-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
AnimatedDecouplers latest version (recompiled for 1.1.3 but not even sure that was necessary but here it is) https://github.com/Starwaster/AnimatedDecouplers/releases/latest -
Before anything else: Look in the difficulty settings (in-game, press escape then settings. Top of the settings menu is Difficulty Options. Click that and look for the reentry heating slider. That will affect reentry heating. It only goes up to 120% but maybe that will be enough for you. So, moving onto the debug menu: These following are multipliers. Increases rate at which heat is gained OR LOST. (heat transfer is determined by subtracting temperature of a part from temperature of something else - another part or reentry shockwave, etc. If positive then the part is gaining heat at a delta equal the temperature difference. Negative means it loses heat. All the thermal calculations involve this at some point. This also means that that impact is greatest when the temperature delta is higher. If heat transfer for that component is at equilibrium then the net result is 0) Radiation Factor = How fast part gains/loses heat through radiation. Conduction Factor = How fast heat travels: Between parts (internal), between part skin <-> part skin, part skin <-> part internal Convection Factor = How fast part gains/loses heat through convection (mach only? not sure) Generation Factor = How fast heat producing parts (such as engines) produce heat Newtonian Temperature Factor = speed multiplier for shockwave heating. The last two aren't relevant here and (I think) changing Luminosity would affect things like solar panels too. Newtonian Temperature Factor is a multiplier against the speed at which you're travelling (m/s) and you could use this to increase the base shockwave temperature (which is roughly equal to your velocity in m/s) - A value of 3 would make a Munar return feel like a Lunar return. It would also make things harder on supersonic aircraft so I don't think you really want to mess with this - it's really messing with the base values where mach heating starts. Radiation Factor = affects rate at which heat is transferred through radiation. You're not really going to gain heat through radiation until you get into the high hypersonic speeds and it would make your parts shed heat faster as well so maybe leave this one alone if your goal is to make things harder. Convection Factor = This one affects heating from convection so is an obvious choice if you want to increase the rate at which you gain heat from reentry Conduction Factor = Now, THIS is a less obvious choice for increasing reentry heating but it's a good one - I saved the best for last. High conduction values actually make reentry easier because a given part can disperse incoming heat faster to other parts or spreading it out to its unexposed skin or to its internals. So the skin heats up slower. Lower conduction values make heat build up faster at the skin and it can't get rid of it. Older versions of Deadly Reentry used to set Conduction Factor to 5 and that was my main tool in making things harder on the player. Lately I haven't felt the need so I left conduction alone. If you really want to make things difficult during reentry, try reducing conduction factor while watching a part's temperature during reentry and watch how much hotter the exposed skin gets.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Deadly Reentry v7.4.7 Compiled for KSP 1.1.3 Updated versioning information https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.7 Ok, not sure this was the best way to deal with the CKAN issue or not but I hadn't heard back from them and didn't want to leave things in the state they were in. So, I took down the previous update, bumped DRE version and updated the information in the version file. The changes will get picked up by CKAN... I hope.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I actually have no control over what happens with CKAN.... I think. Actually there might be a versioning file somewhere that I forgot to update. I forget what CKAN actually looks at Let me check some things out.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Not explicitly but you can use the DRE menu to change the parameters for G-Force such that it isn't checked for crew members. (note g forces are handled separately for both crew and the vehicle itself. High g-forces can still damage a vehicle or destroy it) Specifically what you want is 'Crew G Min'. Set it to some ridiculously high G value that is unlikely to ever be reached, like 1000000. (highest possible value that can be set in the interface is something like 9E+08 - it gets twitchy trying to set higher values and honestly you probably don't need them)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
When installing this new update, delete any existing IoncrossCrewSupport folders that you might have. (which for 1.1.3 you shouldn't unless you tried to install an older version) If there's any problem with Ioncross resources not being consumed or generated then delete the mod and reinstall from scratch. The Plugin folder was renamed to Plugins (which it should be by convention) which introduces the possibility of having two dlls installed which would be bad.
-
Deadly Reentry v7.4.6 Compiled for KSP 1.1.3 https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.6
- 5,919 replies
-
- 2
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I haven't heard of Deadly Reentry causing duplicate Kerbals when used with KIS and it definitely did not do so in my DRE / KIS test environment. (DRE 7.4.2 - 7.4.5 inclusive and KIS 1.2.9) If you are going to post about KIS issues in this thread then from now on it needs to be about issues that you personally experience and can provide valid repro steps for backed up by your output_log.txt (from either KSP_Data or KSP_x64_Data depending on if 32 or 64 bit) or player.log if on Linux or Mac and you may also be asked for ModuleManager.ConfigCache I've wasted too much of my time chasing down KIS issues that people keep trying to lay at DRE's doorstep. I'm happy to fix verifiable issues caused by DRE but not when they're actually caused by KIS updates.
- 5,919 replies
-
- 1
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Ioncross Life Support 1.25.0 Recompiled for KSP 1.1.3. I skipped 1.1.2 but if there's any demand for it I'll put up a download for Ioncross compiled for it. The part configs are backwards compatible to 1.0.5 so anyone who hasn't updated to the latest KSP can grab the configs for bulkhead profile. The tags should just be ignored the same way as it ignores anything you add to a part config that isn't a valid part variable. Warning: There's TWO versions of Module Manager in the download. If you have any weird MM issues then delete the older version. (MM 'elects' only the newest version to actually run but I'm paranoid about letting more than one MM live in the GameData folder) Change Log Compiled for KSP 1.25.0 Added tags to parts Added bulkhead profiles to parts Rebranded parts Download links http://mods.curse.com/ksp-mods/kerbal/221054-ioncross-crew-support-sw Alternate link (not uploaded yet)
-
Ioncross Life Support 1.23.0 THIS will be the final 1.0.5 update. I've finally got it in a place where I'm satisfied with moving it forward. Added (or re-added?) zzz's greenhouse part. Discovered a bug with how it behaves in recent KSP releases where it was no longer picking up the sun properly. Or more accurately, I think they fixed a solar panel bug in KSP and the greenhouse probably should never have worked to begin with. So, fixed that and greenhouse is now officially part of Ioncross. It will convert CO2 + Light -> O2 at a 1:1 ratio, supporting up to 10 Kerbals approx. Rebalanced all part costs and descriptions. Did some preliminary work towards code refactoring. Currently, any updates I do have the potential to break Ioncross parts in saves and any changes made to certain modules like the CO2 scrubber or basic LSS rates don't carry over to vessels in the field. That could be bad or good depending on perspective, but ultimately I need to move it away from saving so much data to the save files. Very little of it should be persistent as that's what breaks saves or prevents existent vessels from being updated as Ioncross updates. Updated O2 density & cost. (recent changes to how KSP calculated part cost was hideously inflating Ioncross resource part costs) Added RESOURCE_DEFINITION for Light (for the greenhouse part) Cost rebalancing on all parts Updated description with more accurate duration in Kerbal days. (assuming Kerbin time where 1 Kerbin day = 0.25 Earth days) Replaced panel transform. (this part had stopped working properly due to KSP updates) Rescaled to account for added MODEL nodes Added drag cubes to part Changed generators to Ioncross generators Updated default config file Disabled experimental thermals Download sites: http://mods.curse.com/ksp-mods/kerbal/221054-ioncross-crew-support-sw Alternate: https://github.com/Starwaster/Ioncross-Crew-Support/releases/tag/v1.23.0
-
Without knowing how it got like this, I'd say a clean reinstall would be safest.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
100% correct. That second triplet is a vector defining which way the node points and how it should be connected to. -
RO uses a convection factor (machConvectionFactor) of 1.72 so 7 would mean that you're getting about 4x more convection heating. Where did you get that number? Are you actually seeing that in the game in the thermal physics section? I did consider this possibility btw which is one of the reasons I asked for your MM cache. On initial inspection it looked normal, but after you posted those values, I look at it again and I realize that it has two PHYSICSGLOBALS sections. One with the expected RO values and the second set with the stock values. Both config nodes seem to have the same URL. Did you manually edit your physics.cfg file at any point? Maybe pasting anything in? Because I don't otherwise see how this is possible. (manual editing of that file really shouldn't be done except in the case of someone who isn't running any mods that would patch in new values)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
You sure about that? The craft he's describing is only 0.289t with a 1.5m shield so it's got decent drag. A 60km perigee should have got him down ok with about half of his shield left....
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I'll look at it later this evening. The configuration I refer to is for mods/modders and I don't expect players to go editing the shields to configure them The only incompatibility issue I know of surfaced when KIS was updated to 1.2.10 and I make no promises that any future DRE update will restore compatibility.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
If you're referring to the part that I think you are, the exposed flat section would act as a blunt body and the reentry shockwave would be detached. The broader the cross section, the further back the shockwave is pushed. A streamlined part like the Mk2 cockpit would have an attached shock and higher temperatures. I just realized that I shouldn't have said 'all' spaceplane parts. No doubt some recent parts packs are missing. I don't think B9 parts are handled at all and I don't know how they are being handled by their maintainer(s).
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
@kcs123 @Nakedchef To add on to this discussion, all spaceplane / shuttle type parts are configured to mimic the behavior of NASA's space shuttle tiles as closely as possible with regards to thermal properties, so the skin has less thermal mass instead of more, like the stock spaceplane parts. (the stock solution to not having ablative shielding on those parts is to just increase their heat tolerance). Also, you want a lower starting reentry angle, meaning a higher apoapsis than if you were protected with ablative shielding.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
It sounds like the heat shield is not properly configured but I need more information here. Like what version of KSP and Deadly Reentry. If you can put your ModuleManager.ConfigCache up for download (Dropbox is a good site for that) and post the link and tell me what the name or title of the shield is, that might help me figure out what's going wrong.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
He actually and definitively does NOT get paid to do this. As a Squad employee he gets paid to contribute to the stock code which does NOT include mods like Real Fuels or Real Solar System. To suggest otherwise is absolutely ridiculous. You have ZERO right of expectation that he will update or continue to develop any of the mods he contributes to and should contritely and humbly wait with hat in hand in hopes that he does continue to do so.
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Create a file name LES_Fix.cfg Edit that file and paste the contents into it. Then save. And you need to have Module Manager installed. But since you already have mods installed you probably already have MM. (basically it's a patch that gets applied to the game when you launch KSP) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
@Jackaroo0505 You need to open the Action Group Editor in order to edit chute parameters. If you are in Career Mode and haven't unlocked the AGE then right click the chute and click 'toggle info' @Joeybafoey I don't think there is an LES only mod. The KSP stock LES however can be made serviceable with the following Module Manager patch as of KSP 1.1.2 @PART[LaunchEscapeSystem] { @MODULE[ModuleEnginesFX] { transformMultipliers { trf0 = 0.0027 trf1 = 0.249325 trf2 = 0.249325 trf3 = 0.249325 trf4 = 0.249325 } } } That will steer it to one side without causing it to do cartwheels. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Turn off auto strutting on the interstage