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MatterBeam

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Everything posted by MatterBeam

  1. I've had this idea. RemoteTech already includes the option to create a local command centre with the large RC-L01 probe core and 6 kerbals. I wanted to remove the concept of a 'local command center' and replace it with local control of any probes by a crewed command pod. How do I accomplish this? Do I reduce the requirements for the local command center (from 6 kerbals to 1 kerbal or something), or do I change some property of the command pods somewhere?
  2. Will you have integrated fuelTank-engineAdaptor parts, which allow placing four or more engines under a large fuel tank, while carrying fuel themselves? I ask because the final section of your work in progress fuel tank seems very interesting. Also, will the majority of your mod be a fuel tank pack? I'm sad to say, but most RO players use very many Procedural Parts fuel tanks instead of fixed sizes, to reduce part count.
  3. Hello. I have an idea to remove the concept of a 'local command center' and replace it with local control of any probes by a crewed command pod. How do I accomplish this? Do I reduce the requirements for the local command center (from 6 kerbals to 1 kerbal or something), or do I change some property of the command pods somewhere?
  4. I guess the problem is exacerbated at the higher re-entry speeds of RSS. My limited knowledge is telling me that there is some sort of calculation going on that decides how much heat to apply to the parts,a nd that physics warping multiplies that amount.
  5. The problem was physics warp. I sent a re-entry pod on a 140x140km orbit with a parachute and 968units of ablator, then brought it down to a periapse of 40km. The consumption rates and temperatures were quite normal until I tried physics warping through the exceedingly slow 140-90km descent phase. Temperatures went bonkers. Ablation rate exploded. The skin temperature of the heatshield descended to 4k, and when I left timewarp at around 20 units remaining, my temperature reading was bonkers (oscillating between 4K and 1600K at about 5 times a second). Ablation rates returned to normal, so I had no ablator from 70km altitude onwards. Despite having no ablator and still travelling at about 6500m/s, I managed to survive re-entry with a 1200K pod and 2800K heatshield. - - - Updated - - - I could not reproduce this bug in a fresh install (KER+ PP) or in my modded install. It happened again while I was building in the VAB last night however. I think the problem is high memory consumption. When I reached 3GB and up to 3.6GB, the KER readings became increasingly buggy. Restarting the game and reloading the vessel I was working on solved all problems.
  6. The problem was physics warp. I sent a re-entry pod on a 140x140km orbit with a parachute and 968units of ablator, then brought it down to a periapse of 40km. The consumption rates and temperatures were quite normal until I tried physics warping through the exceedingly slow 140-90km descent phase. Temperatures went bonkers. Ablation rate exploded. The skin temperature of the heatshield descended to 4k, and when I left timewarp at around 20 units remaining, my temperature reading was bonkers (oscillating between 4K and 1600K at about 5 times a second). Ablation rates returned to normal, so I had no ablator from 70km altitude onwards. Despite having no ablator and still travelling at about 6500m/s, I managed to survive re-entry with a 1200K pod and 2800K heatshield.
  7. What I don't understand is that I can lose 20+ ablator per second going through the 100-90km region of the atmosphere, where the heatshield is only 1500K, while going through the 40-30km region, with the skin temp at 2300K, I only get 0.5 ablator per second being depleted. I'm preparing screenshots now.
  8. Are you telling me that its normal to lose a huge proportion of ablator in the thinnest, coolest part of the re-entry, and only need 1 unit of ablator to get through the thickest, -15g part of the descent? I'll return with pictures (RSS 10.1 + RealHeat + FAR).
  9. I'll return, maybe tonight, with the logs. Soryy, I meant Real Heat by Nathan Kell. I initially used the Physics tweaks from RO, but I do have 10.1
  10. Your launch clamps are not supporting all axis, which might be the problem. ferram: Which values do I need to modify to specifically make docking port connections much stronger, and maybe also to extend the range of sequential part connections.
  11. Hi. Is anyone getting very weird re-entry behaviour with regards to heatshields? Using Heat Control, I deplete most of my ablator in the thinnest part of the atmosphere, where I am only decelerating at 2m/s2, while the remaining 1% of ablator takes several minutes to be used up, despite decelarying up to 8g and having a heatshield skin temperature of 2300K. EDIT: The problem was physics warp. I sent a re-entry pod on a 140x140km orbit with a parachute and 968units of ablator, then brought it down to a periapse of 40km. The consumption rates and temperatures were quite normal until I tried physics warping through the exceedingly slow 140-90km descent phase. Temperatures went bonkers. Ablation rate exploded. The skin temperature of the heatshield descended to 4k, and when I left timewarp at around 20 units remaining, my temperature reading was bonkers (oscillating between 4K and 1600K at about 5 times a second). Ablation rates returned to normal, so I had no ablator from 70km altitude onwards. Despite having no ablator and still travelling at about 6500m/s, I managed to survive re-entry with a 1200K pod and 2800K heatshield.
  12. FAR reduces the surface area of most parts. With a smaller surface area, parts radiate less heat, so when this phantom heating occurs, they build up heat quicker in FAR and explode. I think one possible solution is to increase the warp factor at which heating is calculated. Currently it is x100. See if increasing it to x1000 or lowering it to x10 has any effect.
  13. The disk of light you sometimes get is a KSP bug in the way it handles lighting. One way to reduce the frequency of this error is to increase the number of light sources being used in the graphics settings menu (default 8, I think).
  14. Hello. I have an RSS install. Sadly (with or without RSS), I have the following bugs: -Kerbal Engineer + Procedural Parts: If I place an engine under a procedural tank, the dV and TWR are calculated normally. No issues. If a tank is placed radially, there are no problems. If I place two procedural tanks in series, Kerbal Engineer only calculates dV using the fuel from the topmost tank, while using the mass of the entire assembly. For example, if I have a 100u tank on top of a 500u tank, my dV will appear as only 400m/s. In flight, once I drain the top tank, my dV suddenly increases by 2000m/s. -Kerbal Engineer + Multiple engines: If I place 3 engines under a fuel tank, dV, initial TWR and final TWR are calculated instantly and correctly. If I place more than 4 engines of any type, the initial TWR is unchanged. However, dV and final TWR flicker by +/- 10% constantly in the VAB. This does not happen in flight. -Heat Control + Ablators: Ablator depletion in heatshields is very weird. In a 1.0.2 RSS reentry at 7300m/s, ablator would deplete at a rate of about 0.5u/s at 90km, then at increasing rates until I reach lower speeds. In the current version, any re-entry instantly destroys my craft at an altitude of about 100km. With Heat Control, re-entry is survivable, but weird. It seems that ablator depletion rate is proportional to the quantity of ablator remaining. If I have 800 units, I lose up to 18u/s of ablator despite being in very thin atmosphere (90km+s). The heatshield skin heats up incredibly quickly (278K to 1500K in the uppermost 100-85km of the atmosphere) while the part temperature only increases by 10K. I am slowing down at 0.2 gravities. As I descend in the atmosphere, the skin temperature increases to a maximum of 2300K. HOWEVER, ablator depletion slows down to 1u/s when I have 20u left, down to 0.0.1/s when I have 0.1u left. When I have 0.1 units left of ablator in the heatshield, I am slowing down at 5g, my heatshield temperature is 2300K and I am travelling at a velocity of 6000m/s through the 30-40km region of the atmosphere. While it took seconds to deplete the first 2/3 of my heatshield in the thinnest part of the atmosphere, it takes minutes to use up the final 1% of the heatshield in the thickest, hottest part of re-entry?! Please tell me what I need to provide as information to fix these bugs.
  15. Best read in a long while. Now, if you have the time and knowledge, can you simply explain what Nertea has to do to remove the overheating problems from Near Future Propulsion engines?
  16. Hello. I has KAS and KIS installed. One feature that seems to be lacking is the ability to interact with certain parts. For example, I know that you can run experiments and activate antennae while in EVA. You cannot, however, activate engines. Is there a mod somewhere which allows me to activate engines and other activities while in EVA?
  17. UPDATE Uni stuff keeps getting in the way, but I am slowly doing little things on the side to keep up some semblance of progress. For example, I learnt that I could jut use MKS's version of Extraplanetary Launchpads as a simpler mod to work on than the original Extraplanetary Launchpads. Also, the storyline missions I had planned, and weren't appearing, was actually due to the fact that some types of mission are only unlocked after you achieve certain objectives (like orbit Kerbin at least once). I'm also thinking of modifying some of the engine and part characteristics.
  18. Did you account for the heating from 1.0.4?
  19. Hello. I'm testing this piece of code: @PART [*]:HAS[#category[Engine]] { @MODULE[ModuleEnginesFX] { @maxThrust *= 1.2 } } Any idea why no engine thrust has been modified?
  20. Hello. Can someone tell the specifics of what was changed in the physics.cfg file to allow for realistic heating during re-entry?
  21. Are you using FAR? Does Deadly Reentry help with this problem?
  22. Does anyone have an ideas as to why my problem is happening?
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