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Thread: [1.0] Deadly Reentry v7.1.0 update, May 28, 2015 (The Melificent Edition)

  1. #1

    [1.0] Deadly Reentry v7.1.0 update, May 28, 2015 (The Melificent Edition)

    Deadly Reentry 7.1.0, for KSP 1.0 - The Melificent Edition
    As of KSP 1.0, reentry heating is now stock. However, as many still feel that stock heating is too weak, we are still here to help you enjoy a Deadly Reentry. The mod's inner works have changed but the goal is still the same: To incinerate your ship and inflict G force damage on your crew. It works with the stock system instead of implementing its own heating, but it makes it easier to burn things up than the stock system was doing. The way it does this is by taking into account only a fraction of your ship's mass.

    (mass is part of how you determine how hot something gets. Example: If you have an object massing 100 kg, another massing 1000 kg and they both absorb 100 kW of heat, the first object will experience a temperature increase 10 times greater than the second object)


    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.



    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 20km. On 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.


    [Spoiler: Compatible 3rd party shield packs!]

    [Spoiler: Click me for Frequently Asked Questions!]

    ==========
    [Spoiler: Click Me For Change Log!!!]


    Download (latest official)

    Source on Github

    Unsupported versions!
    Deadly Reentry replacement 6.4.0 DLL for KSP version 0.25 (32 bit)

    For 64 bit Windows Client.
    Deadly Reentry replacement 6.4.0 DLL for KSP version 0.25 & 0.90 (64 bit)
    (does not apply to Linux. If you are using 64 bit Linux, you do not need this and Linux is supported)

    Last edited by Starwaster; 28th May 2015 at 18:21. Reason: DRE 7.1.0 update - May 28, 2015

  2. #2
    Awesome as always, Nathan :-D

  3. #3
    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.

  4. #4
    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.

  5. #5
    Great work!
    Accomplished with RT2, RSS, FAR, RealFuels:

  6. #6
    Thanks, folks.

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

  7. #7
    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?

  8. #8
    Grumpy Forum Dweller TheCanadianVendingMachine's Avatar
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    So, this is DR Continued, continued?
    Seeing a spacesuited astronaut standing on a platform on the end of the robot arm in space is a crystal-clear sign we live in the future.

    You can't fix Stupid with Duct tape
    (Intended to be "Stupid")

  9. #9
    Quote Originally Posted by p1t1o View Post
    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.

  10. #10
    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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