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DJK

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Everything posted by DJK

  1. Sadly, the difficulty options under Kolonization only disable the sliders for courage & stupidity and the ability to select MKS specific kerbals like biologist and so on.. There is no way to get rid of the UI changes and get the random kerbal list back apparently.. which kinda sucks tbh.
  2. Hi, how does one disable the kerbal hiring part bundled with MKS? I want to have the default game astronaut complex.
  3. I personally don't really care about SQUAD's telemetry.. i will always use RemoteTech. I only wish SQUAD would stop changing gameplay elements like that since official release.. these things should have been taken care of in beta.
  4. I was personally looking forward for a stock communication system to be implemented, but seeing SQUAD's implementation technique of some important feature sets, i'm not getting my hopes up with this one. From the info we have.. to me the system is pretty.. underwhelming. SQUAD has chosen the "easy way" of "somewhat" implementing a mod into stock. But this so called "easy way" is a double edge sword, specially in this case, where ppl either want something similar to antenna range or remote tech. A mod is a mod, a game feature is a game feature. Not entirely the same. The community will be split. There is no middle ground here.. making a mix between antenna range & RT is not going to magically make everyone happy. The only option is to allow.. wait for it.. customization. But i'm pretty sure that is not going to happen. As it stands, i personally don't care about the system.. i'll probably continue using RT and just ignore the time and effort SQUAD has put into the new stock communication system & consider it waste of resources which would have been better spent elsewhere.. because.. u know.. why bother if you're not going to do it properly.. and because i find the system itself.. lacking.
  5. I use 200% thermal heat settings (tweaked the save file) and do a proper reentry. Multiple passes if speeds are extreme. Works like a charm.
  6. It was this one: http://www.curse.com/ksp-mods/kerbal/221319-kerbin-cup
  7. I haven't tested this with FAR, but i suspect that it does indeed have something to do with it. AFAIK, FAR replaces atmosphere rather than tweaking the existing settings.. or so it did at one point (pre 1.0). 1- Changing the physics.cfg settings to the 1.0 values should do the trick. I believe the individual part "good" updates are coming from their own .cfg file. 2- As Snafu225 said.. I personally use that mod as well and it works pretty well. 3- The fix i used in my tweaks is giving the heat shields thermal mass. They had a 0.01 modifier or something similar. You'll have to balance the ablator afterwards. I'm not familiar with DRE's code. You could simply just use a module manager config file which just raises the convectionVelocityExponent value and start from there. DRE has also a higher value than stock, but lower than in my config. Could try something like this: @PHYSICSGLOBALS:FINAL { @convectionVelocityExponent = 3.35 } That basically increases convection temperature the higher you go and i'm sure that will work, but as for the heat shield part of the module manager config i provided, they might be in conflict with DRE. Note that having a higher convectionVelocityExponent will render the heat shields (DRE heat shields as well) less effective.
  8. The slider you've set to 0 disables only re-entry heating. For disabling engine heat you can either edit their .cfg files (or use a module manager config) or.. ignore it with the option available in debug toolbar. Its the "ignore max temperature" one iirc. To disable the newly implemented heat warnings, check the mods section. There are at least 2 mods that do that.
  9. Tweaked re-entry: http://forum.kerbalspaceprogram.com/threads/119308-1-0-2-Re-entry-heating-rebalance-%28made-harder%29-heatshield-conduction-fix-%28v-1-1%29 Makes it harder for anyone who wants it. Note that i personally took SSTOs up and re-entered kerbin without issues.
  10. I don't see the point of these kind of threads.. whats done is done. Deal with it. Don't act like a spoiled self entitled kid.. The game was had very few noticeable bugs when 1.0 was released, then it was patched up by SQUAD. If you were expecting a perfect release just for you.. with all the features that you wanted as you wanted.. well, that pretty much says it all..
  11. This part: @PART[HeatShield*] { @thermalMassModifier = 0.5 } in my MM config file sets the thermal mass modifier for all heat shields. Note that this is just a modifier, not the actual thermal mass. The thermal mass is calculated as follows: [SIZE=2]thermalMass = dryMass * standardSpecificHeatCapacity * thermalMassModifier + resourceMass * hsp[/SIZE] For more information on thermal mechanics, please see this thread. With that in mind, the 3 heat shields will balance out between them since bigger = heavier = more thermal but at the same time, bigger = more surface area exposed = more friction = more heat. Apart from that, there is another factor involved. Based on what is attached to a heat shield, and with conduction now working, bigger heat shields conduct more heat to other parts due to contact surface area, but that in turn is counteracted by the fact that said parts with bigger surface area have more thermal mass. They use up roughly the same percentage of ablator from their maximum amount, if used with their intended command pods (or parts with corresponding size). I tried to find common ground between them so that they will work relatively as the default ones rather than tweaking them individually and applying different values. No idea about what bulkhead is intended for though, but i'm just blindly assuming it is something related to attachments maybe?
  12. Having a longer burn to your Ap seems more efficient from what i've seen. At least to some extent. That said, it is true & very improbable that you will be burning all the way up in KSP. Like Streetwind said. I usually fly my rockets manually so that they need less than 100 m/s for circularization. Note that you need to throttle down quite a bit in the upper atmosphere for that to work. Coasting starts above 65km altitude. Note that this involves a lot of accuracy.. even the slightest deviation will have a relatively big impact on your trajectory.
  13. @vardicd - I gave them thermal mass. See line #8 in my module manager file: "thermalMassModifier". They had next to none by default. SQUAD removed it in favor for the ablator. Next i re-balanced the ablator resource hsp to work with the new thermal mass of the heat shields as close as possible as the default values did. @ZobrAA - PHYSICSGLOBALS does indeed work.. You need to have the actual module manager config file in KSP/Game Data though, not in the main KSP folder. You also need to use module manager 2.6.3. You could clear the module manager cache though, see if that helps.
  14. Updated to version 1.1. The tweaks now use module manager exclusively.. no more file overriding needed. Please make sure to use module manager 2.6.3 Thank you.
  15. Indeed, 3000 dV vaccum seems a bit too little.. however, 3000 atmospheric is probably right. I've been needing roughly 3680 m/s vaccum to 100x100 orbit (de-orbit burn included, roughly 45-50 m/s dV vacc), which translates to 3100 atmospheric. My rockets have a 1.25 TWR on the pad and i do a 3-5 deg. turn @ 50 m/s. By the time i finish this turn the ship already has ~100 m/s speed and an altitude of roughly 1200m. I turn off SAS and let it slowly do its gravity turn, lowering throttle so that my Ap also stays within less than a minute, usually keeping a 1.6-1.8 TWR does the trick. I don't touch anything except the throttle until i reach 35km altitude, when the surface speed switches to orbit. Note that when the switch occurs, the surface prograde marker & orbit prograde marker are nearly in the same place. There is little to no deviation between them. I've noticed that this is extremely important. After 35km i turn on SAS (have a pilot follow prograde if available) and continue to burn with very low thrust until desired Ap. For 100km Ap, the burn lasts throughout the entire atmosphere, then coast to said Ap and circularize. Note that when the Ap reaches 100km, the Pe is somewhere around 25km in the atmosphere already, needing less than 100 m/s dV vacc. to circularize. That leaves me with ~50 m/s dV to de-orbit.
  16. I'm sure a plugin is doable.. but i'm not familiar with KSP modding.. so i lack the knowledge to make one from scratch. If someone wants to do so, be my guest. Two reasons why i didn't even try.. 1st, the physics.cfg file is the same as the default one with just one value changed.. so its more like a tweak.. and everyone can do it, except that i took the time to fiddle around with multiple settings, see what works and whatnot. In this case, tweaking just that value & re-balancing the heat shields/ablator resource did the trick. This also ensures people can tweak it to their liking.. if they deem it necessary. And 2nd, these files might be obsolete in the very near future when/if SQUAD decides to fix the issues.
  17. Indeed, they are helpful, thank you. Just wanted to point out the shield conduction issue since you said you'll be testing with the setup you mentioned.
  18. Stock shields: To confirm, just did an eve re-entry with full stock shields - without my fix but with increased convectionVelocityExponent (just to get them to reach 0 ablator).. pod never heated up past 309 deg. once the ablator reached 0. EDIT: https://www.youtube.com/watch?v=x5WQkqpILH8
  19. regex, are you using the module manager cfg file for the heat shields that i provided? or just stock shields? With the files i provided you can do an interplanetary re-entry/aerocapture returning from Duna.. all the ablator is used up but the pod is ok.. seemed like a good compromise for what i needed between fun & realism, even if entering other planets atmosphere could be devastating.. thats where the you'd need to do it "the kerbal way".. so to speak
  20. No problem. If the heat is too much for your taste (specially for SSTOs), you can lower the convectionVelocityExponent in the Physics.cfg from 3.35 to whatever you'd like. Default was 3, and it is a very sensible value. Even lowering it to 3.32 makes a noticeable difference. If you do lower it by a small amount, the shields could work fine without re-balancing them, only that they would be more effective
  21. -- This mod is no longer maintained. Since 1.0.4 update, it is very easy to tweak the reentry thermal effects and this mod is no longer needed. Thank you. Hello. The following file address two issues with 1.0.2 re-entry thermal effects. #1 - Stock re-entry in 1.0.2, even at 120% difficulty does NOT require a heat shield. Simply put.. nothing explodes and re-entering without a heat shield is perfectly safe. To me that seems extremely broken & unrealistic. And i'm sure there are many people who agree. A simple tweak in the Physics.cfg file fixes that.. making your re-entries actually dangerous. Currently, i've set it so that you will be able to re-enter with a command pod & parachute attached (without heat shield) from LKO (100km) with a decent re-entry trajectory. Anything beyond that and you're gonna have a nice fireworks display. That in turn rendered the stock heat shields useless.. which have been balanced as well. They work roughly as stock, but are balanced for the more dangerous re-entry. #2 - Stock heat shields have a major issue, in which when they run out of ablator, they stop conducting heat to whatever is attached to them making it practically immune to re-entry heat conduction between parts as long as the heat shield is attached (can't believe no one noticed this). Fixed. Additional Info: Tests were conducted for balance purpose up to interplanetary re-entry coming from Duna with heat shields.. roughly 3800 m/s speed and they will protect your command pods and kerbals. Go higher than that.. and who knows what might happen SSTO's ARE able to reach orbit & re-enter, even if the heat is more intense, you just need to watch it carefully. I'd say it is a bit more harder to manage them now. Ascending rockets are harder as well. You need to watch that speed during lower altitudes! Note that some parts that have low max temperature might or might not blow up (like the basic fin, for example). What the actual file does: Changes "convectionVelocityExponent" value (originally found in Physics.cfg) from 3 to 3.35 (can be changed to suit your needs) Rebalances "Ablator" resource "hsp" value & heat shields thermal mass to actually be able to conduct heat to other parts when "Ablator" is 0 (might need rebalance if "convectionVelocityExponent" is not 3.35) Installation: Make sure you have your thermal re-entry effects in options set to 120% Copy the "reentry_heat_rebalance_and_heatshield_conduction_fix.cfg" to your KSP/Game Data directory Dependencies: These tweaks need Module Manager 2.6.3 in order to work. You can find it here: http://forum.kerbalspaceprogram.com/threads/55219-1-00-Module-Manager-2-6-2-%28Apr-29%29-Bonsai-Trimming-Kit-Edition -- Download Release under MIT License Enjoy! -- Changelog: Version 1.1: Tweaks now use module manager exclusively. No more file overriding needed. Make sure you use module manager 2.6.3. Version 1.0: Initial Release
  22. The default command pods are extremely effective at managing heat during re-entry. At 120% settings re-entering from LKO with any possible angle i have come up with did never hit the capsule alone (no heat shield) above 600 deg. Since then i've tweaked the physics to make re-entry way harder.. but with default settings you can do it pretty easy. Probably in one go as well, without multiple passes.
  23. Check this thread for making re-entry more difficult. http://forum.kerbalspaceprogram.com/threads/118775-Tweaks-for-a-challenging-re-entry-effect My personal settings.. everything works for my taste, rockets, sstos and stuff actually blowing up during re-entry. Can tweak those values to suit your needs.
  24. Some tweaks i did to make re-entry more challenging: http://forum.kerbalspaceprogram.com/threads/118775-Tweaks-for-a-challenging-re-entry-effect With those tweaks, you can still re-enter from 100x30 orbit, but barely.. the effect can be increased as needed.
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