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[0.20] Deadly Reentry 2.3 - reentry heat, plus thermal and g-force damage to parts


ialdabaoth

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Nice one Rhoark.

To tell the truth, 80% of my crew have been burning up because of Deadly Re-entry and F.A.R. With no struts, or controllable airfoils to keep my ships facing the right way during re-entry I've been spinning into disaster.

At least now I can put heat shields in and stop my early research from exploding.

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Is this still as seriously deadly as when it was first made? It sounds like it's had lots of options added..

It's not as deadly as Ramon's rendition if that's what you're asking, but it does put a crimp on recovering samples for maximum SCIENCE! points to the point where I no longer bothered strapping an unshielded sample container to my craft and just slapped it onto my service module. But the engineering challenges that come with this mod are part of the fun.

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Deadly reentry isn't very deadly at all once you get the hang of it. I use it with FAR with absolute, routine success .Let me explain the basics:

1. Always use a heatshield. Make sure the heatshield is in front of, and shields, everything you would like to survive reentry. The heatshield doesn't just protect from heat, it also protects from the aerodynamic forces generated by DR and FAR. The heatshield doesn't have to be one of the included DR heatshields. Anything that is shaped properly(curved bottom of a cone) and can withstand the amount of heat you expect(700-900, I'd say) should work. I recommend the older Planetes inflatable shields when side mounted objects need to be protected.

2. Consider your periapsis as an indicator of your descent's severity. A lower periapsis will exert more heat and force, whereas a higher one will exert less. I recommend 25-40km

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I find 24-25 to be my goldilocks zone for whenever I'm in doubt about re-entries. Granted when possible I do perform munar gravity assists to help slow me down as well from interplanetary travels, but I'm more or less positive that all that's doing is adding to my SCIENCE! score and can be skipped entirely for most entries.

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How are you guys doing this in Career Mode? Without the Deadly Re-entry heatshields available at the beginning, how are you returning samples from the Mun without destroying them?

I re-enter with THREE 40km "skips" through the atmosphere to bleed me off with the last pass showing a periapsis of 35km. That gets me to a 2,200m/s re-entry speed when I start the real descent. At that speed, everything but the capsule itself explodes. [Temperatures will easily exceed 1400C], and because control surfaces aren't available during early science tech, keeping the vessel pointed round-edge-down isn't possible. [The forces of re-entry will always point the pointy end of the capsule, and as a consequence the parachutes, prograde]

Long post made short: I suck at Mun-Kerbal returns. What am I forgetting?

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How are you guys doing this in Career Mode? Without the Deadly Re-entry heatshields available at the beginning, how are you returning samples from the Mun without destroying them?

I re-enter with THREE 40km "skips" through the atmosphere to bleed me off with the last pass showing a periapsis of 35km. That gets me to a 2,200m/s re-entry speed when I start the real descent. At that speed, everything but the capsule itself explodes. [Temperatures will easily exceed 1400C], and because control surfaces aren't available during early science tech, keeping the vessel pointed round-edge-down isn't possible. [The forces of re-entry will always point the pointy end of the capsule, and as a consequence the parachutes, prograde]

Long post made short: I suck at Mun-Kerbal returns. What am I forgetting?

The small capsule has an integrated heat shield, but making the heat shields available when you get the pods is just a one-line config edit.

It sounds like you are not reentering steep enough, and because of that you propably go through all your ablative before your final reentry. I only tried it with the large capsule and with FAR, but direct reentry from the Mün is easily doable.

Can't say anything about default aerodynamics, so I can't say why your capsule wants to go pointy end first. But with FAR, it feels like it has two stable positions, the right one and parachute first. Maybe make sure you have energy in your capsule so you have the torque available to keep it straight? I lost one Kerbal that way because I forgot to transfer the energy from the service module to the capsule before separation.

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@WestAir

I have also FAR installed, don't know if the behaviour change without. The first capsule have a heatshield integrated; I also modified the Pluginparts to appear at different nodes of Techtree.

Keeping position of the Vessel for me is easy, before the thicker atmosphere I activate SAS. This work for my little capsule and a combination with science module.

EDIT:

does anybody know if ialdabaoth is still maintaining the plugin? otherwise we could add these techtree modification

Edited by Voidi
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keeping the vessel pointed round-edge-down isn't possible. [The forces of re-entry will always point the pointy end of the capsule, and as a consequence the parachutes, prograde]

That's not so - its the heavy end that will be forced prograde.

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That's not so - its the heavy end that will be forced prograde.

I'm just the messenger for what's happening in game. The pointy end with the parachute is always aggressively forced prograde when I re-enter, despite SAS trying to hold the heavy, round end prograde. At about 35k and 1500m/s it'll flip all its own.

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In previous versions both blunt end and pointy end orientations were stable. It was therefore critical to get in a small ~20 degree cone about the blunt end forward alignment before the stability forces exceeded pod torque and you were stuck with what you had.

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So I found this.

https://dl.dropboxusercontent.com/u/19231999/screenshot4.png

At 25,000 with no aerodynamic heating visible the temperature was >500 but down lower with plasma streaming from the wings it's a chilly sub-300. That's not right, is it?

Also as an addendum to this mod, what about a little window with a coloured bar to show the shield ablation/temperature as visible in the context menu. (So that this information is visible without having to have the menu open)

Edited by SmiteZero
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Hi everyone.

I'm trying to run this with the latest .22 version of the game. No other mods, and it locks up the entire game after the following:

* Early in career mode just the basics unlocked like fins.

* I make a Solid Booster rocket with fins, and launch. The fins overheat and it explodes the spaceship - cool.

* I abort and choose to go to main menu. No buttons are clickable and game hard locks.

Anyone know what might be going on or how to fix this?

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Decided I'd share the config files I've put together so that I can use the Deadly Reentry heat shields with my Career mode save for my modded install of KSP. The files are available here, and the source code and licensing information can be viewed together here.

Hope this proves useful to the rest of you :)

Edited by Specialist290
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Decided I'd share the config files I've put together so that I can use the Deadly Reentry heat shields with my Career mode save for my modded install of KSP. The files are available here, and the source code and licensing information can be viewed together here.

Hope this proves useful to the rest of you :)

Will this fix my lockups?

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Unfortunately, probably not. This just adds the heat shield parts to the tech tree.

OH I just discovered I was using a much older version of this mod = version 1.3. So I got the new one and am a bit confused. Most mods only have a single folder that goes under gamedata, but this one has a second folder (moduleManagerSource) and 3 files. Do I drop all those in, or just the Deadlyreentry folder?

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OH I just discovered I was using a much older version of this mod = version 1.3. So I got the new one and am a bit confused. Most mods only have a single folder that goes under gamedata, but this one has a second folder (moduleManagerSource) and 3 files. Do I drop all those in, or just the Deadlyreentry folder?

As a general rule, you don't need to (or should) install any folder that has "source" written on it. These are the source files of the mod, in other words, files containing the original code (programming) that, when compiled, then makes the mod's files.

Source files are never used by the game and will only make your load-times take longer, and possibly use (waste) KSP's precious RAM memory.

No offence, but wouldn't it have been easier to READ THE INSTRUCTIONS? (!) :)

Edited by Johnno
Removed a word.
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Drop all of them in. The moduleManagerSource folder includes the ModuleManager plugin, which allows the game to read files in the Deadly Reentry plugin that add heat shields to and adjust the maximum temperature values for certain stock parts.

My own configuration files also include ModuleManager for completeness' sake, but if you already have it from the Deadly Reentry plugin, you don't need it.

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Drop all of them in. The moduleManagerSource folder includes the ModuleManager plugin, which allows the game to read files in the Deadly Reentry plugin that add heat shields to and adjust the maximum temperature values for certain stock parts.

My own configuration files also include ModuleManager for completeness' sake, but if you already have it from the Deadly Reentry plugin, you don't need it.

@"includes the ModuleManager plugin, which allows the game to read files (...)"

That is "ModuleManager" (.dll) (actual mod), not "ModuleManagerSource" (useless source for that mod)...

Edited by AlmightyR
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