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Headrip

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Posts posted by Headrip

  1. On 5/19/2017 at 10:48 PM, Starwaster said:

    Ok so actually this seems like it is working as designed. 323.1 K is approx 120 Fahrenheit. Fortunately, the part of the code that would start doing internal damage isn't in place yet, partly because I wanted to be sure how Kerbals would interact with it. Basically though, IRL, tissue damage starts at 317 Kelvin. So that's not even a high fever, that's like scalding water hot. He's not boiling yet but he's hurting pretty badly.

    I don't know why he'd be getting so hot in Kerbin orbit. I looked at your logs and MM cache and I don't see any mods that I recognize as being capable of doing that and your physics globals config has all stock values.

    Is timewarp past 100x a requirement for reproducing that temperature?

    Timewarp past 100x doesn't seem to be a requirement for reproducing that. I'm sorry that I can't be more specific but it seems to happen randomly.

    I also noticed that sometimes when I go to fly one of my already orbiting crafts it might be "on fire" as in having the appearance of an overheated part during reentry but it wont' take any damage. If that happens and I go back to tracking station and then fly the craft again the fire will be gone.

    Lastly a couple of times when I had a contract to rescue a stranded Kerbal I found that if it had that "on fire" effect and I got close to it while in time warp it would explode.

    Again, sorry that I can't be more specific but these instances seem to happen randomly, I haven't found a reliable way to reproduce them.

  2. 2 hours ago, MarkusA380 said:

    Does not sound like a mod side problem, it works perfectly on my instances. Let me guess, you have so much mods that you have no grasp which one breaks the game?

    Well it was only the textures for the buttons of your mod, not of every single mod... but 1.8.4 fixed it. Let me guess, your guessing game is not that strong.

  3. 7 hours ago, RocketRyleigh said:

    @Starwaster Okay, so that cfg definitely solves the exploding issue, but has a minor consequence; I guess since you raised some temp values, the stock critical temperature gauge thinks it needs to be displayed for the Kerbal at all times. Is that an unavoidable byproduct of this fix, or just a result of a temporary solution (just out of curiosity; between F2 and Through The Eyes of a Kerbal, I could live with it if need be)?

    Edit: In case it's helpful, the new Thermal Mass and Skin Thermal Mass values are 312.7 kj/K and 15.4 kj/K, respectively.

    Also, it might be worth checking out this copy of DRE, which is 7.5.0 and in which the exploding issue never came up; it was downloaded a few days ago:

    https://www.dropbox.com/sh/p0kphqe2t7cghg4/AAAOLbBScxXqMpzZUxlAxnAwa?dl=0

    Can confirm this too, the cfg solves the exploding issue but the temperature gauge shows up on EVA at about 80k orbit around Kerbin.

  4. 2 hours ago, Starwaster said:

    I need a log that proceeds up to the point of you recreating the incident and then quitting the game. And ModuleManager.ConfigCache that is going to get created when you have started the game up with Deadly Reentry installed

    Ok I got the logs here. I clicked on EVA as I was orbiting above Kerbin and the moment Jebediah got out of the capsule he blew up. I hope this helps.

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