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Svm420

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Everything posted by Svm420

  1. I am playing on a resized system SKY. Would that have any effect on solar heating?
  2. I have found that with every part I have looked at core is hotter than skin and explode well under the limit set by DR. IDK what is going on I enabled debug so I can watch all the numbers and I don't get where heat is even coming from half the time on all my parts. Alright so it seems Pfairings are cooking my parts on the launch pad. The skin on them get up to around 350K and radiate all the heat inside cooking small fragile parts first like Solar panels, cameras, lights, batteries, etc I am guessing that since this is a daytime launch that the fairings are heating up fro the sun as convection flux is aroud 50 constantly and radiative flux around -60. I tried raising the emissiveConstant in the Fairing.cfg file as per the comment of maybe higher than the defualt 0.6. I tried 0.8 On launch start the fairing heat stats aare as follows. temp 287 flux -55 TMass 180 skTemp 285 skTmass 18 Rad area 17m2 exp area 11 cond flux 0 conv flux 40 rad flux -61 Int flux-16 These pics are after losing both solar panels at the pad watching as in a matter of minutes as their skin temp blazes up to 800ish or whatever is has to be for poof, and right before a bunch more parts poof. Look at the Ext temp which would be inside the fairing
  3. DR actually already supports all heatshields out of the box using Ablator or AblativeShielding, and using the stock Ablator system means the shield gets discolored from re entry. I think that is a nice feature to keep the Ablator system.
  4. I am getting this with aset stack inline light ring. IDK what is casuing it, but every launch poof overheated. Deadly launches is not cool - - - Updated - - - And now my science cam burns up just trying to get to orbit ffs. All these parts were inside a fairing if that matters. - - - Updated - - - Lets add solar panels, procedural structural fuselage and stock batteries? What is going on? This was at 33km 865m/s in a fairing. - - - Updated - - - Procedural stack decoupler too
  5. Hoping for a another recompile with FAR fanno. Thnaks! I tried compiling myself, but the compiler(monodev) gets stuck on windDirectionWS.
  6. No offence, but mods that take screen space and don't respect user control are very annoying. Love the mod, but not worth the hassle everytime I go into a flight. It wasn't even about blizzy toolbar it's about not forcing a mod onto my screen. Uninstalled till it is really fixed
  7. Well I am getitng so masive amount of errors with this on 1.0.2 NullReferenceException: Object reference not set to an instance of an object at ShipEffects.SEMaster.Update () [0x00000] in <filename unknown>:0 No idea what its from. Hopefully an update is in the works?
  8. I was unable to get any color change with your module. The lights turn on, but stay white no matter what. here is the changes I made to one of the parts. I then dropped you dll into the same folder to keep it all together. MODULE { name = ModuleEmissiveLight emissiveName = SIL0225DCLS useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = SIL0225turnON resourceAmount = 0.0015 useResources = true }
  9. I know its not your mod, but do you think this issue would affect tweakscale as well? I have notice sometime when I open the menu on a part everything slows down drastically till I close the tweak window. I see in the log FAR is updating voxels several times. Now I know that it isn't FARs fault if it is being spammed with update calls so I am just curious so as to tell the tweakscale dev.
  10. I think the curse elcusivity is intended unfortunately.
  11. Is the window supposed to be open every flight? Isn't supposed to remember I left it closed till I open it again, or is it opening every flight for everyone else? I am using 0.5.3
  12. Feedback? You're missing the DL link . Awesome work!!!!
  13. WOuld rep you more but can't for now Thank you Starwaster
  14. It was 40 I misread maxthrust in stock cfg MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 115 heatProduction = 40 Your DeadlyReentry.cfg @PART[JetEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 350 } @MODULE[ModuleEnginesFX] { @heatProduction = 350 } } - - - Updated - - - I am very confused - - - Updated - - - Yay not crazy order of magnitude off eh?
  15. So then why set heatproduction to 350 on the basic engine is that realistic? - - - Updated - - - Genuinely asking I have no idea
  16. Even with that change for me it brought the heatproduction down to 296... which is a far cry from the 115 of stock.
  17. Ok did a short investigation. I see that it had a heatproduction of 350 and a maxtemp of 1800. I see this comes form the DR main cfg file. I then see you still have your engine adjustment cfg file. I am assuming that is is supposed to adjust maxtemp and heat production for all engine after everything is said and done. However based on the syntax you use it seems to only target parts with ModuleEnginesFX only and ModuleEngineConfigs but not ModuleHeatShield. Is that intended? Wouldnt that only target engine when using realfules which adds ModuleEngineConfigs to engines? I would think it would be or not "and" unless the cfg is only for RF Thanks!
  18. Any idea why a basic jet engine would explode at 780ish K when overheat bar is only half way? Skin was 100-200 degrees cooler so i don't get why it exploded. Is this intended? Reproduction method was just sit on pad with brakes till engine reaches 775ish K then try to take off boom only 1 engine on jet at the end of a procedural structural fuselage with FAR.
  19. Please make a big post and or update the title when the contract glitch is fixed. i wouldn't even have know about the issue if I didn't browse the forum so much. Thanks!
  20. I love you so much! SO if I set all to 0.2 its all level 2?(1 for practical purposes as it does NOT require an upgrade correct?) - - - Updated - - - You need not any mod, but there are reasons you would want it. For people who resize the planets and need bigger rockets. People with other realism mods need more parts for rocket to be functional, not cheating, or even just for aesthetics. Part count is really a stupid limit on top of size and weight. People have been going further than intended with stock limits forever so it only hurts mod compatibility
  21. Had this exact issue could track it down with all my mods as there is absolutely nothing in logs to indicate the issue. Thank you skyrex for diagnosing the cause.
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