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Herrkurt

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Everything posted by Herrkurt

  1. I'm having the same problem as JT with an even more shallow 80-90km reentry peri. I've built a probe with the heat shield (1m from basic survivability) wider than the tank and core above it. Just something that would complete the first reentry contract. My starting altitude was higher at 200-250km. The heat shield was showing an overheat bar when hitting around 110km that started at around 40% and may have gone to 60% or higher before the critical failures occurred. It also lost little ablator over this time. The critical failures happened with the tank and core above. The tank would start to overheat after the heat shield and then the core would heat up suggesting the heat was radiating from the heat shield (yeah, a problem). One time after losing the tank at around 80km the core managed to stay behind the heat shield a last a little while longer, but heat continued to conduct through until it too exploded. Having watched an old NASA video I'm wondering do I need to offset for lift even with a tiny probe from low orbit? Also what's with things getting hot just sitting on the pad? Its happening to me and I've seen it in Scott Manley's RO series.
  2. My craft keep exploding around 80km on re-entry in RSS. Using DR as part of RSS+RO+RP0. Just did a clean delete and reinstall of DR 7.2.2 and module manager 2.6.8. Weirdly in-game it seems to have no functionality and gives the version number as 7.0.5. I get heating on the pad (manageable) but during re-entry my heat shields seem to do no, or little good. Attempting my first re-entry in this career with a periapsis between 80 and 99 with a small probe using RCS and MJ retro hold to do as best it can. The heat shield itself starts to get a overheat bar, going up to around 60%, while losing little ablator. At the same time heat is radiating up from/through the shield. I made a tiny conic probe hidden behind a shield wider than itself. The probe fuel tank connected to the shield was the part that went critical near 80km alt and 7km/s velocity. Why is my DR version number in game wrong after I manually reinstalling the files? Could there be some related file I missed beside the DR folder and module manager dll? Are there manual adjustments that need to be made to aero-heating via the debug menu? All the posts I've turned up on this issue so far have been from a year or more ago before re-entry heat was stock.
  3. Had to com it but now the station is performing properly for the following mission, all good now.
  4. So I followed your directions but when I dock the get a message saying wrong vessel id. I think it may be because it started to identify the vessel I want to set as the Skylab as the docking vessel for the next mission.
  5. By "actually in settings" do you mean the settings.cfg file in the game folder? The only debug option I see there is "verbose debug log". With the game launched in the settings menu before loading a game and after in game I also see no options to turn the debug console on. Could you be more specific about where to look for like what tabs of the menus and how the game phrases the option?
  6. I messed up the skylab mission launching without a repair panel. I could only revert as far as the launch. I tried finding the debug option you put in with the instructions you gave a few pages back but they did me no good. First I don't see a way to get to debug from settings, just pressing alt-f12. Then the window remains up when in the tracking station when you say it should disappear. Finally when I jump to the vessel in flight I see no option to set it as skylab in any debug tab. What am I doing wrong?
  7. The 32x Windows version is what I use and because of the fewer bugs I'm finding KAS to work without fault. The only thing I need is a recompile that will get rid of the incompatibility message. The ones that have been made available based on an x64 recompile break the mod for me. I tried using the new .dlls under x64 and x32 conditions. They caused all KAS part functionality to stop for me. Maybe I missed something in the past 20 or so pages of posts that I've gone through but is there a recompile of the .dll by a 32-bit user that will get rid of the mod incompatibility pop-up?
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