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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021


Starwaster

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3 hours ago, Levv said:

I noticed that Parts Heat Resistance are somewhat strange. I had a lander that consisted of the 2-Person Stock Capsule, the Stock Heatshield of Same Diameter with 560 Units of Ablator material, two AIRBRAKES and a few minor parts that shouldnt effect weight or drag significantly.

My reentry orbit was AP about 150.000 and PE about 45.000. Heat shield did not have enough Ablator and the Vessel burnt up.

In a second attempt, i tried to use the last stage (one tank and one engine) as an initial heat shield and found that, while the engines blew up, the empty tank was swallowing all the heat. In the end i could savely land without even using my heatshield (still had all 560 units left). Looks like tank might be very effective heatshields.

 

I do not have any other mods that should affect aerodynamics and was landing on stock Kerbin. In both cases AIRBRAKES were deployed  (and burnt upp quickly) and i did not do any more burns. Reentry Heating was at 100%.

 

 

I need to know more about what parts you used, what engine, what tank, etc.

One thing I can tell you is that 45km periapsis is an awfully shallow reentry. Your shield will do a slow bake and deplete itself long before you can brake enough to matter. Try lowering the pe to 20km.

I can guess about the rest but like I said, without knowing specifics about your craft design it's just that. A guess. Stock conductivity is extremely high. I'm currently engaged in a reentry of a craft similar to what I think you're using and right now the engine is conducting into the tank at a rate of 5.73 kW/m K. If you're not familiar with conductivity expressions, that's 5.73 kilowatts per square meter per degree difference Kelvin. For comparison, aluminum has a conductivity of 250 W/m K. Not many materials have conductivities that are in the kilowatt range, at least not as far as common structural materials. So what's probably happening is that your tank is transferring that heat into your decoupler and from there into the heat shield. If it's that much of a problem I might have to look into lowering the global conduction factor. (which I've actually done in older versions of DRE; it was a simple way of increasing the deadliness of a reentry since parts couldn't easily get rid of the heat that they accumulated)

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1 hour ago, msnbcorp said:

Hi, on my version i noticed a lot of "Error processing part maxTemp : "partname"' in the output log. What could be the origin of this error ?

I need the full log. Please zip it up and put it somewhere I can download it, such as Dropbox. (preferably Dropbox)

Actually, first make sure to download the latest version as there is an update for which the first post has not been edited:

https://github.com/Starwaster/DeadlyReentry/releases/latest

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Yes thanks. Here's my logs :

http://bfs.ensea.fr//files/82c27c7e8c3faa8a9c478810b75286ce/KSP.log

http://bfs.ensea.fr//files/a3230b74197aeaa6068f0684b330b546/output_log.txt

not dropbox but still direct link from my personnal servs :wink: (you should do a right-clic save as, as it open directly for you a ~15mo log it could be hard for your browser :p)

 

It's a heavily modded install but as i am tracking mod incompatibility ....

The multiple errors begin lign 78969 of the KSP.log

Edited by msnbcorp
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4 hours ago, msnbcorp said:

Yes thanks. Here's my logs :

http://bfs.ensea.fr//files/82c27c7e8c3faa8a9c478810b75286ce/KSP.log

http://bfs.ensea.fr//files/a3230b74197aeaa6068f0684b330b546/output_log.txt

not dropbox but still direct link from my personnal servs :wink: (you should do a right-clic save as, as it open directly for you a ~15mo log it could be hard for your browser :p)

 

It's a heavily modded install but as i am tracking mod incompatibility ....

The multiple errors begin lign 78969 of the KSP.log

Ok, you don't have the most recent version like I said earlier (I added that as an edit so maybe you didn't see it)

https://github.com/Starwaster/DeadlyReentry/releases/latest

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3 hours ago, Starwaster said:

Ok, you don't have the most recent version like I said earlier (I added that as an edit so maybe you didn't see it)

https://github.com/Starwaster/DeadlyReentry/releases/latest

Ohhh, sorry, at it was on github i assumed that CKAN have the latest version as it is noted as 7.5.0 on CKAN. Did CKAN had the wrong versions ?

 

edit : i have made a dif and the zip of the latest version is exactly the same as the CKAN . Do you mean i need to clone the master to have the last last last versions ?

Edited by msnbcorp
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16 minutes ago, msnbcorp said:

Ohhh, sorry, at it was on github i assumed that CKAN have the latest version as it is noted as 7.5.0 on CKAN. Did CKAN had the wrong versions ?

 

edit : i have made a dif and the zip of the latest version is exactly the same as the CKAN . Do you mean i need to clone the master to have the last last last versions ?

I have no idea what's going on with CKAN. AFAIK it looks for releases automatically but I didn't set it up to do so. Someone else did that.

Download 7.5.0 from the link I gave you and install it manually.

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3 minutes ago, msnbcorp said:

Ok, it give the same error, and i tryed too with the last version of your master on github. same thing :

Here's the log :

http://bfs.ensea.fr//files/271b7c39c3e061c2318ea151e4b3aa2d/KSP.log

 

the error begin line 82348 :wink:

I tried reuploading the file but that might not do any good. I'll probably have to increment the version # and re-upload and let it just think it's a new update :/

Here, try this: https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1

Just copy that over the existing plugin in DeadlyReentry/Plugins/

I'll try and figure out what's going on tomorrow.

Edited by Starwaster
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Coming Soontm

// Now: If a hole got burned in our hull... start letting the fire in!
if (part.machNumber >= 1)
{
	float damage = damageCube.GetCubeDamageFacing(part.partTransform.InverseTransformDirection(-this.vessel.upAxis));
	if (damage > 0f)
	{
		double convectiveFluxLeak = part.thermalConvectionFlux * (double)damage;
		part.AddThermalFlux(convectiveFluxLeak);
	}
}
else
{
	float damage = damageCube.averageDamage;
	if (damage > 0f)
	{
		double convectiveFluxLeak = part.thermalConvectionFlux * (double)damage;
		part.AddThermalFlux(convectiveFluxLeak);
	}
}

 

Edited by Starwaster
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22 minutes ago, msnbcorp said:

Haha :P

 

For your dll, i have tested : it work, no more error.

Your really should upload that to the github XD. (and let CKAN knows)

I uploaded it to the repository ... twice now. 

It's probably going to have to wait until the next update which will first be a pre-release very soon now. Just have to adjust the code snippet above to respect temperature deltas or else it won't be any better than the stock Core Heat system. 

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6 minutes ago, Starwaster said:

I uploaded it to the repository ... twice now. 

It's probably going to have to wait until the next update which will first be a pre-release very soon now. Just have to adjust the code snippet above to respect temperature deltas or else it won't be any better than the stock Core Heat system. 

Ok, i really can confirm that the dll is not modified since months on the github.

The last change taken is the .version, 20h ago :

https://github.com/Starwaster/DeadlyReentry/commit/842ab3d1c08eb031a3531dcf23a7a21bf5208073

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Didn't notice this being mentioned in the past number of pages, so hopefully it hasn't already been addressed.

Deadly Reentry is causing Kerbals on EVA to explode the instant they're in a state of falling in atmosphere (as in letting go of a ladder on the launchpad). In low orbit they seem to catch fire.

The confusing thing is that the bug doesn't occur with a copy of the mod I downloaded a day or two ago, but it does with the copy I downloaded to test 10 minutes ago, both the most recent version (7.5.0), with both MM 2.7.5 and 2.7.6 installed and no other mods.

As far as I can tell, no error messages come up when it happens, so I wasn't sure what I could provide there. If this issue isn't being experienced by anyone else, I'll either figure out what logs to post, or just use the working copy and be happy :P. Really odd though.

 

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3 hours ago, msnbcorp said:

You should test with the dll Starwaster gave :

https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1

Because this is the last version. The github version have some glitch and Starwaster have not reup this last modif. Drop this in DeadlyReentry/Plugins/ .

 

Check with this dll if the bug still occur.

 

I've re-uploaded it several times after verifying that what I have contains the right dll. (the same dll that's in my own installation)

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Just look here (when you are deconnected from your github account !!!!) :
https://github.com/Starwaster/DeadlyReentry/tree/master/DeadlyReentry/Plugins

 

And you will see that there is no dll in DeadlyReentry/Plugins on your github.

 

Actually, there is a dll in the archive from the github release page and it is the same. But don't know why it was bugging with me ^^.

 

 

Edited by msnbcorp
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3 hours ago, msnbcorp said:

Just look here (when you are deconnected from your github account !!!!) :
https://github.com/Starwaster/DeadlyReentry/tree/master/DeadlyReentry/Plugins

 

And you will see that there is no dll in DeadlyReentry/Plugins on your github.

 

Actually, there is a dll in the archive from the github release page and it is the same. But don't know why it was bugging with me ^^.

 

 

The plugins folder  has never ever actually had a dll in it on the repository for the Deadly Reentry project. It only exists at all because for a brief time I flirted with putting the difficulty files in the PluginData folder that lives in the Plugins folder. 

the plugin dll is intended to be distributed in releases. That is to say only the zip files that are distributed as part of a release.

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Can confirm that Kerbals blow up on EVA when they let go of the ladder, tested it with both the latest version link you provided and the .dll from dropbox. The only way I found to prevent it was to check Ignore Max Temperature on the debug menu if that helps.

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24 minutes ago, Starwaster said:

@Headrip @RocketRyleigh

Not enough information and unable to reproduce problem on my end. I need your output_log.txt file and ModuleManager.ConfigCache files.

I have removed the mod since I couldn't perform EVA. Do you need me to reinstall it and recreate something before sending you those files or can I upload them as is?

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2 hours ago, Headrip said:

I have removed the mod since I couldn't perform EVA. Do you need me to reinstall it and recreate something before sending you those files or can I upload them as is?

I need a log that proceeds up to the point of you recreating the incident and then quitting the game. And ModuleManager.ConfigCache that is going to get created when you have started the game up with Deadly Reentry installed

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2 hours ago, Starwaster said:

I need a log that proceeds up to the point of you recreating the incident and then quitting the game. And ModuleManager.ConfigCache that is going to get created when you have started the game up with Deadly Reentry installed

Ok I got the logs here. I clicked on EVA as I was orbiting above Kerbin and the moment Jebediah got out of the capsule he blew up. I hope this helps.

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