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TheCaconym

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  1. Great mod, thanks ! As for feedback, beyond what has been already reported: it's a small thing, but perhaps bundling the readme file inside the extracted folder (that is, inside of the KS3P folder) instead of at the same level would be better; makes for easier deflating. It shouldn't cause issues (most other mods do this).
  2. I almost considered this as the explanation but I thought it too "realistic" to be the cause - and also, a bit like garwel, I don't remember such designs being so dangerous in previous versions of DRE (like almost a year ago - started playing a new game again recently). Like, they worked previously (I want to say at the time where Squad introduced their own temperature stuff and you were working on revamping the mod). It also probably explains why the hitchhiker one was more affected by the issue though (the heatshield below *really* doesn't cover it well). Would also explain why a simple MK1 command pod + 1.5m heatshield does not present the issue (IE, it doesn't have the cylindrical payload bay that is slightly larger than the heatshield). Glad to see this is the likely reason; guess I will have to adapt my designs :-) thanks ! it makes the mod that much more interesting. It comes to mind though that in career mode, this may make early returns pretty risky, at least with some pods (such as the mk1 lander or the hitchhiker module - both noticeably larger than their same size heatshields) until you unlock the larger heatshields (IE, larger than the pods).
  3. Playing with the latest KSP, DR and FAR, I seem to have an issue. Basically even simple designs, with only stock parts, will have temperature issues on re-entry. For example, a MK1 command pod with a 1.25 payload bay below it and then a standard 1.25m heat shield below that, at 120 ablator; or a MK1 lander can / Hitchhiker Storage Container / 2.5m heatshield stack with 120 ablator. In both cases the ablator never runs out; rather, it seems the temperature transfers through the heatshield towards the part directly behind it (respectively for my two examples, the payload bay and the hitchhiker module) too much; its temperature raises and it ends up exploding (the heat shield doesn't though, although it ends up separated / hitting the ship as a result). This happens both at 120% or 100% reentry temperature settings (the usual KSP setting I mean - I tried both values), and when re-entering from low kerbin orbit (~100/200K) and at all re-entry periapsises I tried: 10K, 20K, 30K, 45K, and anything above gave me an okay aerobraking on the first run and the same issue when I actually re-entered on the second run. Now here's the weird thing: I can avoid the issue *most* of the time if I "wobble" the re-entering ship. That is, instead of pointing it straight retrograde (the heat shield against the atmosphere), I tend to wobble it all around the retrograde pointer actively during re-entry; this seems to regularly, by small steps, decrease the temperature of the affected part (not the heatshield but the part behind it). If I stay in the same position too long it will increase and eventually explode though. I've looked at the KSP log file while this was occurring and there were no DeadlyReentry messages being emitted. Any idea what could cause such an issue ?
  4. I have the same issue danfarnsy described above using the latest versions of both Kopernicus and OPM; that is, a very regular message in the logs: ERROR: getting pixelFloatD with unloaded map OPM/KopernicusConfigs/SarnusMoons/PluginData/Tekto_height.dds of path OPM/KopernicusConfigs/SarnusMoons/PluginData/Tekto_height.dds, autoload = True This seems to make the game crash (CTD) regularly, after about 10/15 minutes playing. Removing Kopernicus & OPM solves the issue. As danfarnsy said, this is likely to be an issue with Kopernicus though, not OPM.
  5. Same here - tried USI LS and it's just not the same, even if you enable kerbals death. I *like* having separate oxygen, food, etc. canisters, and stuff like a sabatier reactor, etc. and I was kind of despairing having to play without TAC. Note, however, that using the hacked version described above in this topic works pretty much perfectly in 1.1.2; I suspect the people having issues with it did not install it correctly. You have to install the latest, pre-1.1 version of TAC LS, and then overwrite the DLLs with the ones provided in the "hacked" (recompiled) version. Actually only overwrite one DLL, and add another one (both are in the 'hacked' zip). All the TAC LS parts are there, and life support works as it should (up to and including killing kerbals after the configured grace period). I've been playing for 20+ hours with it. Also, personally I'd prefer for the hex canisters to stay in the mod; they make great parts for very small landers (and removing them would break backward compatibility when updating the mod I guess).
  6. I had the exact same issue: CPU went crazy once I did an EVA, FAR spamming the logs with "Updating vessel voxel" messages. Also, during reentry on the same vessel, I had basically no drag and the vessel ended up overheating. I can confirm that 0.15.6.1 fixes the issue for me as well. Thanks a lot !
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