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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021


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ill give nathan a hand anwsering questions so he can work since been using this mod since .19.

@Synthesis vettech should not break this mod. vettech onloy takes stock tree and rearange it it adds no new nodes. plus being sand box or carrer has no effect on a .dll running it only effects the parts showing up if not added to the tech tree.

@jpinard no u shoujldnt need any other mod this comes with 1.25,2.5,3.75 and 6.25 heat sheilds already but nothing stoping u getting others like the irus heatsheild

@mihara im not sure but its probaloy because best way to force the game to blow up a part (since far as i know the mechanic for heat and geforce damage hasnt been put in game in even just code). so for u to have a explosion he has to base it off of something which is already ingame( i cold be wrong in this just going with what it seems like to me)

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I'd like to use this mod however since im still new to the game and most of my aircraft tun wile pulling 25+Gs since there fighter jets also i tend to use Hyperedit if i get stuck or a save bug happens installing this mod breaks both aircraft and Hyperedit due to the insane Gforse that they both pull if anyone colud tell me how to edit the confings to remove the Gforse limit completly i'd be more then happy to use it

Also let me know if you need a mod spotlite i can do one since i do youtube

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This will support any mod, since the temperature and g-force effects are partless. However, heat shields need ModuleHeatShield modules. I will release configs for more mods, but for now you can copy existing module defines and retarget them. Out of the box it supports B9 and HOME's heat shield.

Further, the way DRE checks for shielding is by raycasting and checking hits. So assuming raycasting properly hits fairings (which, AFAIK, it does) then parts inside fairings will be shielded by the fairings.

It might be worth considering giving fairings the same non-ablative heat shielding that fuselages have now.

Synthesis, try deleting your DeadlyReentry directory and re-unzipping. Let VetTech handle the tech placement for now. See if that works. If it still doesn't, launch the game, go to VAB, quit, and post your KSP.log.

Mihara: um, because that's how ialdabaoth made it originally and I haven't done more than add a couple bugfixes. I think possibly because a lot of parts are missing breakingForce entries, and the values seem to make less sense than crashTolerance? Some parts have insanely high bFs...but that's worth thinking about!

There are three issues, AFAIK, with parts "being destroyed when they shouldn't." (1) was the explode on launch bug: fixed. (2) is the gTolerance is too low, which the multiplier helps with some (but really, we need a new formula, as you say, although breakingForce is not, I think, quite right for it). (3) is that we shouldn't even be looking at current craft acceleration but the force the part is currently experiencing (a probe core squished between two tanks and two mainsails running full blast will experience 0 acceleration, but tons of force).

sidfu, VetTech doesn't actually rearrange the tree *nodes* at all, it just changes the TechRequired for parts. So a part may require a different node. But thanks for stepping in, in my absence! :)

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If you could also release a mod viv for me that removes the gfore my aircraft pull at the most ive seen 33 Gs (lots of wings and engies) that would be great Sorry if thats what you are doing already im not really much of a modder anyway if you need a spotlite for this mod let me know

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I'd like to use this mod however since im still new to the game and most of my aircraft tun wile pulling 25+Gs since there fighter jets also i tend to use Hyperedit if i get stuck or a save bug happens installing this mod breaks both aircraft and Hyperedit due to the insane Gforse that they both pull if anyone colud tell me how to edit the confings to remove the Gforse limit completly i'd be more then happy to use it

Also let me know if you need a mod spotlite i can do one since i do youtube

this mod isnt for those who to just play. this adds some realsim to the game. even in realworld we have no materals that could build a jet to take 25g

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I know that i only want this mod for the reentry not G forse as KSP phcys are not that great with pulling Gs some of the aircraft i have made only went 200M/s at sea lvl and still pulls 12Gs

"Only 200m/s" is still the cruising speed of the average airliner. The physics for calculating G's work great, you're just making turns that normal planes don't (for this exact reason).

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well it is a fighter jet

And not even fighter jets do sharp turns at 200m/s. All those fancy maneuvers you see at airshows? That's closer to 50 m/s.

Dogfighting in the modern world is rather different from Top Gun shows. A short range air to air missile has a MINIMUM range of a few miles... In general combatants don't even have visual contact.

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No need to get huffy DXTFantom, I already said I was going to add a toggle for that. Ralathon is right about the physics BTW, especially since you wouldn't be conscious must past nine (for more than a second--you'd probably lose consciousness at 7 sustained!), and plausibly have blood vessels in your brain burst, meaning brain damage. And your plane would start to fall apart around there too.

Specialist290, thanks, I'll do that!

EDIT: ninjas.

Bobhendly, it is compatible with any addon ever, as I said in the middle of the last page.

Jasmir, so...a part exploded how soon after the scene loaded?

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Sorry i just dont like it when i put "WARNING I AM A COMPLET NOOB AT EVERYTHING" Everywhere i can and still i get someone comeing and saying a hole new world of stuff i dont know and then basely expeting me to know these things i didnt know any of this im playing the game for fun not to be yelled at for my noobniss and thank you for accepting my reqest maybe ill go add

Warning before tallikng to me remember im nood to my signature

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Sorry i just dont like it when i put "WARNING I AM A COMPLET NOOB AT EVERYTHING" Everywhere i can and still i get someone comeing and saying a hole new world of stuff i dont know and then basely expeting me to know these things i didnt know any of this im playing the game for fun not to be yelled at for my noobniss and thank you for accepting my reqest maybe ill go add

Warning before tallikng to me remember im nood to my signature

Whose yelling at you for being a noob? Nobody expects you to know these things, that's why I put them in my posts. I'm merely explaining why G forces are so high and how this works in RL so you understand why the mod starts breaking stuff.

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dxtfantom people just dont want this mod to get to easy cause of people wanting a easy mode push button. the original dre was awsome but very unforgivening if u messed up. and people decryied it so he made it easier and alot still cried. see where im going.

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Huh, that's so weird. Temperature should be normal by the time DRE kicks in, a second later. Well, I pushed the grace period to 2 seconds, just in case. Make sure you don't launch (hit space to leave prelaunch mode) until > 1 second after spawn.

Anyway, I'm also adding some new functionality for testing: crew damage. Your parts might survive sustained 12G accel/decel, but your crew won't. Formula is roughly equivalent to humans; you can sustain 5Gs for 16 minutes, 10Gs for 1 minute, 20Gs for 3.75 seconds, and 30Gs or more for a bit over a half a second. Once you go below 5Gs the damage counter is reset.

(Formula, for those inclined; damage_counter += G^4*deltaTime, where deltaTime is the time (in seconds) since last check. Damage_counter limit = 600000. You'll be warned when it exceeds 300000 (halfway).

All values will be configurable in CFG. To disable, set crewGMin to something obscene, like 50000.

For now I am not checking part orientation, so your Kerbals are assumed to be properly horizontal to the acceleration. Ideally I'd check and penalize you if they're eyeballs in or (gasp) vertical and taking negative Gs.

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Huh, that's so weird. Temperature should be normal by the time DRE kicks in, a second later. Well, I pushed the grace period to 2 seconds, just in case. Make sure you don't launch (hit space to leave prelaunch mode) until > 1 second after spawn.

Anyway, I'm also adding some new functionality for testing: crew damage. Your parts might survive sustained 12G accel/decel, but your crew won't. Formula is roughly equivalent to humans; you can sustain 5Gs for 16 minutes, 10Gs for 1 minute, 20Gs for 3.75 seconds, and 30Gs or more for a bit over a half a second. Once you go below 5Gs the damage counter is reset.

(Formula, for those inclined; damage_counter += G^4*deltaTime, where deltaTime is the time (in seconds) since last check. Damage_counter limit = 600000. You'll be warned when it exceeds 300000 (halfway).

All values will be configurable in CFG. To disable, set crewGMin to something obscene, like 50000.

For now I am not checking part orientation, so your Kerbals are assumed to be properly horizontal to the acceleration. Ideally I'd check and penalize you if they're eyeballs in or (gasp) vertical and taking negative Gs.

Excellent, this is the next direction I was going to go.

Suggestion: Rather than having a damage warning, determine which crew members are "active" and have the entire screen brightness drop as a fraction of their damage_counter, to simulate blackout.

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