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  1. Hey, I’m Matt. If you want, you should try and cram those radiators together and send a screenshot of how close you can get to the sun. Have fun.
  2. I'm running a heavily modded install, will post the full modpack below. For whatever reason, I've been running into heat problems without any parts actually producing heat, primarily in timewarp. This has caused me to lose a fair few vessels and kerbals already, and i have no idea how to fix it. Some crafts are currently only playable with the maximum heat temperature ignore cheat, while nothing should feasibly be producing all this heat. I think it might have something to do with background resources or system heat, but these are both dependencies which i really wouldn't want to get rid of.
  3. A simplified but more comprehensive concept for a new breed of part failure mechanics. Failure is facilitated by interaction with planet mods or the universe and not (as usual) letting yourself be taken by surprise by an RNG and a countdown machine. Its purpose is to add more tangible gameplay value to planets. This rises from an unrelated discussion on a planet mod's Discord server, of how planetary rings in this KSP could be more tangible and hence, hazardous, and I saw a connection back to my earlier post, linked here: Some folks I discussed with: @WarriorSabe @StarCrusher96 Some
  4. It turns out that, while absolutely nothing happens most of the time, RTGs have a tendency to occasionally run away with heat generation when you store them too densely and isolated with no cooling. This pseudo-reactor is simply a cargo bay with 48 RTGs stacked in them. This is in a Dres orbit so there's no atmosphere to cause the heat; It was from the RTGs themselves. Kerbal Engineer gives some information under "THERMAL". Simply opening the bay luckily solved the problem. It's kinda weird and probably caused by some bug but definitely interesting. Love to hear your t
  5. I've noticed that I can't run more than one converter on a 2.5m convertotron without it overheating, no matter how many radiators and TCS I activate. Also, the 1.25m convertotron overheats all the time, there's no way to cool it down with any amount of radiators. KSP 1.4.3, stock.
  6. Hi I was just wondering if I'm using the inflatable heat shield correctly, I'm trying to descend to the surface of eve but as soon as the heat starts to build up my craft starts to flip end over end. I was just wondering if anyone had any tips or advice on keeping my craft straight?
  7. I've not yet needed to use a thermal control system except for on a mining rig. What do we use the small fixed panels and radiators for? My only guess is that they may be necessary when visiting the inner planets to stop the crew from cooking in their capsule. Can they also be used to mitigate re-entry heat?
  8. Hello KSP fans! I have recently installed a full RSS, RO, RP-0 version of KSP (just like scott manleys instruction video) since I really admire the realism of it and the challenges it brings. I am now working on the first sattelite to safely re-enter from orbit, but of course it explodes in style during reentry. The thing is I don't know why and it might actually be a bug, or I am just missing something. I hope you guys can help me! the problem: For reentry I aim the periapsis at about 65-70 km height, I have a probe body (able avionics package) and some science experiments all
  9. This is a little mod that allows the Convert-O-Tron 125 to reach 100% efficiency without using excessive heat control methods. I have been frustrated many times by my inability to heat control the COT 125 and I read about many others who have been as well. I did some searching and found that the overheating of the COT 125 might be a feature of the part. Since a small object has a higher surface area to volume ratio, it should be easier to control high core temperatures than a similar object of larger size. It is my first patch and this is my first post so please go gentl
  10. Sorry if this is the wrong subforum. I'm trying to build a fusion-engine-powered ship with Interstellar tech, and I'm running into something that I think is weird, but maybe somebody has some tips? Or maybe it's supposed to work this way and I'm needing to design around it better. I have the ship in the screenshot below. The problem is when I throttle up the engine. The reactor and generators will gradually come up to the power level needed to run the engine at the selected speed, but this dips into my MJ reserves. Now that would be fine, except when the reactor/generators catch up,
  11. Is it known what the actual heat tolerance of Kerbals themselves is? I seem to vaguely recall something like 700K/1000K internal/external from... nowhere, so I'm probably making it up.
  12. Hello, and this is my first mod, Realistic Heat Managment. Currently, it only adds new heat shield resources, but new features, like planets radiating heat, are on the way! Download: Click Here Dependencies: Module Manager License: MIT Source Code
  13. I’m currently designing an Eve spaceplane mission. I’m very excited for this mission and so far quite pleased with my craft. The mission profile looks like this: 1. SSTO from Kerbin 2. Refuel in LKO with fuel tanker (capable of Minmus refuel with ISRU if you’re not lazy like me) 3. Fly to Eve and land 4. Refuel on Eve with ISRU 5. Staged ascent from Eve, with only the cockpit eventually making it back to Kerbin. Anyway, I digress, none of this is too relevant to the question. My issue is that I cannot for the
  14. It is possible to survive re-entry on every body with an atmosphere (with an apoapsis of the lowest possible orbit in the f12 menu and without physics warp) (except eve) with just a mk1 command pod and a mk16 parachute. Jool is tricky but possible (I did it with a periapsis of 170k.) On kerbin you can go from the edge of Kerbins SOI and survive re-entry. Also, if you use physics warp a part will cool for some reason. The heating needs to be increased to (In my opinion) the point that a heatsheild is needed for LKO re-entries.
  15. Ok so I need some help. I have been sending lots of missions to the Mun (R.I.P. Valentina Kerman), and I keep tipping my lander over. I use a service bay to fling me back up, but how do I avoid tipping it in the first place? Also, on re-entry to Kerbin my first mission worked but the second one I almost instantly exploded. Any help on that?
  16. I am brainstorming a way to allow for the maxTemp & skinMaxTemp to be raised incrementally as you progress through a career. Quite a few planet packs use "hazardous oceans", and what these "oceans" do is simulate heat being radiated from the surface or ocean, eventually leading to an explosion or a puff of smoke where a kerbal once stood. What Im hoping to achieve is simple: Upgrade the Astronaut Complex to level 2 and it increases the maxTemp of a kerbal by 400. Upgrade the complex to level three and it will increase the maxTemp by another 400. Anything over 1600 is a bit overkill an
  17. I recently got a mining base at Vall. Whenever I am at a seperate craft, and I come into range of the base, it always seems on the verge of exploding. Many parts are always on the verge of exploding, including the many radiators I have mounted. Notably, my drills and my refinery are not overheating. What the heck is happening here? None of my other bases (which all use practically the same design) do this.
  18. I heard of this one cool concept to protect spacecraft from aerodynamic shock heating with an electromagnetic shield. I would love to see a mod of this, how it would work is a part would project a bubble around the ship, and use electric charge to power it, the diameter of the bubble could also be variable, the larger it is the more power it consumes, when there is no more power left the shield goes away and parts are no longer protected. This could be done through the use of separate parts or as an option that can be changed both in editor and in flight. The bubble should have a near infin
  19. So here is a question I have been trying to find an answer to but have had no luck. How does heat on the ship during re entry work? In the instance of heat shields or just standard non heat shielded parts, is it the lead point that takes 100% of the heat or is it heating any point at all that is not parallel to entry angle. Basically here is the back story that leads to my question. I am using stage recovery mod because I like the realism of being able to recover stages. Because of this each stage has parachutes and other things designed to slow down my stages. On my main stage (4 nerv's a ora
  20. Is there a way to create a coolant resource mod that makes radiators require it (losing effectiveness without it [maybe dissipation times percentage of coolant in the system]), and leaks if hit (BDA) or damaged (KerbalKrashSystem) or randomly leak from DangIt. Ideally, 2 resources (coolant and hot coolant) and coolant lines (redone fuel lines is fine), that can also leak, with engines converting coolant into hot coolant, cooling it down in the process, whilst radiators turn hot coolant into normal 'cold' coolant. This is for my WW2 and Korean War reenactments for better engine damage Bonu
  21. I am not sure if there is anyone out there who is as OCD as myself. I really want to see a texture where the underbelly of a space plane has black tiling for it's heat shield. There are a bunch of mods that exist for space planes like MK2,3 expansions and the MK4 system. However none of them have the option to have a texture like this. Is there anyone out there in the forums who feels the way I do on this or has any desire/plans to implement some sort of a change like this?
  22. Okay, as I use SSTO spaceplanes more and more, this is becoming more of an issue. My current series of light shuttle fly a shallow enough ascent profile that their PE is around 40km by the time their AP hits 70. This means I spend a LOT of time in the upper reaches of the atmosphere. So here's the issue, heat sinks appear to basically not work at all as long as there's even the slightest hint of air around you. Compare screenshots below of just below and just above the 70km line. The heat bar on the right is my cockpit, incidentally. If I'd taken the shot closer to 60km, you'd have seen
  23. More Heat! For when your engines just aren't quite hot enough! More Heat! makes your engines 250% hotter! That's 2.5x! That' a fair bit! You know, 'cos you want the game to be harder. More Heat! is very simple (basically just a Module Manager patch) that makes your engines hotter while they are running. For realism and stuff. If 250% is too much (or not enough!) for you, then you can just change the amount in the MM patch. Because it is so simple, More Heat! doesn't have a license. Or If you really want one, the Unlicense. Do whatever you want with it, I don't care. Although let
  24. Okay - I'm finally getting to Eve and Jool, and I'm hitting a wall with aerocapture. I'm having ships simply explode. I've resorted to having ships just use lots of fuel, but that's making them large and unwieldy. Would be nice to have some ideas on how to best accomplish aerocapture, as well as good altitudes - is the KSP wiki still accurate on this? Thanks for any help you can give.
  25. Hey Guys, i try to land on Kerbin with Landingstruts on my Vessel. But unfortunately there explode on every landing attempt. I use also Heat Shield and four Radiators, if its nessecery i post a screenshot of my Vessel. Is it impossible to land on Kerbin with landing Struts? Bye Kai
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