Gordon Dry

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About Gordon Dry

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    Agnostic with two eyes

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  • Location The Hanse was here
  • Interests formerly KKFF

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  1. So, just doing some more tests with heat animation ... And with RealHeat again (yeah ...) I hope that works out well, I will see in the next session. See
  2. Being a masochist this is the next test run with FAR and RealHeat added again, darn it. On top of ImprovedHeatShields again, ofc. GameData\zFinal\zzz_HeatShieldsFix.cfg // Gordon Dry // https://forum.kerbalspaceprogram.com/index.php?/topic/174912-cold-reentry-no-ablator-consumed/ @PART[*]:HAS[@MODULE[ModuleAblatorImproved]]:NEEDS[!DeadlyReentry,!RealismOverhaul,ImprovedAblator]:FINAL { @MODULE[ModuleAblatorImproved] { @name = ModuleAblator } } @PART[*]:HAS[@MODULE[ModuleAblator]]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FINAL { %maxTemp=1400 %skinMaxTemp=2500 @MODULE[ModuleAblator] { @pyrolysisLossFactor *= 0.9 @lossConst *= 0.2 @lossExp *= 0.1 @ablationTempThresh = 1000 // was 500K (redunant to the change above) %useChar = True %charModuleName = shieldChar } @RESOURCE[Ablator] { // Default to lighter heat shields. @amount *= 0.5 // Allow bigger heat shields. Useful for repeat flybys. @maxAmount *= 2 } } @PART[*]:HAS[@MODULE[ModuleAblator]]:NEEDS[!DeadlyReentry,!RealismOverhaul,RealHeat]:FINAL { %maxTemp=900 %skinMaxTemp=1500 @MODULE[ModuleAblator] { @pyrolysisLossFactor *= 0.1 @lossConst *= 0.1 // @lossExp *= 0.1 @ablationTempThresh = 600 } } @PART[InflatableHeatShield]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FINAL { @maxTemp = 1500 @skinMaxTemp = 2500 } @PART[InflatableHeatShield]:NEEDS[!DeadlyReentry,!RealismOverhaul,RealHeat]:FINAL { @maxTemp = 1000 @skinMaxTemp = 2000 } @PART[InflatableHeatShield]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FINAL { @MODULE[ModuleAblator] { !useChar = delete !charModuleName = delete } } @PART[KADEPT*]:NEEDS[TokamakIndustries,!DeadlyReentry]:FINAL { // Special treatment of the foldable KADEPT heatshields from TokamakIndustries // because they rock - and they're made of high-tech Mystery Goo impregnated fabric @maxTemp = 1600 @skinMaxTemp = 3000 } @PART[KADEPT*]:NEEDS[TokamakIndustries,!DeadlyReentry,!RealismOverhaul,RealHeat]:FINAL { @maxTemp = 1100 @skinMaxTemp = 2500 } @PART[KADEPT*]:NEEDS[TokamakIndustries,!DeadlyReentry,!RealismOverhaul,ImprovedAblator]:FINAL { @MODULE[ModuleAblator] { !useChar = delete !charModuleName = delete } } @PART[ServiceBay_*]:NEEDS[!RealismOverhaul,!RealHeat]:FINAL { // Who needs a heat shield when a service bay is totally indestructible? // stock max temp was 3000. @maxTemp = 1600 } @PART[ServiceBay_*]:NEEDS[!RealismOverhaul,RealHeat]:FINAL { @maxTemp = 1100 } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KerbalEVA],!MODULE[ModuleAblator],#CrewCapacity[>0]]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FINAL { // This is a crewed pod - is it supposed to be hotter than a hardcore finnish sauna inside? // Caution! %maxTemp=400 %skinMaxTemp=1200 // Add the option of some minimal built-in heat shielding. This makes it // playable in lower tech games, otherwise death is instantaneous and // certain. It also helps protect it against grazing heating. MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -2500 lossConst = 0.002 pyrolysisLossFactor = 5400 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 10 maxAmount = 20 } // and adjust the mass so we don't get the ablator mass as a weight // discount. @mass -= 0.01 } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KerbalEVA],@MODULE[ModuleAblator],#CrewCapacity[>0]]:NEEDS[!DeadlyReentry,!RealismOverhaul,RealHeat]:FINAL { %maxTemp=380 %skinMaxTemp=1000 @MODULE[ModuleAblator] { @pyrolysisLossFactor *= 0.1 @lossConst *= 0.1 @ablationTempThresh = 400 } } // is this even useful anymore? @PART[*]:HAS[@MODULE[ModuleAblator],@MODULE[ModuleLiftingSurface]]:NEEDS[FerramAerospaceResearch]:FINAL { !MODULE[ModuleLiftingSurface] { } } @PART[*]:HAS[@MODULE[ModuleAblator],@MODULE[ModuleAnimateHeat]]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FINAL { @MODULE[ModuleAnimateHeat] { // %ThermalAnim = overheat %ThermalAnim = hsanim %useTemp = false %useSkinTemp = true } } // @PART[*]:HAS[@MODULE[ModuleAblator],!MODULE[ModuleColorChanger]]:NEEDS[!DeadlyReentry,!RealismOverhaul]:FOR[zzz_HeatShieldsFix7] // { // MODULE // { // name = ModuleColorChanger // moduleID = shieldChar // shaderProperty = _BurnColor // useRate = False // toggleInEditor = False // toggleInFlight = False // redCurve // { // key = 0 0 // key = 1 1 // } // greenCurve // { // key = 0 0 // key = 1 1 // } // blueCurve // { // key = 0 0 // key = 1 1 // } // alphaCurve // { // key = 0 0.8 // } // } // } @PART[*]:HAS[@MODULE[ModuleAblator]]:NEEDS[!DeadlyReentry,!RealismOverhaul,!FerramAerospaceResearch]:FINAL { @thermalMassModifier *= 0.5 } @PHYSICSGLOBALS:NEEDS[!FerramAerospaceResearch]:FINAL { @convectionVelocityExponent = 3.35 } @RESOURCE_DEFINITION[Ablator]:NEEDS[!FerramAerospaceResearch]:FINAL { @hsp = 1000 // KSP 1.4.x stock value is 400, it was 100 way earlier } @PART[*]:HAS[@MODULE[ModuleAblator]]:NEEDS[!DeadlyReentry,!RealismOverhaul,ImprovedAblator]:FINAL { @MODULE[ModuleAblator] { @name = ModuleAblatorImproved } } // I could try to alter it that the values differ, for example by taking mass into account and using "low pass filters" and "high pass filters" to have set minimum and maximum values.
  3. Gordon Dry

    [1.4.3] Rocket Emporium 1.5.0

    @Katten I just used the extender for the first time - in VAB it worked, the attached relay antennas moved with them, but in flight mode the antennas stay on spot and the extender move through them ...
  4. Gordon Dry

    Just discovered a station misalignment

    @eddiew That looks posed... Just kidding.
  5. More fps, higher physics time delta ratio. On my rig with a medium-part-amount vessel I can increase the fps from below 20 to ~30 and have the physics time delta ratio be mostly 100% compared to the default setting of Trajectories.
  6. Gordon Dry

    [1.4.3] Rocket Emporium 1.5.0

    @Katten another one: Make the animated parts in action group not only have "Deploy", but also "Retract" and "Toggle".
  7. Gordon Dry

    [1.4.3] Rocket Emporium 1.5.0

    @Katten Do you plan to have the preview animations in VAB/SPH have the same speed as the real ones in flight mode?
  8. 3 Videos in a row, testing the same patch and the same vessel in the same game session. The patch on top of No RealHeat, no FAR. All 3 videos origin from the same initial orbit, 200km circular. 1st approach, reentry burn to 55km periapsis: 2nd approach, reentry burn to 35km periapsis: 3rd approach, reentry burn to 15km periapsis: What do you think?
  9. @Papa_Joe I need help. After I added Orbital Decay this stock issue was gone for good. But now it's back, dunno why. Log: https://www.dropbox.com/s/ht0me3wmzbfla7i/2018-06-19_1 KSP.log.7z?dl=1
  10. btw could KSPTOT plugin running be the reason for the stock decay bug being back? No matter if I set ORBIT_DRIFT_COMPENSATION = True or False, in low orbit I loose 0.1m about every 1-2s ... that's a lot.
  11. @maja Well, it mostly depends the way the dev is working it out. Some dev repos only have a few configs in them. Some have a working dll in them. Some are confusing like hell. I'm just trying to find out which way one's Github is ...
  12. Huh? I didn't. I just downloaded the master branch, all necessary files had actual dates, so ...
  13. @ringerc my latest experiment: The "problem" with RealHeat is that it does not heat up so much and so quick in stock. I guess it's really bad in RSS/RO then, but that's another story. So, RealHeat does provide a config also for stock, but IMHO it should only be used together with RO/RSS/DeadlyReentry.