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


Starwaster

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Remember they're SRBs, not SRMs.

Nathan, just to return to this point: I took note of it and tried to do a little research online as to the difference between the two, and as far as I can tell, it's just a difference in nomenclature to designate a motor's usage within a particular rocket design rather than an actual physical difference.

Am I wrong there? Is there some aspect of design (other than the obvious like decoupling method) which is different, that I am missing there?

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FlowerChild: Yes, AFAIK it's exactly that. Although oddly the Titan's UA1205/7/etc solids were called SRMs, not SRBs. Perhaps to signify they had TVC?

The main difference in practice (besides core-stage solids needing TVC much more dearly than boosters do) being probably that core-stage solids generally have longer burn times, so less peak thrust at burnout (although varying the grain, and the way it's packed, does a lot of that work).

Agarax: what does?

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FlowerChild: Yes, AFAIK it's exactly that. Although oddly the Titan's UA1205/7/etc solids were called SRMs, not SRBs. Perhaps to signify they had TVC?

The main difference in practice (besides core-stage solids needing TVC much more dearly than boosters do) being probably that core-stage solids generally have longer burn times, so less peak thrust at burnout (although varying the grain, and the way it's packed, does a lot of that work).

Ah, cool man, thanks for the response. Just wanted to make sure I wasn't missing some crucial distinction in adding in my own solid rockets :)

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Agarax: what does?

Sorry, that was a wee bit vague.

I'm running .23 with DRE and FAR. I decided to strap two of the new RAPIERs onto the Aries 4 stock plane and give it a wirl.

Even after adjusting the heatProduction values like you mentioned in your previous post, the modules keep exploding once I reach 1kms at about 20km up. That seems a bit slow (the RW SABREs are supposed to work on air breathing mode up to 1.7 kms).

I even zeroed out the heatProduction alues and it still explodes at ~20km.

Two questions:

Is this just me/am I missing something (i.e. it's designed that way or I installed something wrong)?

Is there some way to have DRE whitelist certain parts against destruction?

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I had trouble with the RAPIERs exploding around 20km, but the F3 window tells me they exploded from g-forces, not heat. I flew a slower profile (throttling down when necessary) and they didn't blow up, even though they got very, very hot.

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Does anybody NOT have exploding RAPIERs with Deadly Re-entry? I tried halving the Heat Production, and it still exploded, but later. I guess I can try quartering it.

Edit: Update. Quartering the heatProduction did the trick. No more explody on take off. Though this is the first time I've tried putting together a space plane (mostly done rockets), so I may be screwing things up royally.

Edited by Soda Popinski
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Something completely different: For keeping in line with the intended career tech advancement - and as the MK1 pod has its own heat shield - maybe the heat shields could be moved to the same tech node as the stock decouplers, as they can be "abused" as decouplers.

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Does anybody NOT have exploding RAPIERs with Deadly Re-entry? I tried halving the Heat Production, and it still exploded, but later. I guess I can try quartering it.

Edit: Update. Quartering the heatProduction did the trick. No more explody on take off. Though this is the first time I've tried putting together a space plane (mostly done rockets), so I may be screwing things up royally.

Mine explode when I try to make the climb to orbit at 1km/s. They explode because of g force tolerance... but makes no sense because I am not making large attitude changes at all.

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I have a problem with how KSP decides where to focus the camera on after destruction of the root part of a ship. Does anyone have a working solution for this kind of setup? I basically built my probe inverted, so that i can attach the probe to a mothership. Problem: As soon as the root part burns up (intended!), the camera stops tracking the remaining parts of the probe. They are still in the map view, and i can switch to them, but obviously they are moving on rails until i get the chance to switch to them, making everything worse


decoupler<<<root
tank + radial drive (intended to burn up)
heatshield
heatshield (yes, another one just to be safe, first one might burn up)
probe
chute (no radial chutes available)

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frozenbacon: keep your eyes on the g-meter. It's not so much large changes in attitude that can induce high accelerations, but rather large changes in drag.

I also run FAR, so there's not a lot of drag with my engines, and I had explosions too. If drag is the real reason, why did NathanKell's temp fix of cutting heatProduction down work for me?

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Because heat production is also product of drag (friction)?

The engines are in the back of my ship. I would think they experience the least amount of drag, compared to stuff on the front in the air stream. I can check the drag on them, but it seems unrealistic for them to explode when I'm only doing 1000 m/s at 15km or so. Plus, nothing else is over heating. I've even tried a version of a the craft with RAPIERs and TurboJets, and only the RAPIERS explode.

I'm pretty sure this is a bug.

Does the heatProduction setting have anything to do with heat production from drag? Or only from engine output? If it's engine output only, drag friction heat shouldn't have an effect.

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I have a problem with how KSP decides where to focus the camera on after destruction of the root part of a ship. Does anyone have a working solution for this kind of setup? I basically built my probe inverted, so that i can attach the probe to a mothership. Problem: As soon as the root part burns up (intended!), the camera stops tracking the remaining parts of the probe. They are still in the map view, and i can switch to them, but obviously they are moving on rails until i get the chance to switch to them, making everything worse


decoupler<<<root
tank + radial drive (intended to burn up)
heatshield
heatshield (yes, another one just to be safe, first one might burn up)
probe
chute (no radial chutes available)

That would seem to be WAD --however could try sneaking yet another probe/remote core in the mix and do the "control from here" command before losing the primary one? [edit n/m, I thought you were letting your initial probe core burn up]

Perhaps it's assumed that it would always be the primary cockpit / command module. The "root part" seems to have some magical properties for no reason, otherwise.

Edited by Beetlecat
reading comprehension.
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heatProduction in a ModuleEngines[FX] is only applied, lerp'd, when the engine is on. It shouldn't have anything to do with drag force.

That the parts are overGing, then, implies that it's not the culprit. Kraken attack? KSP's G meter is weird...

I'll check as soon as possible (and also fix it to recognize ModuleEnginesFX, and RealChutes).

SirJodelstein: That's a KSP "feature": if the root part dies, so does that vessel. Frankly, I'm impressed the other parts didn't just explode; that often happens too.

Use SelectRoot to make something survivable your root part. ;)

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Okay, so what gives? When I used the default settings, DR works just fine. However, I changed the settings to be "more challenging" (I'll throw in my current .cfg file below), and ended up with this:

E2di9HE.png

Either Kerbin has the strangest atmosphere I've ever seen, or I'm doing something wrong. Can somebody help fix my .cfg settings?


REENTRY_EFFECTS
{
name = Default
shockwaveMultiplier = 1.09 shockwaveExponent = 1 heatMultiplier = 25
temperatureExponent = 1.0 densityExponent = 0.85
startThermal = 250
fullThermal = 1150
gToleranceMult = 2.5

crewGClamp = 30
crewGPower = 4
crewGMin = 5
crewGWarn = 300000
crewGLimit = 600000
crewGKillChance = 0.75

// any part with a maxTemp over this value will have its maxTemp multiplied
// by maxTempScale.
ridiculousMaxTemp = 2500
maxTempScale = 0.5
}

RESOURCE_DEFINITION
{
name = AblativeShielding
density = 0.001
flowMode = NO_FLOW
transfer = NONE

}

@PART[StandardCtrlSrf]
{
@maxTemp = 1700
}
@PART[CanardController]
{
@maxTemp = 1700
}
@PART[noseCone]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // full-surface coating
reflective = 0.1
}
}
@PART[AdvancedCanard]
{
@maxTemp = 1700
}
@PART[deltaWing]
{
@maxTemp = 1700
}
@PART[noseConeAdapter]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0.707, -0.707 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[rocketNoseCone]
{
@maxTemp = 1700
}
@PART[smallCtrlSrf]
{
@maxTemp = 1700
}
@PART[standardNoseCone]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // full surface coating
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[sweptWing]
{
@maxTemp = 1700
}
@PART[tailfin]
{
@maxTemp = 1700
}
@PART[wingConnector]
{
@maxTemp = 1700
}
@PART[winglet]
{
@maxTemp = 1700
}
@PART[R8winglet]
{
@maxTemp = 1700
}
@PART[winglet3]
{
@maxTemp = 1700
}
@PART[Mark1Cockpit]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0.15, 0.9 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[Mark2Cockpit]
{
@maxTemp = 1700
}
@PART[Mark1-2Pod]
{
@maxTemp = 1700
}
@PART[advSasModule]
{
@maxTemp = 1700
}
@PART[asasmodule1-2]
{
@maxTemp = 1700
}
@PART[avionicsNoseCone]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // full surface coating
reflective = 0.25 // 25% of heat is ignored at correct angle
}

}
@PART[crewCabin]
{
@maxTemp = 1450
}
@PART[cupola]
{
@maxTemp = 1700
}
@PART[landerCabinSmall]
{
@maxTemp = 1700
}
@PART[mark3Cockpit]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0.15, 0.9 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk1pod]
{
@maxTemp = 1700
MODULE
{ // this one is custom, and is a little thicker than most heat shields.
name = ModuleHeatShield
direction = 0, -1, 0 // bottom of pod
reflective = 0.05 // 5% of heat is ignored at correct angle
ablative = AblativeShielding
loss
{ // loss is based on the shockwave temperature (also based on density)
key = 650 0 // start ablating at 650 degrees C
key = 1000 64 // peak ablation at 1000 degrees C
key = 3000 80 // max ablation at 3000 degrees C
}
dissipation
{ // dissipation is based on the part's current temperature
key = 300 0 // begin ablating at 300 degrees C
key = 500 180 // maximum dissipation at 500 degrees C
}
}
RESOURCE
{
name = AblativeShielding
amount = 250
maxAmount = 250
}
}
@PART[mk2LanderCabin]
{
@maxTemp = 1700
}
@PART[probeCoreCube]
{
@maxTemp = 1550
}
@PART[probeCoreOcto]
{
@maxTemp = 1600
}
@PART[probeCoreOcto2]
{
@maxTemp = 1600
}
@PART[probeCoreSphere]
{
@maxTemp = 1600
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // full surface coating
reflective = 0.1
}

}
@PART[probeStackLarge]
{
@maxTemp = 1700
}
@PART[probeStackSmall]
{
@maxTemp = 1700
}
@PART[sasModule]
{
@maxTemp = 1700
}
@PART[seatExternalCmd]
{
@maxTemp = 1450
}
@PART[rtg]
{
@maxTemp = 1500
}
@PART[batteryBank]
{
@maxTemp = 1600
}
@PART[batteryPack]
{
@maxTemp = 1600
}
@PART[ksp.r.largeBatteryPack]
{
@maxTemp = 1600
}
@PART[largeSolarPanel]
{
@maxTemp = 1600
}
@PART[solarPanels1]
{
@maxTemp = 1600
}
@PART[solarPanels2]
{
@maxTemp = 1600
}
@PART[solarPanels3]
{
@maxTemp = 1600
}
@PART[solarPanels4]
{
@maxTemp = 1600
}
@PART[solarPanels5]
{
@maxTemp = 1600
}
@PART[JetEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 350
}
}
@PART[engineLargeSkipper]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 175
}
}
@PART[ionEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 0
}
}
@PART[liquidEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 200
}
}
@PART[liquidEngine1-2]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 250
}
}
@PART[liquidEngine2]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 200
}
}
@PART[liquidEngine2-2]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 150
}
}
@PART[liquidEngine3]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 150
}
}
@PART[microEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 15
}
}
@PART[nuclearEngine]
{
@maxTemp = 2000
@MODULE[ModuleEngines]
{
@heatProduction = 300
}
}
@PART[radialLiquidEngine1-2]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 175
}
}
@PART[sepMotor1]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 275
}
}
@PART[smallRadialEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 75
}
}
@PART[solidBooster]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 275
}
}
@PART[solidBooster1-1]
{
@maxTemp = 1950
@MODULE[ModuleEngines]
{
@heatProduction = 200
}
}
@PART[toroidalAerospike]
{
@maxTemp = 1700
@MODULE[ModuleEngines]
{
@heatProduction = 275
}
}
@PART[turboFanEngine]
{
@maxTemp = 1800
@MODULE[ModuleEngines]
{
@heatProduction = 200
}
}
@PART[MK1Fuselage]
{
@maxTemp = 1500
}
@PART[Mk1FuselageStructural]
{
@maxTemp = 1500
}
@PART[RCSFuelTank]
{
@maxTemp = 1450
}
@PART[RCSTank1-2]
{
@maxTemp = 1450
}
@PART[fuelTank]
{
@maxTemp = 1450
}
@PART[fuelTank1-2]
{
@maxTemp = 1450
}
@PART[fuelTank2-2]
{
@maxTemp = 1450
}
@PART[fuelTank3-2]
{
@maxTemp = 1450
}
@PART[fuelTank4-2]
{
@maxTemp = 1450
}
@PART[fuelTankSmall]
{
@maxTemp = 1450
}
@PART[fuelTank.long]
{
@maxTemp = 1450
}
@PART[fuelTank_long]
{
@maxTemp = 1450
}
@PART[miniFuelTank]
{
@maxTemp = 1450
}
@PART[mk2Fuselage]
{
@maxTemp = 1500
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2SpacePlaneAdapter]
{
@maxTemp = 1500
MODULE
{
name = ModuleHeatShield
direction = 0, 0.15, 0.9 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk3Fuselage]
{
@maxTemp = 1500
MODULE
{
name = ModuleHeatShield
direction = 0, 0, -1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk3spacePlaneAdapter]
{
@maxTemp = 1500
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[radialRCSTank]
{
@maxTemp = 1450
}
@PART[toroidalFuelTank]
{
@maxTemp = 1450
}
@PART[xenonTank]
{
@maxTemp = 1450
}
@PART[nacelleBody]
{
@maxTemp = 1450
}
@PART[radialEngineBody]
{
@maxTemp = 1450
}
@PART[smallHardpoint]
{
@maxTemp = 1600
}
@PART[stationHub]
{
@maxTemp = 1600
}
@PART[structuralIBeam1]
{
@maxTemp = 1600
}
@PART[structuralIBeam2]
{
@maxTemp = 1600
}
@PART[structuralIBeam3]
{
@maxTemp = 1600
}
@PART[structuralMiniNode]
{
@maxTemp = 1600
}
@PART[structuralPanel1]
{
@maxTemp = 1600
}
@PART[structuralPanel2]
{
@maxTemp = 1600
}
@PART[structuralPylon]
{
@maxTemp = 1600
}
@PART[structuralWing]
{
@maxTemp = 1700
}
@PART[strutConnector]
{
@maxTemp = 1800
}
@PART[strutCube]
{
@maxTemp = 1500
}
@PART[strutOcto]
{
@maxTemp = 1500
}
@PART[trussAdapter]
{
@maxTemp = 2500
}
@PART[trussPiece1x]
{
@maxTemp = 2500
}
@PART[trussPiece3x]
{
@maxTemp = 2500
}
@PART[CircularIntake]
{
@maxTemp = 1700
}
@PART[landingLeg1]
{
@maxTemp = 1450
}
@PART[landingLeg1-2]
{
@maxTemp = 1450
}
@PART[RCSBlock]
{
@maxTemp = 1800
}
@PART[stackDecoupler]
{
@maxTemp = 1700
}
@PART[airScoop]
{
@maxTemp = 2500
}
@PART[commDish]
{
@maxTemp = 1500
}
@PART[decoupler1-2]
{
@maxTemp = 1700
}
@PART[dockingPort1]
{
@maxTemp = 1700

MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // all directions
reflective = 0.25 // 25% of heat is ignored when closed
adjustCollider = 0.25 // the attachNode is kinda funky
}

MODULE
{
name = ModuleAnimation2Value
animationName = dockingring
valueName = maxTemp
valueCurve
{
key = 0 1700 0 0
key = 0.1 1500 0 0
key = 1 1450 0 0
}
}

MODULE
{
name = ModuleAnimation2Value
animationName = dockingring
moduleName = ModuleHeatShield
valueName = reflective
valueCurve
{
key = 0 0.25 0 0
key = 0.1 0 0 0
key = 1 -1.5 0 0 // don't leave the shield open.
}
}

}
@PART[dockingPort2]
{
@maxTemp = 1450
}
@PART[dockingPort3]
{
@maxTemp = 1450
}
@PART[dockingPortLarge]
{
@maxTemp = 1450
}
@PART[dockingPortLateral]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // all directions
reflective = 0.15 // 15% of heat is ignored when closed
}
MODULE
{
name = ModuleAnimation2Value
animationName = dockingporthull
valueName = maxTemp
valueCurve
{
key = 0 1700 0 0
key = 0.1 1500 0 0
key = 1 1450 0 0
}
}
MODULE
{
name = ModuleAnimation2Value
animationName = dockingporthull
moduleName = ModuleHeatShield
valueName = reflective
valueCurve
{
key = 0 0.15 0 0
key = 0.1 0 0 0
key = 1 -.25 0 0
}
}
}
@PART[fuelLine]
{
@maxTemp = 1800
}
@PART[ladder1]
{
@maxTemp = 1600
}
@PART[largeAdapter]
{
@maxTemp = 1450
}
@PART[largeAdapter2]
{
@maxTemp = 1450
}
@PART[launchClamp1]
{
@maxTemp = 2500
}
@PART[linearRcs]
{
@maxTemp = 1700
}
@PART[longAntenna]
{
@maxTemp = 1500
}
@PART[miniLandingLeg]
{
@maxTemp = 1450
}
@PART[parachuteDrogue]
{
@maxTemp = 1150
}
@PART[parachuteLarge]
{
@maxTemp = 1150
}
@PART[parachuteRadial]
{
@maxTemp = 1150
}
@PART[parachuteSingle]
{
@maxTemp = 1150
}
@PART[radialDecoupler]
{
@maxTemp = 1600
}
@PART[radialDecoupler1-2]
{
@maxTemp = 1600
}
@PART[radialDecoupler2]
{
@maxTemp = 1600
}
@PART[ramAirIntake]
{
@maxTemp = 1700
}
@PART[roverBody]
{
@maxTemp = 600
}
@PART[sensorAccelerometer]
{
@maxTemp = 1600
}
@PART[sensorBarometer]
{
@maxTemp = 1600
}
@PART[sensorGravimeter]
{
@maxTemp = 1600
}
@PART[sensorThermometer]
{
@maxTemp = 1600
}
@PART[spotLight1]
{
@maxTemp = 1600
}
@PART[spotLight2]
{
@maxTemp = 1600
}
@PART[stackBiCoupler]
{
@maxTemp = 1700
}
@PART[stackDecouplerMini]
{
@maxTemp = 1700
}
@PART[stackPoint1]
{
@maxTemp = 1700
}
@PART[stackSeparator]
{
@maxTemp = 1700
}
@PART[stackSeparatorBig]
{
@maxTemp = 1700
}
@PART[stackSeparatorMini]
{
@maxTemp = 1700
}
@PART[stackTriCoupler]
{
@maxTemp = 1700
}
@PART[telescopicLadder]
{
@maxTemp = 1600
}
@PART[telescopicLadderBay]
{
@maxTemp = 1600
}
@PART[SmallGearBay]
{
@maxTemp = 1800
}
@PART[roverWheel1]
{
@maxTemp = 1800
}
@PART[roverWheel2]
{
@maxTemp = 1800
}
@PART[roverWheel3]
{
@maxTemp = 600
}
@PART[wheelMed]
{
@maxTemp = 1800
}

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There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? I might be wrong, but I believe engines can cope with the heat as they have rings of pipes through which flow liquid oxidizer. This supply of liquid oxidizer turns to gas and is consumed with the fuel, so it empties with the fuel and can no longer cool the engines. Between the heat that is under the form of plasma and the engine that only supports heat in one location, not plasma, going onto the sides and behind it. We also have to add the friction to which the engine isn't exposed to during lift-off. Some way, must be found to keep engines more resistant than other pieces while making them vulnerable to reentry and without lowering their exhaust max temperature.

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There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? I might be wrong, but I believe engines can cope with the heat as they have rings of pipes through which flow liquid oxidizer. This supply of liquid oxidizer turns to gas and is consumed with the fuel, so it empties with the fuel and can no longer cool the engines. Between the heat that is under the form of plasma and the engine that only supports heat in one location, not plasma, going onto the sides and behind it. We also have to add the friction to which the engine isn't exposed to during lift-off. Some way, must be found to keep engines more resistant than other pieces while making them vulnerable to reentry and without lowering their exhaust max temperature.

I can't code, but would it be possible to just lower the heat tolerance on engines and make the engine cool itself down while firing? It wouldn't be perfect, but it would mean that your engines would be fine on ascent but not act as heatshields for reentry.

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There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? ...

SpaceX is planning on using the high heat tolerance of their engines as a heat shield for their reusable Falcon's, so it's entirely realistic.

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