ModularFlightIntegrator is still a dependency but is not currently used by Deadly Reentry.

v7.1.0

* Added heat shield char support. (not all shields)

* Major changes to skin conduction, radiation and convection

* Skin percentage is now actually a percentage of thermal mass. (i.e. part thermal mass goes down as skin thermal mass goes up)

* Heat shield aerodynamics fixed. (stable when blunt end forwards for all DRE shields & ADEPT shields)

* Heat shield decoupler: texts fixed. Unused decouplers removed. 0.625m decoupler added.

* NaN checking

* MOAR NaN checking

* Moved away from foreach usage. (you shouldn't use foreach, m'kay? foreach is bad.... m'kay?)

* Delete audio on destroy

* reimplemented engine detection

* RO support

* Depleted shields burn easier

* 1kg minimum part mass enforced. (in calculations only; part mass is not touched)

* Fixed 3.75m shield normal map

* Patching of KSO parts to remove obsolete pre DRE 7 configs.

* Lowered convection/radiation factors to 10

* KWR configs fixed.

* Other general config fixes

'changes to conduction/radiation/convection' is understating things a bit. It made things hot enough that I had to reduce convectionFactor to 10 to keep certain reentries survivable. Mk1 pod can handle LKO reentries just fine but munar or Minmus returns will probably burn its shields out before it can slow down to safe velocities. radiationFactor reduced to 10 to keep it even with convection. So, this was enough of a change to warrant a minor version upgrade

v7.0.3

 

  • Calculate what pecentage of skin is actually facing the shockwave and use only that percent for thermalMass
  • Add OnDestroy() and null the FlightIntegrator cache
  • Added additional check for part.ShieldedFromAistream
  • Buffed fuel tank maxTemp
  • Fixed typo in DRE heat shields
  • Fixed the Deadly Launch bug (for real this time. NO SERIOUSLY!)
  • Added depletedMaxTemp to heat shields. (if their resource is depleted, their maxTemp changes to this value. Default 1300)
  • skinHeatConductivity works properly now.

 

v7.0.2

*Removed legacy engine configurations which were adding pre-KSP 1.0 levels of heat production. (FIRE BAD!)

*Fixed duplicate toolbar button issue

*Tweaked convection heating to start EARLIER. Tweaked stock shields to (more or less) their original ablation/pyrolysis levels. For your protection.

*Put in checks and guards against null ref errors in UpdateConvection()

Known issue:

You may get logged error spam on craft with procedural fairings, namely the base. If this happens just revert to launch, or quicksave then quickload.

v7.0.1

Fixed attach nodes.

v7.0.0

  • Complete rewrite of 90% of Deadly Reentry code to take advantage of new KSP 1.0.
  • Deadly Reentry rewritten from the ground up to take advantage of stock thermodynamics.
  • Skin temperature implemented. part.temperature now represents a parts interior  temperature. Skin and part temperatures are tracked separately. Because the skin tends to be thinner it will usually be very much easier to burn through.
  • ModuleHeatShield uses the same format as KSP 1.0's ModuleAblator. The old heat shield format is deprecated and no longer used.
  • Heat shield reflective property is now replaced by the part's emissiveConstant. In theory, subtract the reflective value from 1.0. That is the emissiveConstant. In practice, parts will have a minimum value of 0.4. Values of 0.6 - 0.95 represent fairings and passive heat shields such as space shuttle tiles and other non ablatives.

 

Old Legacy Changelogs!

Spoiler

 

v6.4.0

*Compiled for KSP 0.90

*Added toolbar button (for stock toolbar)

*Added Easy, Normal and Hard difficulty settings accessible from new menu

*Difficulty settings are per-save game!!! Use Easy for sandbox and Hard for Career! (if you want)

*Alternate lower density calculation (for use with Hard mode to prevent excessive heating for high speed aircraft)

*Fix for stuttering AeroFX cases. (thanks to Motokid600, Chezburgar7300, Zeenobit and Noio for feedback and/or testing)

*Reworked warning messages for visibility and/or optimization

*Optimized density calculations (moved all into ReentryPhysics; no more per-part calculations)

*Lowered part max-temperature cap to 1250 (other parts may be even lower)

*Heat shields now insulate attached parts against conducted heat

*Low grade heat shielding added to nose cones and fairings. (also to parachute 'cone' parts. Deploying chutes 'jettisons' the shield)

*Kerbals now react to reentry events such as overheating. (may need tweaking; even Jebediah gets scared now. Can't have that)

*Merged in fixes from NathanKell for FAR detection

*Merged in changes from NathanKell to support R&D / Technology requirements

*Added support for (currently unused)stock KSP airstream shielding

*Trapping and checking for of null reference errors in events.

*Added DeadlyReentry.version for AVC and CKAN support

v6.2.1

*Debug Menu saves survive quick load and reverting. (added extra save function to update the loaded REENTRY_EFFECTS ConfigNode)

*Changed crewGKillChance from double to float. (fixes error in debug menu when changing this field)

*Fixed bug with RealChutes not cutting and/or spamming FlightLog

*FixedparachuteTempMult not saving from debug menu.

*Added FlowerChild's fix for StrutConnectors not destructing their reinforcing joints when they explode.

v6.2

*Fixed issue with Jool NaN temperature. (capped low end of getExternalTemperature() to -160)

*Capped low end of ambientTemperature to absolute zero.

*NaN protection for part.temperature

*Added density field to debug GUI

*Replaced hard coded gas constant with per-planet specificGasConstant. (to-do: move that data to config files)

*ReentryPhysics still uses hard coded 287.058 value

*Added flight event logging for parachute failures.

*Added legacyAero config file option. If present and true then density retrieved from vessel.atmDensity

v6.1

*Fixed typos in SPP.cfg and Wings.cfg (some parts were not getting

shielded)

*Additional sanity check when raycasting for parts shielding parts.

*Added logic check to make sure a chute was actually exposed to

damaging temperatures when deployed

*Groundwork for toolbar support. (in-game per save game difficulty

settings coming soon)

 

 

 

 

 

Download (latest official)

 

Source on Github

 

Edited by Starwaster
DRE v7.3.0 RC1 update, Dec 6, 2015
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Aw, thanks! :)

A note to anyone playing with Human-size Kerbin: setting temperature mult to 8 (instead of the stock 25) seemed to work just about right for me.

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Nice to see this being working on Nathan. If I wasn't already hitting the crash level of memory usage I'd give it a whirl.

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Thanks, folks. :)

Ratzap, except for like a meg or two of parts, it shouldn't take any memory to speak of.

2 people like this

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I see your name, Nathan, on an awful lot of the best mods, do you ever get any time to actually play? Or eat?! Cheers for the hard work.

Quick question - the global scalar for g-tolerance: set to 2.5, does this mean that all parts will explode at 2.5g's? Or is it a multiplier to some other property? How would I "turn off" g-induced damage?

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Quick question - the global scalar for g-tolerance: set to 2.5, does this mean that all parts will explode at 2.5g's? Or is it a multiplier to some other property? How would I "turn off" g-induced damage?
As an addendum to this question, have the g values changed significantly from the 2.3 version? I've only just started dipping my toes into DR and it seems wise to be aware of significant changes of that sort.

Semi-related: re-entry effects are positively terrifying now and I love it.

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Play? Heh, not really, no. :]

Eat, yes, at least. ^_^

Yes, this is DRC^2.

Regarding g-tolerance multiplier. Thus far I have not changed ialdabaoth's g tolerance formula, which is sqrt(6 * impact tolerance). The multiplier is just a global mult afterwards, so the formula is now gToleranceMult * sqrt(6*crashTolerance)

Since gToleranceMult is now 2.5, they have indeed, the limits are 2.5x what they were. So you really needn't worry until, oh, 12-15Gs.

I hope at some point to give parts rational G limits, even bearing in mind (see the old thread) that acceleration really isn't what we should be caring about per se, it's force on the part from all angles.

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Yay !!!

Nice to see this mod revived, definitely a must have.

Thanks a lot Nathan ;)

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I'm happy to see this revived, and hope the options are easier to tweak this time around. I always found the default settings for DR were too unforgiving to operate.

EDIT: Weird, the parts don't appear in the VAB--not as unresearched, they're just not there. Wonder if it's a conflict with something. I added tech requirements and everything, I think the reentry mechanic itself works though.

Edited by Synthesis

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I'm happy to see this revived, and hope the options are easier to tweak this time around. I always found the default settings for DR were too unforgiving to operate.

EDIT: Weird, the parts don't appear in the VAB--not as unresearched, they're just not there. Wonder if it's a conflict with something. I added tech requirements and everything, I think the reentry mechanic itself works though.

Thats funny, I have only lost 2 craft to re-entry over heat or G issues.

But I tend to come in at a pretty shallow angle and speed.

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Is anyone but Synthesis running into part troubles?

Synthesis, maybe you had an error in how you added the tech requirements--that would kill PartLoader and make the parts not show up.

What techs did you use, btw? I should add them. But since I haven't actually played .22 yet, just been modding it, no idea where.

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TechRequired = start

entryCost = 0

use this for now it will put them on first node of the tech tree. that should prevent any problems. the bigger sheilds if u want u can just look at bigher stock rocket parts and put them in the nodes with them

without any tech node put in cfg they wont show up in career but will show up in sandbox.

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I'm using this config for now:

@PART[1.25_Heatshield]:Final
{
TechRequired = survivability
}

@PART[decoupler_ftr_small]:Final
{
TechRequired = survivability
}

@PART[2.5_Heatshield]:Final
{
TechRequired = advLanding
}

@PART[decoupler_ftr]:Final
{
TechRequired = advLanding
}

@PART[3.75_Heatshield]:Final
{
TechRequired = heavyAerodynamics
}

@PART[6.25_Heatshield]:Final
{
TechRequired = largeProbes
}

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I'm using this config for now:

@PART[1.25_Heatshield]:Final
{
TechRequired = survivability
}

@PART[decoupler_ftr_small]:Final
{
TechRequired = survivability
}

@PART[2.5_Heatshield]:Final
{
TechRequired = advLanding
}

@PART[decoupler_ftr]:Final
{
TechRequired = advLanding
}

@PART[3.75_Heatshield]:Final
{
TechRequired = heavyAerodynamics
}

@PART[6.25_Heatshield]:Final
{
TechRequired = largeProbes
}

*tilts head* So ... that would be the way for me to create my own personal tech tree and/or tweak some parts more to my liking, just by adding a .cfg for MM?

Will I ever really play the game or just find new ways to play WITH the game? :P:D

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what he posted is for MM

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I've wrote my own tech tree with MM xD. Was the first thing i did after finishing the stock tree.

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That the g limits were sometimes a bit odd (random breaking apart at about 6 g), was the only thing that bugged me a bit, I hope it will be better now :) either way iadaboath 's work on Deadly Reentry ist just awesome and that someone finally continues it as long as iadaboath is absent is a a dream come True :D that you don't even played for yourself to bring us all that awesome stuff is truly heroic :D keep on with that

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I've wrote my own tech tree with MM xD. Was the first thing i did after finishing the stock tree.

As I started to explore Kerbins biomes with planes, I thought about editing the tech tree to start out with planes and gradually introducing rocket parts.

But we are getting off topic here! :)

Glad to see this is being worked on, deleted the last version again when I found out about the ship-exploding-on-load problem and also found the G-stress a bit to much!

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One question.

Why exactly is the g-force damage formula based on crashTolerance (which is only applied on impact by the stock physics) instead of, say, breakingForce (which is applied to sustained structural stress by the stock physics)?

Wouldn't that be more appropriate and remove most issues with parts getting destroyed when they shouldn't?

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Great to see a talented modder like you Nathan continuing deadly reentry! I have a technical question though. Does this mod work properly with non-stock parts?

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Great to see a talented modder like you Nathan continuing deadly reentry! I have a technical question though. Does this mod work properly with non-stock parts?

I play with a ton of mods, and it works for all of them. KW, kethane, just to name a few.

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Is anyone but Synthesis running into part troubles?

Synthesis, maybe you had an error in how you added the tech requirements--that would kill PartLoader and make the parts not show up.

What techs did you use, btw? I should add them. But since I haven't actually played .22 yet, just been modding it, no idea where.

It could totally be something on my end--I have VetTech enabled which, for all I know, may be breaking it (though VetTech is supposed to account for this mod by design...). I really don't like the default tech tree.

I just assigned everything to to Advanced Construction (same as SDHI's heat shield, which appears just fine). Lazy way out, just to make sure everything's in order. I only did that after it wouldn't appear without modification--perhaps VetTech error?

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