- 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.
*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()
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.
Fixed attach nodes.
Complete rewrite of 90% of Deadly Reentry code to take advantage of new KSP 1.0.
<changelog for KSP 7.0.0 coming>
*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
*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.
*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
*Fixed typos in SPP.cfg and Wings.cfg (some parts were not getting
*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)