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Thread: [0.17] Re-entry Heat Module and Mk-1 Pod Heat Shields

  1. #51
    Oh god it's amazing.

    Make some various sized heatshields. the .75 or .5 size (Like the size of the mk16 parachute) would be nice for certain probes and stuff. And add the ability to decouple and this mod is going to be one of the best ever.

    Edit : So I just came in at a steep angle to blow one up for you know... test reasons....

    Anyway, I can't end the flight, It did blow up though, The game isn't frozen i can still mouse around it's just fixed onto the area that I blew up at.
    Last edited by Subcidal; 25th September 2012 at 02:18.

  2. #52
    Junior Rocket Scientist Tommygun's Avatar
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    Been using the latest version and it is a lot of fun.
    I have a question, I deployed two separate parachutes when my speed was at about 1000 m/s and it destroyed only one of the chutes.
    Does your plug-in recognize more than one chute for destruction?

    Also have you considered modeling the damage to a parachute?
    If the chute opened at say 380 m/s, the chute uses a damaged texture in place of the normal one and the drag is only 80% of normal.


  3. #53
    Well, this time around it worked flawlessly, even with Mechjeb.

    I would hate to give any critique, considering that it just got to a working version - which is awesome, by the way. However, I find it messing with my perception that the smoke and flames seem to move so slow, mostly the smoke though, that seems like the effect is tied to the craft, but not the world/simulation, so it appears very slow. I guess a better way of putting it is that I don't feel like my craft is ripping through the atmosphere at 2,000 m/s, it feels more like a slow floating effect, like 20 m/s.

    I'd be remiss if I gave critique with no help though, so I feel obliged to extend an offer of my skills: if you need more models, textures, or animations, shoot me a PM - I have 15 years experience with 3D Studio Max under my belt, I can send sample images of my work.

    Cheers dude!

    PS> Thank you for this mod! All critique aside, I've been waiting for something like this for ages, and every time I re-enter Kerbin's atmosphere I get that feeling like I'm watching the ending of Apollo 13, but alas KSP has no vanilla effect for reentry, and you've brought me one step closer to that level of immersion.

  4. #54
    Kessler Syndrome Enabler Moach's Avatar
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    just a note - i've managed to provide inherent stability using a torque instead of hijacking the flight controls -- it's still quite unsteady (might be my top-heavy pod design, tho) but it already shows it's possible keep the shield pointed the right way without overriding input....


    tests are still being tested


    got the new version too - i'll put the changes together with mine before i send it over


    cheers!

    "If Airplane's A'Rockin, Don't Come A'Nockin" -- sign on the outside of cockpit door

  5. #55
    Sr. Spacecraft Engineer PakledHostage's Avatar
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    I am happy to hear that my bug fixes have improved things! I was aiming to deal with the "show stoppers" so that people newly downloading the mod would have a more positive first impression. This will buy time to work on polish and solving some of the remaining nuisance items...

    @Moach: Sounds like a good idea. I look forward to seeing what you come up with.

    @DasPenuin85: The module is structured so that it can be used with any heat shield part that has a built-in heat animation. Just develop your 3D model and include an emissive animation. There are tutorials on this forum for how to do KSP compatible models and animations in Unity3D. Configure your animation model so that it "plays" from coldest to hottest. I just display the animation frame by frame, depending on the temperature that I calculate for the heat shield. Use my module’s "HeatShieldHeatAnimation" parameter in the part.cfg file to set the name of your heat animation.

    Also, MrPwner is working on a transparent texture for emissive animations. It is an impressive bit of work because, as far as I know, it has never been done before with any other mods in KSP. When he gets it working, he will add a transparent detached shock effect to the plugin.

    @Tommygun: I like your suggestion but I think the way to deal with parachute damage is in the parachute module itself. Parachute parts could have a parameter in the part.cfg file that sets the rated opening speed. Open it above that speed and it takes damage. If this were handled in the parachute module, then I wouldn't have to apply my cludge to destroy parachutes that open in the middle of the plasma trail...

    @Subsidal: I will add this to the list of bugs. I suspect that there's an additional function that I need to call to end the mission when I destroy the spacecraft.
    Last edited by PakledHostage; 25th September 2012 at 10:52.

  6. #56
    Youtube & KSP Media Group Pleborian's Avatar
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    and this is why the ksp modding community is pretty awesome, look at you guys are working together to make new awesome things excellent work on the mod btw, not exactly practicle with my current playing style but I tried it out and was like 'well.... that was pretty good' even though I lost bill jeb and bob

  7. #57
    I wish there was A way I could help but i cant model or code, IM GOOD FOR NOTHING
    If it's not 42 It's not an answer...

  8. #58
    Kessler Syndrome Enabler Moach's Avatar
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    if you can fly, you can help! - everybody needs test pilots, most certainly kerbals!

    coders do enjoy getting the maximum possible information on how things are working - specialy so when they're not, so it always helps to have a set of brave test pilots running every possible configuration and pushing the envelope so we can find the proper balance between the omg-many things that can make or break stuff like this


    and you'd be surprised how easy coding comes along when you have a stimulating purpose for it in mind

    "If Airplane's A'Rockin, Don't Come A'Nockin" -- sign on the outside of cockpit door

  9. #59
    I cant help test because my computer lags to where some plugin's dont work. A little off topic but have you ever thought og making a G42-200 Starliner for KSP moach?
    If it's not 42 It's not an answer...

  10. #60
    Kessler Syndrome Enabler Moach's Avatar
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    it has occurred to me.... but then, it'd be kinda tough to make it in any way where the parts aren't extremely specialized and restricted to that one configuration.... plus, without a proper atmospheric model, it just doesn't work (drag should ease off passing the sound barrier, KSP just keeps building it up until something breaks)

    speaking of which... some "light" reading down at wikipedia on the matter at hand here revealed quite a convenient mathematical coincidence

    turns out, the peak shock temperature a vehicle can expect during reentry is pretty much the same value (in Kelvin) as the velocity in m/s -- that could cut quite a corner in simulating this stuff for KSP (where scientific precision can be stretched a little to make ends meet)

    An approximate rule-of-thumb used by heat shield designers for estimating peak shock layer temperature is to assume the air temperature in kelvins to be equal to the entry speed in meters per second — a mathematical coincidence. For example, a spacecraft entering the atmosphere at 7.8 km/s would experience a peak shock layer temperature of 7800 K. This is unexpected, since the kinetic energy increases with the square of the velocity, and can only occur because the specific heat of the gas increases greatly with temperature (unlike the nearly constant specific heat assumed for solids under ordinary conditions).

    curious, huh?

    "If Airplane's A'Rockin, Don't Come A'Nockin" -- sign on the outside of cockpit door

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