

Desperado34
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[1.11.X] RealChute Parachute Systems v1.4.8.2 | 21/01/21
Desperado34 replied to stupid_chris's topic in Add-on Releases
From my observations it seems that RealChute parachutes break way too quick compared to stock chutes since 1.0.4. Ive had RealChute break at 250m/s semi-deployed while slowing down only a Mk1 pod. Anyone else encountered this? @Edit: this is with DRE and re-entry heat at 120% -
Yup I am aware of that, but Im one of those lunatics that want the game to be super-hard. I expect my ship to be destroyed if I let it hit a dense atmosphere at interplanetairy speeds.
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The thing is that Im not even using heat shields :/ When doing a 500kmx30km re-entry the pod should desintegrate, even with a heatshield. Right now I get to only 90% heat (with DRE, 120% heat, maximum aero heat generation and the thermal mass scripts from last page) and land perfectly fine. HeatControl doesnt help unfortunately, it seems to be a mod to cool down crafts that use nukes, generators and solar panels.
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Ive been trying out your configs and it is still impossible to kill the pod for some reason. I even upped the aero thermal production setting from 3.650 to 5.000 (making every rocket with a TWR over 2.0 go boom on ascend) and lowered pod maxtemp to 1200. In the ModuleManager configcache file I see the Thermalmassmodifier is altered correctly . Maxtemp however gives 'maxTemp = 1523.15' with the 1200 setting. Something wrong? Is any of you able to destroy a MK1-2 pod on re-entry (crashing doesnt count)? If so, please tell me how you do it and what settings you use. Having immortal command pods
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Im using DRE and even on 120% its still far from deadly. A mk2 pod without heatshield can survive re-entry from the mun without any form of aerobreaking. Thanks, I'll try the config and see what it does. Guess I am one of those few players that tries to make this game as hard as possible Edit: I cant seem to get the code to work. How do I use it?
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Nobody else being troubled with re-entry being too easy? Because due to the above change its pretty much impossible to fail on de-orbiting a crew.
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Just played KSP for a bit again. It still seems impossible to kill an MK2 pod with reentry heat. Or is there another new mod/setting that gets things back to DRE-reentry difficulty in .90?
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Im very much looking forward to the next patch. <keeping fingers crossed about reentry heating> Playing KSP in current state (no matter of DRE/stock/increased heat settings) it just feels like cheating to be able to return crew from pretty much anything
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Could it be that we are on to a bug that makes crew capsules invincible to re-entry heat? Or is it just not tested properly by Squad?
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Thanks will try that. I did that, however for some reason DRE (v7.0.3) went soft with 1.0.2 Some other weird occurance: when I launch a high TWR rocket the fuel tanks will explode around [email protected]/s. Compared to the effort I have to go through to BBQ a capsule this seems odd. Update: changing ReentryHeatscale to 2 makes the above occurance even more absurd. I flew up a test rocket rather carefully and the fuel tanks exploded at [email protected]/s. Rockets should be able to break the sound barrier, even at lower altitudes.
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I love KSP and I love more realism. Thats why I played 0.90 with DRE, FAR, Remote Tech, TAC life support and a bunch of other stuff. Returning from orbit used to be something that needed some thought and some proper engineering if you wanted to bring back more then just a capsule. With 1.0 I got excited about the implementation of aero and re-entry into stock. However now Im playing in 1.0.2 I find it near impossible to BBQ my crew on re-entry. Meaning that all my missions can safely return my crew guaranteed...no fun in that! Goal: Burn up an MK1-2 capsule on re-entry Settings: DRE, re-entry
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Spaceplane losing control when air intake falls below 100%
Desperado34 replied to Desperado34's question in Gameplay Questions and Tutorials
Problem solved! The issue was indeed caused by assymetric thrust. When I switched to rockets at 105% intake air there was no problem at all. Stubborn as I am I wanted to see if I could push the engines harder with proper balancing so I installed LordFjord's mod and added 2 vertical stabilizers to reduce the risk of unwanted yawing. The result is that I could push them to 75% intake air. Rather pointless as I started losing speed and altitude after 80% due to lack of thrust, but point is proven As a double check I wanted to test a single turbofan design and as you guys predicted there was no -
Time warp shaking my craft apart
Desperado34 replied to THX1138's question in Gameplay Questions and Tutorials
To be honest it will be pretty much impossible to keep a craft like that from wobbling/shaking when applying force to it. Timewarp does this in a rather brute fashion. I see you already strutted everything so construction-wise there is not much you can do, other then a severe overhaul. What might help is using the mod 'Kerbal Joint Reinforcement': http://forum.kerbalspaceprogram.com/threads/55657 This mod does stiffen connections a bit, but more importantly it applies the forces from going in/out of timewarp more gradually. -
Spaceplane losing control when air intake falls below 100%
Desperado34 replied to Desperado34's question in Gameplay Questions and Tutorials
Thank you for all the helpful replies! I didnt think of asymmetric thrust issues because the engines didnt suffer a flameout (they produce roughly 60-70KN of thrust each at the moment of control loss). Tonight I will try the tips to counter it and add some more vertical stability too. I will also attempt an flight with a single turbofan engine plane to double check if it's due to the assymetric thrust. Just to be sure: Do I need to avoid dropping under 100% air intake with a multiple-turbofan to prevent assymetric thrust? Because I have seen pictures in tutorials where people (using FAR) went -
Hi everybody, For quite some time Ive been watching these forums with great interest and learned many things. Rockets hold no secrets for me anymore so I started building planes which are lots of fun. However Im currently stuck with a problem: When building a spaceplane an issue that keeps comming back is that as soon as my turbojet engines start lacking air (air supply goes below the required 100%) my planes lose control. Mods used: - FAR - Deadly Re-entry - Pilot Assistent (doesnt seem to work well, so have made tries with and without it) - Lots of other stuff that isnt related (TAC, Remote