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Thread: [0.23.5] Deadly Reentry Continued v4.6, 4/7/14

  1. #1

    [0.23.5] Deadly Reentry Continued v4.6, 4/7/14

    This update is by NathanKell.
    ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry, and I'm maintaining it in ialdabaoth's absence.

    License remains CC-BY-SA as modified by ialdabaoth.
    Also included: Module Manager (by sarbian, based on ialdabaoth's work). See Module Manager thread for details and license and source: http://http://forum.kerbalspaceprogr.../threads/55219
    Module Manager is required for DREC to work.

    A note on settings:
    1. Playing on Stock Kerbin, want traditional DRE functionality: don't change anything
    2. Playing on Stock Kerbin, want realistic levels of heat on reentry (i.e. faking an 8km/sec reentry): set the shockwave exponent and multiplier to taste; I suggest exponent 1.12 to start. You will need heat shields built for RSS.
    3. Playing on Real-scale Kerbin (RSS), want realistic heating: don't change anything. Use RSS class heat shields.
    4. Playing on Real-scale Kerbin, want traditional DRE functionality: set _heat_ multiplier to 12 or so.

    You can get heatshields configured for RSS, and much more, in the Realism Overhaul release thread.


    INSTALL INSTRUCTIONS:
    1. If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders) except custom.cfg. Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. If you already have ModuleManager1.5.dll or a more recent version that that, keep it, and do not extract the one in this archive.
    2. Extract this archive to your KSP/GameData folder (per above, do not extract Module Manager if you already have 1.5+)


    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.

    Hold down ALT+D+R to enable debugging. This lets you change settings in-game, and shows additional information when you right-click parts. After making any changes, hit save to write to custom.cfg. Hold ALT+D+R to make the window go away and disable debugging.

    ==========
    Changelog:
    v4.6 = \/
    *Made AblativeShielding tweakable.
    *Added fix from HoneyFox to detect shielded parts the way FAR does
    *Added version checking (per Majiir's template)
    *Recompiled for 0.23.5


    Download
    Source on Github

  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!

  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
    Junior Rocket Scientist 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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