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Vansky

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Everything posted by Vansky

  1. Thanks, I will try that. How does ckan get itself into this bind in the first place? O, and I don't have Realism Overhaul installed, so not sure why there's a conflict. Nice, uninstall, reinstall, problem solved! Thanks.
  2. For a while now my ckan install fails to get through the step where it checks for updated mods. Failed to connect to repository. Exception: Too many mods provide TACLS-Config: TACLS-Config-RealismOverhaul v11.3.2 * TACLS-Config-Stock v0.12.4 How do I fix this? Thanks.
  3. So I just completed a flight. I was developing a 5t launcher and for the payload I had a Mk 1 Pod, two Mk2 Radial parachutes, a service bay with some batteries, mecjeb etc, fuel, engine, RCS. Then on top of the pod I put a small separator, a heat shield, a larger separator and a nose cone. After getting to orbit, I got rid of the nose cone, freeing the heat shield. Then after braking burn, turned pro-grade. I watched the temp of the radial shutes and they never went above 500C. Only odd thing that happened is that when I deployed the shutes, one of them said it could not deploy while stowed. It was on the side of the pod, well away from the storage bay and at the same spot as the other shute. I opened the bay doors and then I could deploy. Seems like a bit of a bug, but shows that you can probably put a parachute in a storage bay, then open the doors when you want to deploy. So my rocket was a bit more complicated, but still works. I actually enjoyed the challenge to get it right. Now I have to figure out how to bring a Mun lander back to Kerbin. Either that, or do an Apollo style setup with a lander, command pod combo. Would be fun to try. That and a space station with a mobile lab to process all the science brought back.
  4. During my test the capsule was fine, but I believe the radiant heat destroyed the shutes. They were not deployed. I even tried to deploy the top shute to see if that would help, but the shute would burn up before 0.2 (or whatever the default atmosphere limit) was reached. So from reading the patch notes etc. my assumption is that without a heat shield, the pod itself gets a lot hotter, transferring some of the thermal heat to the shutes. The temp on both the lateral as well as top mounted shutes goes above the limit. For my simple test, I just just took the pod straight up to 80K, then back down with the flat bit pointing down as it should be in real life. With the heat shield the reentry is painless, without it the shutes burn up long before I can deploy them. I am wondering what the defaults are for the thermal settings. Mine might have gotten messed up somehow. My settings are: Radiation Factor: 1.000 Conduction Factor: 10.000 Convection Factor: 40.000 Generation Factor: 0.030 Aero Heating Production: 1.000 I was also wondering if you could put your shutes in a service bay to protect them, but not sure you can mount or even deploy them.
  5. Not sure I agree. I tested it taking a pod and top mounted Mk16 parachute above 75K, then back down. Parachutes are destroyed. As for recovery, if you have shutes on the booster and it's low enough not to burn up, it will make it to land and using the mod StageRecovery, you will even get some funds back. This all worked in 0.9 of course with FAR and DeadlyReentry instead of the new stock game aero and heat. And sure, if you only do a sub-orbital <25k flight you don't need heat shields, but coming back from outer space, orbit, Mun etc. you do. I had Jeb returning from Mun with a pod, fuel tank, engine and tried several times to reenter. I had three shutes, all would burn up during reentry. I tried a shallow entry, no go. Ended up clicking on unlimited fuel and just applied full thrust to burn off orbital speed, then controlled the descent down and popped shutes. I am wondering if you can put the shutes under a cone with a small separator, then blow that once your speed is under control.
  6. Hi, I am wondering if it's possible to reenter Kerbin atmosphere now with a rocket engine still attached? I used to do it with FAR, but now my parachutes all burn up from radiant heat before I can use them. I did an experiment with a simple MK1 command pod and Mk16 parachute and so long as you have the heat shield attached to the bottom, you can reenter without any problems. But if you want to reenter with some engines attached it does not work. You can attach a heat shield to the top of the pod and reenter the other way around, but then it's not aerodynamic for the launch, so I guess you can put a cone on to of that. Just wondering what solutions you have found. I also wanted to bring my ship home with three Sci Jr's attached, but not sure I could do that with the heat. Also, seeing as you cannot control how boosters fall after release, not sure if a heat shield would help there. Thanks.
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