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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Im not the mod author or maintainer, but, once this change is made, it works. And it IS supposed to be harder than stock, otherwise why install it. My problem was that the 600 instead of 6000 made it totally unusable, but now it is. I am looking forward to using it in the future, although I think I will not add it to my current career.
  2. Even in stock, when you take the part, you can't move the camera. The scroll is an issue, haven't yet figured out how to work around it. But I do have some ideas
  3. Ummm, where? CKAN shows that they are all available up to 1.4.9, even his old version was good to 1.4.1
  4. In the ModuleHeatShield (following is in the Corvus file: Corvus_DRE.cfg, similar for the stock) MODULE // from DRE's heatshields { name = ModuleHeatShield ablativeResource = AblativeShielding lossExp = -7500 lossConst = 1 pyrolysisLossFactor = 6000 reentryConductivity = 0.001 ablationTempThresh = 500 depletedMaxTemp = 1200 charMin = 1 charMax = 1 charAlpha = 1 } and in DRE, the file: DeadlyReentry.cfg: // Parts specific configs @PART[HeatShield1|HeatShield2|HeatShield3]:FOR[DeadlyReentry] { %leaveTemp = true @MODULE[ModuleAblator] { @name = ModuleHeatShield @reentryConductivity = 0.001 @lossConst = 1 @pyrolysisLossFactor = 6000 depletedMaxTemp = 1200 } } Oh, so you are referring to the shields getting overheated and then exploding. Well, it's probably related to the same thing. In my tests, I used a Mk1-3 with a stock heat shield and stock chute, and with the fix, they all survived. I also did the same with the Corvus and using the Corvus heat shield and chute. The shield only had 10-15 Ablator left, but they all survived.
  5. [snip] No need to be rude to some who was only trying to help
  6. @severedsolo If all are too much, then maybe I can help with one or two
  7. If you were using the stock heat shields, there is a bug (typo) in the DRE config for it. And I see the same problem in the config for the Corvus heat shield You need to change the following in the Corvus_DRE.cfg patch: pyrolysisLossFactor = 600 to pyrolysisLossFactor = 6000
  8. Ok, did a quick test. I changed that 600 to 6000, and the same pod/heat shield combo which blew up now survived. Still used a lot of Ablator, went from 800 to 459, but that's a lot better than exploding Daniel, what heat shields were you using? If using the stock heat shields, the pyrolysisLossFactor is wrong, needs to be 6000 rather than 600. Can you be a bit more specific on this? In my small test, I didn't see any problems with the chutes. Is it possible you are opening them too soon? Also, were you using RealChutes or stock chutes?
  9. I just listed all the parts I found which appeared to have the same characteristics as the stock shields. I didn't try the others, but I'll do some tests when I get time. Unfortunately, I won't have time for about a week and a half, I'm going on a trip in a few days, but will see what I can do. I will have a laptop along, maybe I'll be able to do this on the road Very odd, because the stock parts already have the PyrolysisLossFactor = 6000, so it look like you are replacing it.
  10. Here is my unofficial version of this with the following changes: Added ConfigNodeIO.cs to read data from new config file Added setting to new config file to specify position of window Added setting to new config file to list directories which should NOT be backed up Added GameData structure with initial default Settings file Merged in changes from latest download from Spacedock Updated .version to point to LGG repo to avoid confusion https://github.com/linuxgurugamer/S.A.V.E/releases/tag/1.5.3.1-unofficial Source code is in the same repo on Github (obviously) This repo was cloned from @Nereid's github, then updated with my changes and the latest changes from the download on Spacedock There is a new PluginData/Settings.cfg file, read it for information on how to configure the window position The license is GPL (included with the download), although it probably should be the text for the LGPL as specified in the OP. I merely included the same license as in the original mod, so whatever license applies to that one obviously applies to this. Please do NOT bother @Nereid with any issues related to my changes, contact me instead. If Nereid wishes to accept a PR and make this more official, I'd be very happy to take down this repo.
  11. New release, 3.3.19.6 Thanks to @4x4cheesecake for these fixes: Added an additional logical operator to prevent autostruts beeing applied to parts which don't allow them. Fixed a visual issue regarding the 'Fine Adjustment' window. It's no longer flickering when dragging it around.
  12. The only reason to use FOR is when you have mod A which is providing something and pretending to be mod B, then you would have a FOR in the patch for mod A
  13. If that was added to Ckan by a 3rd party without your permission of your stuff, it will be removed if you contact the Ckan moderators.
  14. Flipping with the rover usually means you are driving too fast. Also, the center of gravity of the rover maybe to high which makes it more prone to flipping.
  15. Watch my video. 800 units of Ablator should be more than enough from LKO for the Mk1-3, yet it explodes. I think that @4x4cheesecake may have hit the nail on the head, though The FOR isn't really needed, since the patch is included with DRE. On other mods which include their own patches, they would need a NEEDS
  16. @Nereid I'm having a problem because this is copying all the directories in the save dir, unfortunatly, Kaptain's Log saves lots of image files there as well. So I'm going to be modifying this for myself to add an exclusion list, which will be directories which should NOT be copied. I'm also going to add an option to put the window at the top left instead of the top right (since the LoadingScreenManager has it's icon in the toolbar and that's where the toolbar puts the buttons). I'd be happy to submit this as a PR, if you are interested. @Brigadier I'll let you know when I have this done so your problem can be fixed
  17. As a test, I created a brand new install, and the only mod installed was DRE, and Hyperedit. KSP 1.4.5, DRE 7.7.0. I also installed HyperEdit, and Kerbal Engineer I created a simple vessel, a Mk1-3 with a 2.5m heatshield and a parachute, and a small engine to slow it down. The heatshield had 800 units of ablator, the Mk1-3 had 10 units of Ab I hyperedited it into an 80km orbit Then I used the engine to slow it down so the PE was about 35km, and jettisoned the engine. Top speed was about 2300 m/s before it really started slowing down. The heatshield got used up and exploded somewhere around 30-35km of altitude, but the capsule survived I know DRE is "Deadly", but this is ridiculous. A full heatshield getting used up in a reentry from a low orbit, doesn't make sense In the following video, it shows that 150 units are used up when it gets to an altitude of 60km. If I'm doing something wrong, please tell me, but this seems to be just a bit too deadly. Quoting from the OP: I had a Pe of 35-45 km, and it still failed.
  18. New release, 1.1.0.8: Optimized the OnGUI to only initialize GUIStyles one time rather than every time through
  19. New release, 0.0.1.2: Fixed some values being reset between scenes
  20. I'm playing GPP, and normal reentries from regular orbit, the values got used in a matter of seconds. Here is the configcache from the current game: https://www.dropbox.com/s/c0nhsl3ivj5l7eg/GPP-DRE_ConfigCache.zip?dl=0
  21. Ok, I assume you only need to see the ModuleAblator stanza, so here they are: ChopShop_OpHS MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } KurrikaneHeatShield MODULE { name = ModuleHeatShield ablativeResource = Ablator reentryConductivity = 0.001 ablationTempThresh = 500 useChar = True charModuleName = shieldChar lossExp = -7500 lossConst = 1 pyrolysisLossFactor = 6000 reentryConductivity = 0.001 depletedMaxTemp = 1200 } RESOURCE { name = Ablator amount = 25 maxAmount = 25 } ShieldedAerospikeSz3 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 1300 maxAmount = 1300 } ShieldedAerospikeSz3HG MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 1300 maxAmount = 1300 } KKAOSS_base_heatshield MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 600 maxAmount = 600 } TaurusHeatshield MODULE { charModuleName = shieldChar useChar = True ablationTempThresh = 500 reentryConductivity = 0.01 pyrolysisLossFactor = 6000 lossConst = 0.1 lossExp = -7500 ablativeResource = Ablator name = ModuleAblator } RESOURCE { maxAmount = 1800 amount = 1800 name = Ablator } SYheatShield7m HeatShield0 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 50 maxAmount = 50 } HeatShield1 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } HeatShield2 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } HeatShield3 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 1800 maxAmount = 1800 } kv1Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kv2Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kv3Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } HeatShield1p5 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 500 maxAmount = 500 } SXTHeatShieldSize5 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 3000 maxAmount = 3000 } kadeptHSlarge MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 80 maxAmount = 80 } kadeptHSmedium MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kadeptHSmodest MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 11.25 maxAmount = 11.25 } kadeptHSsmall MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 5 maxAmount = 5 } LVT15 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -15000 lossConst = 20 pyrolysisLossFactor = 5000 //10000 reentryConductivity = 0.12 // aka no change ablationTempThresh = 300 charMax = 1 charMin = 1 } RESOURCE { name = Ablator amount = 30 maxAmount = 30 }
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