Jump to content

Search the Community

Showing results for tags 'deadly reentry'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. Hi guys! hope everyone's doing great! Let me cut right down to the chase and ask what's been puzzling me for the last few days. I CAN'T get a single spaceplane to re-enter from LEO. I just CAN'T. I am playing with RSS + RO + many realism mods in 1.0.4 - I have also tried in 1.0.5 and their corresponding mod versions to see if it was a bug or something, but I just cannot re-enter my spaceplanes. Stability is not an issue, as the spaceplanes maintain attitude effortlessly until they explode. Almost always, the part that explodes first is the cockpit - I've used the mk1 cockpit, mk2, and custom ones - they all explode. I have tried several designs, included wings on the bottom and starting right below the cockpit in order to provide some shielding - still doesn't work and the cockpit explodes at circa 80km (not even close to when things get interesting). I have also tried many different angles of attack: I dived straight into my prograde vector, I tried keeping a 20° pitch, even 40°, but the cockpit always blows up in flames. Please also note I'm doing it very gently, i.e. chipping my orbit down from 150x150km very slightly into the atmosphere. I have tried light aircraft (3T), heavy aircraft (40T), and they all keep blowing up I want my fancy MMH+NTO Luna Transfer Vehicle to be able to take my guys to the Moon and then return and land back like an airplane! If my above description sucks I can post images of the wretched spacecraft. Many thanks in advance!!!! love you all! PS: I'm THIS close to just sticking a big heatshield on the back of my plane and going butt-first (how am I going to turn around afterwards to land I just don't know...) please don't make me do this!!!!
  2. Hello Everybody and thanx for your help... I play a heavy modded RO version of KSP and had problems returning my beloved Spaceshuttle to Earth concerning heat. So i decided to tweak just a lttle the max temp of my cockpit and some other parts inside the mk3.cfg of deadly reentry. And so i stumbled over a few questions which occured... It seems that several *.cfg files want to set certain values for the same part... For Example: A stock Part has a given max temp. of 850 (defined iinside squad/part...folder *.cfg) RO set this temp to higher value Deadly Reentry to an even higher Value Perhaps tweakscale or other mods changes the values too... Now the questions... ;-) Is there a way to see which mod changes the value and which one gave the part its actual (in game) value? Is there a chance to set a non overrideable value? In terms of coding (memory use and so on) isn´t it bad to have several codelines loaded from different mods concerning the same part....? Again, thnx for your help and please excuse my bad english. See u in Space
×
×
  • Create New...