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Everything posted by Starwaster
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If they're not sure how to configure non-ablative spaceplane heat shields they should check out how Deadly Reentry does it with low thermal mass skin. The alternative is high thermal mass skin. (for like, titanium or tungsten plated space planes)
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@Torih Ok, looks like this is a B9 issue. I didn't recognize it at first but this has been going on for awhile now. I don't know what's going on with that mod, whether B9 is not updating it or if it has a maintainer or not but it's using outdated configs and it needs fixing badly. In the old days of Deadly Reentry it used to be a valid thing to not assign ablative material to heat shields and instead to configure them to act like non-ablative shields. Ever since KSP 1.0, we stopped doing that. Instead, parts can have their stock KSP thermals configured to act like non-ablative shields, and that's what needs to happen with B9. I tried to put in handling code to intercept misconfigured parts and fix them but it doesn't seem to work anymore. Bottom line is those parts need fixing by having ModuleHeatShield removed and their stock thermals configured to allow them to survive reentry. (typically this is done by assigning a high emissive constant and either a very high or very low thermal mass modifier assigned, depending on what kind of behavior is desired - heat sink or space plane tiles)
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Ok thanks for the report, I'm investigating the problem
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Even I was reluctant to use that feature when it first was put in, and I come down pretty firmly on the realism side. In the end, it's not that big a deal to deal with
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I'm going to go ahead and take 7.4.3 out of pre-release status so it can propagate to CKAN. I'll update the front page later (the download link always points to latest non pre-release anyway)
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Deadly Reentry v7.4.3 (pre-release) This should fix the KIS/KAS issue properly but I'm leaving it in pre-release state pending further testing 7.4.3 Change Log Reworked previous fix for KIS/KAS. (catch KerbalEVA and prevent damage code from running on it during part initialization) Updated ModuleManager for KSP 1.1.2 Recompiled for KSP 1.1.2 Updated versioning information Extended compatibility checking to more code sections. @atomontage Please try this and let me know if you find any problems with this!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Do you also have the ramp tail sections? If so try replacing with a non-ramp tail. I've had problems with those launching off the runway. I suspect it's a collider issue in 1.1 -
Probably. I'm not aware of any major changes between 1.1.0 and 1.1.2 that would break it as the change from 1.0.5 to 1.1 did
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
D Control-right click on the quotation box and a context menu will show up allowing you to delete the quote. Also, welcome to my forum hell. (btw, sometimes when removing the quote as I describe, it becomes impossible to type anything else in your post so make sure you leave some text IN the post to prevent that happening or you will have to reload the page. Re RCS always on, it's a config issue but I forget what causes it. Just go over the config for anything out of place. As far as the stack attach node issue, it's just something that happens sometimes and it's not something to do with the parts themselves. -
Re: Deadly Reentry version #, it reports what I set the version as, and I apparently did not set it in the assembly file. So obviously I can't tell you to make sure you have the right version Nevertheless, it doesn't sound like it's the right file because I have it checking the 'vessel' it's on to make sure it's not an EVAed Kerbal and I am able to equip screwdrivers myself here. (or anything else) Edit: Okay, playing with it some more and it looks like it succeeds the first time but it can fail on on subsequent EVA excursions if I enter the ship and then EVA again. I'll have to change how I check for EVA apparently. Could be a race condition or it could be something else.
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Unless of course one deliberately nerfs their reaction wheels even if not playing RO
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Historically, KSP tanks that have LF only are airplane fuselage parts and their design prioritized increased structural integrity and mass at a cost to fuel tankage. My guess is that K.Yeon assigned resource amounts based on existing KSP parts but not the mass and structural differences. (though the fuel switcher does allow for varying masses, I think, but not altered structural properties) -
Ok try lowering conduction factor (alt F12, physics, thermal. Don't forget to save!)
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
I think this is it though it's not labeled as such. (which it might not have been seeing as how he might not have known there would be a test 2, test 3, etc) https://www.dropbox.com/s/m01ff6twao8s9s5/OPT1.8test.zip?dl=1 -
I just did a Minmus return and my shield was left wit 37.5% of its ablator left so I'd say things are working properly. Make sure that you installed it correctly. Place the contents of the zip file in your GameData folder. If it's installed properly and you still don't think it's hot enough, then I have to ask if you changed any physics settings? An obvious setting would be the convection constant. Stock default is 7 and if you or another mod lowered it then reentries will be less deadly. A less obvious setting is conduction. Default is 120 and if it is raised then heat bleeds into the interior faster which means it won't build up as hot on the exterior and that means less deadly reentries. Conduction is a big factor. In fact, prior to 1.0.5, Deadly Reentry used to set conduction factor to 5 to force heat to build up faster on the exterior Aside from convection issues, I did tone down g-force damage a bit and one area I'm looking for feedback on is whether I overdid it. (the relevant settings are crewGWarn and crewGLimit which used to be 300000/600000)
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Updated again. Full change log posted again for reference. (link in previous update fixed to point to the new update and the old one removed so nobody accidentally downloads a bad update) Deadly Reentry version 7.4.2 https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.2 A word about the inflatable heat shield so you aren't caught by surprise: It has been rebalanced so as not to be as overpowered as in stock, where it has excessive thermal mass. Now the part's thermal mass overall has been reduced to normal levels. Its skin thermal mass has received a more modest boost and and its part mass cut by 33%. The end result is that this part is best used for high altitude shallow aerobraking. It can probably still survive most Kerbin reentries, even on Mun returns but YMMV dependent on total entry mass. (this is one area where its reduced mass will work for you). For Eve aerocapture/braking, you are better off aiming above 75km pe. (any lower and incoming heat flux will overwhelm you) Updated and compiled for KSP 1.1 fixed crewGMin (for real this time. Seriously!) DRToolBar compatibility update for KSP 1.1 Minor refactoring of DRToolBar Implemented DR menu input locking. Convection flux display format change to W/cm2 Changed flight logging to use LogEvent Disable damage system and menu for EVAed Kerbals Updated configs for KSP 1.1 (landing gear, inflatable heat shield) Inflatable heat shield rebalanced to be less overpowered. (use it for high altitude aerobraking/aerocapture) scale gforce kill chance by delta time (uses statistical probability rather than linear scaling) Updated versioning and readme files Fixed nullref error for KerbalEVA
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I assume you're talking about 7.4.1 which is not a prerelease but rather the full official Deadly Reentry for KSP 1.1 Not that it matters because (guess what) I broke something that I had previously fixed. I'll fix the download but in the meantime you can correct it by going to the DRE menu (toolbar button looks like a little capsule with shockwave) and change Crew G Min to 5 Crew G Warn to 2500000 Crew G Limit to 5000000 @atomontage copying you in on this since you replied while I was replying Edit: Correction, new official warn/limit are officially bumped up. Net result is that you can survive a full 6 g for over a minute and 10g for about 20 seconds. (the duration at which you are warned is half of the lethal limit). This is actually less lenient than real life, but because of stock game scaling we make things a little harder.
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Deadly Reentry version 7.4.2 https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.2 A word about the inflatable heat shield so you aren't caught by surprise: It has been rebalanced so as not to be as overpowered as in stock, where it has excessive thermal mass. Now the part's thermal mass overall has been reduced to normal levels. Its skin thermal mass has received a more modest boost and and its part mass cut by 33%. The end result is that this part is best used for high altitude shallow aerobraking. It can probably still survive most Kerbin reentries, even on Mun returns but YMMV dependent on total entry mass. (this is one area where its reduced mass will work for you). For Eve aerocapture/braking, you are better off aiming above 75km pe. (any lower and incoming heat flux will overwhelm you) Updated and compiled for KSP 1.1 fixed crewGMin DRToolBar compatibility update for KSP 1.1 Minor refactoring of DRToolBar Implemented DR menu input locking. Convection flux display format change to W/cm2 Changed flight logging to use LogEvent Disable damage system and menu for EVAed Kerbals Updated configs for KSP 1.1 (landing gear, inflatable heat shield) Inflatable heat shield rebalanced to be less overpowered. (use it for high altitude aerobraking/aerocapture) scale gforce kill chance by delta time (uses statistical probability rather than linear scaling) Updated versioning and readme files Fixed nullref error for KerbalEVA
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My guess is that KIS depends on OnStart() initializing the inventory or its menu or both and DRE is going first and that nullref is halting code execution before KSP gets to KIS. So it never gets initialized with the result that parts of it are left null. (null ref) The latest build of DRE checks for KerbalEVA and doesn't try to initialize its damage fields and disables its damage code entirely. That should solve the KIS problem. I'll push 7.4.1 tonight. My main obstacle is continuing to balance parts, but that can wait for the next update if necessary.
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Well, it would be nice to see a little more, especially the part where you actually try to get the screwdriver. (btw, the new logging system allows players to insert comments into the log at the debug screen) But that nullref exception is something that I've fixed in the next update and it does seem to be possible to equip things (limited testing) so I'll try to get that update pushed out soon
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Starwaster replied to Nils277's topic in KSP1 Mod Releases
So how do you REALLY feel? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
1.3.2.7 is still KSP 1.0.5 compatible. RC 1.4 definitely would not be, there's no point in even trying that with 1.0.5. Look on the Real Chutes release page. -
Those who are still playing on KSP 1.0.5 while waiting for RO to update: I fixed the g-force config issues for Deadly Reentry (both stock and in an included RO patch) https://github.com/Starwaster/DeadlyReentry/releases/latest
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Ok, so I wasn't going to update again for KSP 1.0.5 but I couldn't leave the final 1.0.5 release in the state it was in. v7.3.3 Fixed DefaultSettings.cfg file so Kerbals don't die so easy from g-forces Added handling for Realism Overhaul so that g-force survivability is more believable Note that this is actually a hot fix replacement of the 7.3.2 release https://github.com/Starwaster/DeadlyReentry/releases/latest
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
That is the BEST possible interpretation for the most optimistic of people. The title of the first post says August; his last post said November. So 4-7 months and that's IF you're lucky. And that's only the best possible estimate for when the author might be available to work on this. And I really hate to say this next part because I do respect the author @K.Yeon but it seems like nothing is ever good enough and everything has to be perfect and redesigned over and over again. The last update before 1.8 was already good enough for a release but then the cargo bay wasn't big enough or the cockpits didn't look right resulting in changes that force a redesign in every other part to match the new form factor. The author needs to commit to a final design and then stick with it no matter what, no matter who complains that this or that cockpit looks 'duck billed' or some such. (IMO it never looked duck billed and looked just fine as it was. As in fact did practically every other incarnation of said cockpit. Any one of which was good enough for production)