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Everything posted by Starwaster
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Starwaster replied to Porkjet's topic in KSP1 Mod Releases
So basically, an NTR. You need a more massive and powerful reactor. -
How much delta-v does a 2 liter bottle of soda have?
Starwaster replied to CaelumEtAstra's topic in Science & Spaceflight
So how many would we need to put one pound satellite into LEO? -
Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Updated Heat Pump for Real Fuels 10.7.0 https://github.com/Starwaster/HeatPump/releases/latest- 125 replies
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Updated Heat Pump to version 1.1 (increases compatibility for Real Fuels version 10.7.0) https://github.com/Starwaster/HeatPump/releases/latest
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I haven't used that feature myself. From comparing your example with the syntax article, it looks like it should work. I tried it out myself and I couldn't get it to work either. I even tried cloning the part without inserting the module during a :FIRST pass and then going back and inserting it in a :FINAL pass (just in case there's some weird issue with doing it in a cloning operation) and that didn't work either.... so it looks like a bug to me. Unless the article itself is wrong.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Starwaster replied to Nils277's topic in KSP1 Mod Development
Someone else was working on a Mars Direct set of parts but they haven't done anything with it in awhile... not sure what they're plans are. -
*FACEPALM SELF* I have NO idea how the heck I even did that....
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Ok, first, there's two different conversations going on here and you're replying to something I directed at Nansuchao and I think there's some wires getting crossed here. Regarding file hosting, I use Dropbox, as do many others on the forums, either for sharing log files or even hosting small mods. You get several gigs free. Now, about using only parts of Deadly Reentry, I can't make that promise but I think that you can probably get away with removing the config files which is where most of the thermal modifications happen. However, Jool is going to be problematic for you with or without Deadly Reentry. That's been a known issue since KSP 1.0 came out and the problem is mainly due to the fact its atmospheric density is the same as Kerbin's and coupled with high speeds and high pressure (if you make it in to any appreciable depth) ensures that you're going to have a very bad day. That's something that (I think) is getting fixed in 1.0.5 along with the other thermodynamics. You can also fix it by installing Real Heat, which makes Jool more like Jupiter, Duna more like Mars and Eve more like Venus. (though not nearly as much pressure)
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Ok, the fairings don't even have ModuleHeatShield nor any resources assigned... either because the config files are from a mismatched DRE version or because other config files from other mods have modified those parts. I'm unaware of any other mod that would remove the heat shield from those parts. I also notice that the plugin itself shows signs of having been tampered with. Finally, I see that several B9 parts are using outdated configurations for ModuleHeatShield. Either of these last two items are possible causes for for the problem you're experiencing so I'm going to have to decline to provide further support on this (the heat shield configuration issue because other mods are providing those configs and the plugin issue because I can't support a modified version of the plugin. Sorry) Oops that's right, I was just looking at it. Sorry about that.
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An error like that is caused by not having resource assigned to the heat shield, and as far as I know, only DRE tries to add heat shielding to the fairings so it wouldn't be that. I need to see your output_log.txt file (player.log if Mac/Linux) ModuleManager.ConfigCache (from GameData folder) - - - Updated - - - What version of KSP & Deadly Reentry are you using? And how fast are you going when you hit 68km?
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No, it's not deliberate and by default Deadly Reentry doesn't set it for full effect. I tried to make it start gradual. The only actual aero FX setting that DRE changes is aeroFXDensityExponent. Open your ModuleManager.ConfigCache and find these lines: If yours have different values then something else is changing them. If it uses ModuleHeatShield in the part then it is a heat shield as far as I'm concerned, regardless of what the part says it is in-game. Something in your flight scene has that module and is throwing those exceptions.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Updated Animated Decouplers to version 1.2.1. Highly recommend you download this update. (expect CKAN will pick this up sometime today eventually) https://github.com/Starwaster/AnimatedDecouplers/releases/latest Change Log * Added extra checks for null references. (fixes certain issues in staging. i.e. only one of multiple symmetrical decouplers firing or one part of any staging group firing) (thanks Kerbas Ad Astra, sorry for not releasing this sooner) -
Looks like whatever heatshield you're using isn't properly configured. What shield is it and where did it come from?
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
I'll have the new release out today and that should fix the issue people are having. Still have to finish putting the download together. It's compiled and verified that Kerbas patch fixes it but I had to catch up on The Walking Dead which has me in need of grief counseling -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Has anyone posted in Ven's thread yet about this? Only he knows what he did to that part when he was 'revamping' it. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Animated Decouplers are only used on a few parts in this mod: The service module and service module adapter (for attaching to plain fuel tanks) which animate the umbilical connector while or before decoupling. Also on the service module fairing even though it's not animated. The reason is that Animated Decouplers also provides support for cargo bays which allows the fairing to shield parts under it from the airstream. And I thought the aeroshroud might have made use it, but looking at the part now, apparently not. (might be a good idea for it to as I put in some extra decoupling checks to cover weird scenarios shielded parts might stay shielded when they weren't supposed to... have to investigate that) -
I have to say, I learned a lot more about the US space program in the 60s during the course of working on the new boiloff system. I always thought I was fairly knowledgeable about it, but there's so SO much more fascinating information out there. Always something new to learn. Just as an example, wet workshops. I knew it was a thing they'd wanted to do but I had no idea how many design / re-design decisions were influenced by wet workshops. Like the size of the 'dollar' cap on the Saturn V third stage, that manhole cap. Originally it had been much smaller and Von Braun and others wanted to enlarge it to accommodate a docking port. Unfortunately they couldn't fit it into the budget, but then they discovered that a cracking problem in the tank could be solved by enlarging the dollar segment so they killed two birds with one stone. Fascinating stuff.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
The problem with regenerated physics.cfg is that several values are zeroed out Also issues present when warping above 100 might not be present at all at 100 and below. The reverse is also true -
Oh no, you'll definitely have boil off at high time warp rates, what I meant by that was that it protects against what would otherwise be unnaturally high boil off KSP 1.0.5 will allow better handling of what happens at higher time warp rates
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
That doesn't sound like it would affect his SRB issue though... unless the SRB's are decoupling in the same stage as the SDHI fairing....? In any case I'll try go get a new release out for Animated Decouplers, just haven't had a chance to lately.... (busy reworking-reworking-reworking Real Heat boiloff code) -
Kind of bit of all of the above. The problem with the old code was that it was based on temperature only, which is all we had pre KSP 1.0. When KSP 1.0 arrived, there was a minor change made where boiloff mass was actually removing heat but the rates of outgoing and incoming heat weren't really in sync so the part temperature would peak much higher and the boiloff rate would be a lot higher than it should have been. The new code does still use the temperature but only to calculate the incoming heat flux and the boiloff is based on actual 'heat of vaporization' values. What that 'boils' down to (forgive the pun please) is that the heat removed through evaporation is pretty much the amount of heat that it took to vaporize it to begin with. The internal part temperature will tend to be a little higher than the coldest resource which does help with boiloff rates. The one thing I don't like about this system is that it's too effective at eliminating boiloff for other resources in the same tank part. For instance if you have LqdOxygen and LqdHydrogen in the same part, the oxygen is pretty much not going to boil at all. There is actually precedent for that so it's not totally unrealistic but realistically it should only reduce the oxygen boiloff and not eliminate it outright. (of course, once that hydrogen finishes boiling off then your tank will rise in temperature until the LOX starts to boil) One thing that I didn't put in the changelog is that time warp rates above 100x freeze the tank temperature because the system uses a different means of calculating heat (an analytical mode that is less expensive computationally), so you can also time-warp without fear of watching your hydrogen tanks vent their contents in the blink of an eye. Edit: One caveat is that conducted heat from engines is still a bit brutal though I've tried to mitigate that for cryogenic tanks (cryo balloon too). Engines just put out way too much heat unfortunately.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
Not when I duplicated the other guy (sorry forget name)'s RH only environment. It shouldn't matter though unless you had cryogenic propellants in the part being monitored, but that probably goes without saying. (you will definitely notice the cooling effect on parts) If it's a cryogenic tank type WITHOUT cryo resources then... the effect would be that there would be insulation between skin and internal so you'd see lower internal but somewhat higher skin? structural and fuselage have no such insulation (this is the type where it actually modifies the part's conductivity between skin-internal) -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
Please clarify, are you saying in general that your ships explode under 1.0.4 or are they only exploding with Real Heat? -
Just published a new update to Real Fuels, v10.7.0 This is very probably the last update before KSP 1.0.5? (unless it's something minor like to assign more VSP data to resources needing it) Link to RF latest https://github.com/NathanKell/ModularFuelSystem/releases/latest
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Yo... Ten chars