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  1. What are your expectations for the time-span until the heat, buoyancy features, new CBT-terrain and Science milestone are added to the game?
  2. I started making this online tool that can help players design mining bases. It adds up the total resources consumed, produced and stored, as well as a few other metrics about heat generation, and other things of consideration when building a mining base. This is beta, and still in progress, but the general idea can be seen here: ISRU Heat & Power Calculator Light-mode theme messes with the background, here is a workaround in the meanwhile: Use the green menu, go to Delta-v or CommNet planner, Click the Sun Icon right next to the menu. That switches to dark-theme. Use the green menu to go back to pocket calculators (this ISRU calculator) Fixed - Phew...glad I called it beta I need to confirm a lot of details about the calculations on how the engineer bonus level, ore concentration, and multiple resource processes affect the final outcome for how much heat was generated. Does anyone have some definitive details on this? I will need to verify this tool's results against in-game tests, but the forum posts have gotten me this far at least Anyway, have fun and see if it works well enough for you. Feedback would be greatly appreciated!
  3. 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?
  4. 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.
  5. 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. Anyone know of a fix? Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) [x] Science! Continued (xScienceContinued 5.26) AirlockPlus (AirlockPlus v0.0.11) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Astrogator (Astrogator v0.10.2) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) Background Resources (BackgroundResources 1:V0.17.0.0) Beyond Home (BeyondHome 1.5.2) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Connected Living Space (ConnectedLivingSpace 2.0.0.6) Cryo Tanks (CryoTanks 1.6.0) Cryo Tanks Core (CryoTanks-Core 1.6.0) Cryogenic Engines (CryoEngines 1:2.0.0) DeepFreeze Continued... (DeepFreeze V0.30.0.0) Deployable Engines Plugin (DeployableEngines 1.3.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Far Future Technologies (FarFutureTechnologies 1.1.0) Firespitter Core (FirespitterCore v7.17) Global Construction (GroundConstruction 2.6.4.1) Global Construction Core (GroundConstruction-Core 2.6.4.1) Heat Control (HeatControl 0.6.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.2.1) Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.2.1) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Konstruction (Konstruction 1.4.0) Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1111_80) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.1) Near Future Electrical Core (NearFutureElectrical-Core 1.2.1) Near Future Exploration (NearFutureExploration 1.1.1) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Propulsion (NearFuturePropulsion 1.3.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.1) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.1) Parallax (Parallax 1.0.1) Persistent Thrust (PersistentThrust 1:1.7.5) RecoveryController (RecoveryController 0.0.4) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.3.1) ReStock+ (ReStockPlus 1.3.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Ship Manifest (ShipManifest 6.0.2.0) Space Dust (SpaceDust 0.3.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.4.0) Stockalike Station Parts Expansion Redux - Metal Surfaces (StationPartsExpansionRedux-Metal 1.4.0) System Heat (SystemHeat 0.3.7) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.7) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.7) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.7) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TRP-Hire (TRPHire 0.6.10.2) USI Core (USI-Core 1.4.0) USI Exploration Pack (USI-EXP 1.4.0) USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1) USI Life Support (USI-LS 1.4.0) USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.5.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  6. 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 folks who may find this evolved concept interesting: @linuxgurugamer (who showed interest in taking a shot at coding the predecessor), @Angel-125 (who owns a mod that contains a whipple shield and interstellar engines: WBI DSEV), @R-T-B @prestja (Kopernicus devs). The component concepts that came up were as follows: Durability How a part fails is decided by the health gauge itself and the saturation and mitigation system. In a nutshell, saturation is how much punishment the part can take before it starts actually failing (this has its own gauge). If saturation is below a certain minimum, no damage is taken. If that minimum is exceeded, health (and if possible, other stats) start falling. The higher the saturation bar is, the faster the positive stats fall. The relevant stats to implement would be crash tolerance, heat tolerance, joint strength. A bonus feature of the impact system is that parts with certain attributes or modules, if hit with seemingly non-lethal force, can still stand to have modules shutdown or status flags raised that can be used by other mods to represent a situation. Example: an exposed crew cabin gets hit: the glass shatters, all its resources empty out, its modules stop working, and a life support mod uses the flag (or more) for a compromised habitat. It will require a kerbal with the relevant trait and skill to "repair" the part and clear the status flag(s). The part could have a flag that requires a scientist, and a flag that requires an engineer. While these flags up, modules can refuse to start, and resources can continue to empty out. Debris Fields Assuming planetary rings and Kopernicus asteroid fields could have tangible micro-meteor debris fields, their threat would take the form of raycasts occurring, with random vectors, speeds and virtual masses, trying to strike the active vessel. The saturation and mitigation system are virtually not present when traveling at leisurely low interplanetary speeds. It's mostly the small and basic matter of building your ship to be extra sturdy (whether by using struts, structural parts with higher crash tolerance, or involving ablative hull plating in your ship designs). These systems begin to become prominent when encountering extremely dense debris fields such as the proto-planetary discs of young stars. The faster you go, the more the impacts tend towards the frontal surfaces of your ship, and saturation of your forward shields become a concern. Visualization: A basic and sufficient visualization for an impact would be sparks (there's an engine flameout plume or 2 for that, for example) at the point of impact. The planet-level collision areas would ideally be setup like resource bands for ISRU or Kopernicus asteroid fields themselves, but instead of customizing resources, you're customizing ranges of micro-meteor speeds, sizes, force, frequency. Corrosion This is heavily detailed in the linked thread above, and concerns any and all planets that were made to be corrosive but cannot be as no mod for this mechanic does exists to date. But to simplify for here, this manifests in the ability to set corrosion parameters for a planet's: Atmosphere (including strength, whether acid or alkaline, and an altitude curve so there can be a safe region and a hazard region); Surface (strength, whether acid or alkaline, whole planet or per biome); Ocean (same params as surface); Exosphere (possibly. I'm not aware of any case of corrosives in vacuum but having it still makes for some creative freedom). The health bar and saturation system are the most prominent here as parts are subject to DPS (damage per second) due to prolonged and heavy exposure. Measures can be taken to reduce the effect of ambient corrosives on individual parts or the whole ship. Hull parts could be tailor made (being fabricated the right way and with the right stuff) or boosted (painted with ablators or potentially toxic anti-corrosives, or insulated by an electromagnetic field) to have great(er) resistance. Visualization: A part that is overwhelmed by corrosion could have indicators in the form of the black-body overlay (but that it starts glowing purple. Seems fitting for a starter. It's like having the poison status in an RPG) and a purple saturation bar. This glow and this bar show how much the part is being punished and is the same as hearing a geiger counter crackling increasingly loudly. If you can get away in time then this bar empties and health stops falling-- you don't die immediately if you let that bar fill up but you know you won't last that long a 2nd time. Heat (Conductivity/Thermal Stress) Everyone knows that if you heat certain substances enough, they physically weaken, and melt, but some can stay strong or become stronger. When the saturation bar (due to heat) stars filling up (let's say, it acts up between 80% and 100% of the part's heat tolerance), joint strength and crash tolerance for parts with low resistance start going down and they become increasingly wet noodle, increasingly easy to break something off if it is impacted or if a high powered engine suddenly fires at full throttle. Health doesn't drain away in this case, however it adds a new dimension to "Deadly Reentry." Heat (Reflectivity) Certain heatshields work by being mirrors and not sweaters or ablators. (See: Icarus ship in the Sunshine movie.) A shield in this case is ideally only useful for reflecting light and heat from a star, and would be appropriate for the likes of Parker's Solar Probe. If appropriate and if KSP allows, this may be as simple as giving the part an emissiveConstant value > 1 so that it's exceptionally radiative, and values for the keys concerning insulation which will lessen the part's ability to exchange heat with other parts. If I have the right image, a mirror heatshield is very slow to absorb heat and very quick to emit or reflect heat. However, it should not allow to be used as a cheaty new form of radiator or reentry-rated heatshield. This may easily be done by giving it a very low dynamic pressure rating (as in deployable antennas). Cryo-Hazard A big one that's been sorely overlooked by Squad. Parts (including kerbals) should have a defined lower temperature limit (skin and internal, not too far from Kerbin's ambient temperature of roughly 290K). If the ambient temperature (especially on splashdown, as in cryogenic seas) is extremely far below these limits, the part will suffer module failure or instantly shatter. Module failures here may possibly be unfixable unlike from debris impact. Parts that have extreme lower limits ideally should not also have good overheat resistance. Thermal gradients become serious business. Visualization: There's no special effect to add here. Relativistic Speed Impact This one only becomes important to vessels using reaction engines to travel interstellar. As your ship reaches speeds measured in fractions of c, you face the debris field mechanic in a different and more aggressive way-- a constant rain of micrometeor impacts, which brings relevance to whipple shields in KSP. The faster you go, the harder you're hit by even the tiniest of objects, and the more frontal surface area you have, the more impacts and DPS you have to face. The more you have to face will add up to saturation from relativistic impact forces. If your frontal surfaces start saturating, their health chips away, so you'll have to watch your cruise speed, buff the shield somehow, or add ablative layers. Whipple shield parts would have the unique property of having resistance to the relativistic virtual masses that fire at it during these speeds. Any other parts, if struck by a single relativistic virtual mass object can be blown off or melted, not being recognized as able to withstand it. Whipple shield parts would be expected to come not only in the form of frontal shields, but a suite of modular pieces like stock structural panels so that you have plenty opportunity to get creative with your armor design. Visualization: The frontal surface of your ship could be peppered by little flares representing explosions of the tiny masses on impact. Some heat could be picked up as a side-effect. This is not necessary at all but only for a hint as to where you're being hit and could be switched off by default. ... Documentation I was asked by @ValiZockt to produce documentation for stats that would be immediately important in the VAB info window or the PAW. So I created it. OneDrive link. I'll add concept writing for configuration options for planets later, but these options near-entirely borrow from how Kopernicus' HazardousBody module works. This module can already assign heat zones to planets via: altitude + latitude + longitude curves, grayscale texture (heat map), biome filters.
  7. 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 thoughts.
  8. 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.
  9. 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?
  10. 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 with a heatshield attached and a parachute. Even though everything is definitely behind the heatshield during reentry, first the two antennas kind off on the side of the shield start to heat up and eventually explode. Weird, but I don't care about that. Later however, when the G forces really start to pile up, my probebody starts to heat up! It will then eventually explode and since it is a structural part of the vessel that means game over. I don't understand since the body is not directly behind the heatshield, it is in the middle and it is one size smaller than the shield. I have tried this with multiple reentry trajectories but it always happens. I hope you guys can help me! Here is a screenshot of the situation just before explosion, notice that all other parts (including wider ones) are fine: Bloody image does not want to insert, it's here: https://imgur.com/a/ftCQd
  11. 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 gently. I have only posted this to CurseForge here The image below is slightly different than the one on the Curse page. This one represents the patch better by showing only one active radiator holding it at 100% at 1000 K If you take the radiator off or inactivate it, the heat will climb rapidly. Requires Module Manager. I tested it on MM 2.8.1 and 3.0.1. CC-BY License - See file or Creative Commons for details
  12. 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, they only reach equilibrium, and don't actually produce any power to replenish my batteries. Same problem with the radiators, but in reverse - my WasteHeat will rise until the rads panels catch up and begin dissipating the heat, but they never work hard enough to bring my WasteHeat back down (which means my part temperatures go up, which means my generator efficiency drops, which means the MJ drain is bigger the next time I tap "Shift" to bring the throttle up a little bit more.) I was able to get this design up to maximum throttle by opening the throttle in very slow increments, but that's kind of annoying. How do I tell my generators and radiators to actually do their jobs (replenish my MJ reserves and cool the ship)? Or am I somehow using the wrong combination of parts? I have KAS, KIS, TweakUI (hence the giant radiators), Procedural parts, and a couple other mods installed. Is it possible one of them is conflicting with Interstellar somehow? Thanks in advance.
  13. 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.
  14. 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
  15. 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 life of me reenter the plane on Eve. I will burn up every time seemingly regardless of my entry profile (shallow vs steep and several in-betweens). Are heat shields a must now? And how to put heat shields on a plane that’s supposed to SSTO from Kerbin without totally ruining the areo? Any help is appreciated. I will say I’ve had lots of fun looking at the firework show each time I’ve blown up the 150-part plane during my tests!
  16. 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.
  17. 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?
  18. 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 and unrealistic i feel. Retreating to the vessel to cool down should be required at some point. I was hoping this could be possible with Custom Barn Kit or KRnD but I'm afraid it's not at the moment. @sarbian maybe is this something that could work in Custom Barn Kit?
  19. 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.
  20. 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 infinite thermal tolerance but i think it would be more realistic if the power usage was proportional to both the size of the bubble and the heat acting on it. Also the bubble should have drag that depends on the diameter. here is an example of how it would look. https://www.newscientist.com/article/mg22329763-100-magnetic-bubble-may-give-space-probes-a-soft-landing/
  21. 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 orange fuel tank and some struts) I put 1.25s on top of the mark1 liquids and a 2.5 on top of the orange. during aero breaking with my pod attached the 1.25s that are set back a few meters from my pod but open to the elements were taking no heat (no ablator loss) but my lead point on the pod was. Is this how it works? To simplify I have a new stage I'm making (screen shot attached) will the engine take all of the heat and not the shields, or will the shields take the heat since they are also at a perpendicular angle to entry? Thanks in advance.
  22. 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 Bonus points for oil/coolant differentiation, or coolant leak effects (toned down and recoloured jet exhaust textures?) For KSP 1.2 and above please
  23. 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?
  24. 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 a very nice cherry-red outline glow as it neared overheat, despite the TCS right behind it. Is there any way around this? Am I missing something about KSP thermal mechanics? There's other bodies with atmosphere, why are thermal control systems almost completely inoperable here? How are you supposed to cool things like mining/refining on Eve or Laythe?
  25. 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 letting me know what you're planning would be nice . If you find any bugs or have any suggestions please let me know. Enjoy! Download: Spacedock Curse Forge Source: Github Changelog: 1.0.2.1 (there was a ninja update I didn't tell you about) - Fixed MM patch 1.0.1 - Fixed MM errors. Works with old and new engine modules. Updated to latest Module Manager. 1.0 - Initial Release Issues: - None known. Please report them if you find any.
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