Jump to content


  • Posts

  • Joined

  • Last visited


3,324 Excellent


Profile Information

  • About me
    Defender of the Sandbox

Recent Profile Visitors

13,647 profile views
  1. Unlikely. Real Fuels doesn't patch engines by itself and has not for years. The only mods touching the Vasimr engines in your install are NearFuturePropulsion, UmbraSpaceIndustries, B9PartSwitch and EngineGroupController (which I didn't realize was even a thing anymore. It's an RO mod)
  2. Oops, disregard. I see what you're saying now..... let's poke at those two files a bit more and see if there's really anything different about them. It's right here. Maybe you didn't install it or something else properly. https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/master/GameData/StationPartsExpansionRedux/Patches/SSPXr-StockPartReplacements.cfg#L10
  3. They are in MODEL nodes. The line would be model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-hitchhiker-25-1
  4. I have spent the last three hours testing my changes. I can successfully bring the Nereid through reentry without it burning up, but it is extremely aerodynamically unstable. Part of that might be the aerodynamics of the DR 1.25m heatshield. Jettisoning it helps with the aerodynamics but the Nereid just does not behave itself aerodynamically speaking. It has a terminal velocity of ~524m/s and and I have not been able to successfully land it. Many Kerbals.... died... to bring us this information. edit: what it has a ballistic coefficient more than 5x that of the Mk2 Command Pod....
  5. Added support in for Near Future command pods. The release is not updated so you'll have to download the file directly. Several other files have also been updated since the latest release. Alternatively you can download the repo itself and extract the files there. (no testing has been done on the NF pods but they should be fine. try them and let me know) Direct file links: right click and then click save link as... https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-NearFuture.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-OPT.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-TaurusHCV.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry.cfg
  6. Ok, going through NF stuff and I'll be adding a modest amount of ablator to some of the pods. Just enough to handle heat spillage that gets past any attached shields. In doing so, I've noticed that a lot of the shields sink into the pods more than they should, especially the stock shields. I suspect this is because Nertea designed these to go with the ReStock parts, which I don't use. If you find that happening, just use the move tool in the VAB to slide the shields down a bit.
  7. NF Spacecraft pod issues are fairly well known in the NF community vis a vis reentry with DR or JNSQ installed. And probably RO as well. It's not an issue with those mods themselves, just that they are all less forgiving than stock. Falls into the category of not letting any unshielded part of your craft poke out into the reentry shockwave because, no take backsies.
  8. @eightiesboi @FireFaced The stock pods don't have ablator at all. Deadly Reentry does add a shield to the Mk1 pod and 10 points of shielding to the Mark 1-2/1-3 I could do something similar to the parts that FireFaced is referring to, like 10 points worth. It would still require a shield. Now.... there is actually an issue already raised for those parts on the repository. I haven't had a chance to download the NF mod that adds those parts to decide what solution to implement. The issue raised has a screenshot of one of the pods and the stock shields just don't cover enough of the bottom. The bottom of the pod will be exposed to the reentry shockwave at a percentage equal to the exposed surface. And if the pod walls are steep then part of them will be exposed too. That's all stock KSP btw. Deadly Reentry doesn't handle part anymore. It doesn't decide how much of a part is exposed, it just affects how the parts will react to overheating. KSP still dictates the physics behind how that heat gets there. So anyway, it's on my radar to look into this.
  9. Prediction: Probably not. Haven't tried this mod myself but I took a look at its part configs and given that I know Deadly Reentry , I can say that the max temp rebalancing code will cut the skinMaxTemp value in half (from 2700 to 1350 for the fuselage and from 2400 to 1200 for the wings) The parts will fail outright at those temperatures but begin to burn at 1147.5 / 1020. So it needs some patching.
  10. Bill went to space before Jeb.
  11. .-.. --- .-.. --- .-.. --- .-.. --- .-.. --- .-.. --- .-..
  12. Load the game up, switch to the ship that you saw the fire effects on the radiators. Then turn on thermal debugging window (shift+alt+F12 -> Physics -> Thermal) Then right click on the radiator part, open up the part window and expand the thermal section. When you see the fire effects, screenshot it and submit it here. (host on Imgur) That way I can see what kind of heat is flowing into it and what its actual thermal limits are being set to.
  13. Last item first: Should fire effects exist in a vacuum? Maybe, maybe not. But they're there to provide visual feedback that something is wrong and and that the part is taking damage. Which brings us to the first item: Stock KSP has no concept of part damage. The part has maxTemp and skinMaxTemp properties. If the part's temperature or skin temperature exceeds those values then the part is instantly destroyed. That's one of the things that DRE changes by introducing the concept of gradual damage. Part failure is soft(er) and gradual. If you see flames, your part is being damaged which is tracked by DRE. The way it works is that DRE adds 'operational' temps. which are lower than the stock maxTemp. My rule of thumb (YMMV) is that maxTemp should be the part's vapor temperature and operational temps should be either the part's melting temperature or the temperature at which its material would weaken or soften. The amount of damage dealt, IIRC, depends on the ratio between operational temp and maxTemp. If the operational temp wasn't explicitly configured then it is 85% of the maxTemp. (97.5% for engines) Setting it to the same value as the part's maxTemp would effectively disable the damage system. So, TL;DR, DRE has a soft damage system that KSPIE is bumping into because its parts aren't configured to reflect whatever material the radiators are supposed to be made out of. I don't use those radiators myself nor do I use whatever engine or reactors are driving those temperatures up so high so I'm not sure what an appropriate configuration would look like. I'm not even sure what kinds of temperatures they're actually experiencing.
  • Create New...