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KSP2 Release Notes
Everything posted by Starwaster
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The only error I've been investigating is the one you reported: [COLOR=#333333][I]NullReferenceException: Object reference not set to an instance of an object[/I][/COLOR] [COLOR=#333333][I]at DeadlyReentry.ModuleHeatShield.FixedUpdate () [0x00000] in <filename unknown>:0 [/I][/COLOR] [COLOR=#333333][I](Filename: Line: -1) [/I][/COLOR] You can't get that error if you don't have a ModuleHeatShield PartModule on the part. If you get that error then something on your vessel or a nearby loaded vessel has a heat shield; the sole criteria for which is that it has ModuleHeatShield on it. (or ModuleAblator which is the stock version that MHS derives from) No stock spaceplane parts have heat shields added, not by stock and not by Deadly Reentry. (they rely on their thermal properties properly being set for a typical spaceplane reentry profile) So I stand by what I said before: What you're seeing is probably the result of a shield that has not had a resource applied to it and I have no idea which one that could be. All of the shields that DRE comes with or administers are properly configured so it's not one of them. So which parts are you using when this happens?
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@PART [*]:HAS[@MODULE[ModuleEngines*]] { @MODULE[ModuleEngines*] { @heatProduction *= 0.66 @atmosphereCurve { @key,0 = 0 @key,0 *= 1.33 @key,1 = 1 @key,1 *= 1.33 } } } @PART [*]:HAS[@MODULE[ModuleEngines*]] { @MODULE[ModuleEngines*] { @heatProduction *= 0.66 @atmosphereCurve { @key,*,1 *= 1.33 } } } I usually tackle these things on my own, but this one is besting me. Any thoughts? I don't think you're going to be able to do that the way you want. You might have to use variables instead as detailed here: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-5-%28Sept-14%29-Loading-Speed-Fix?p=1416253&viewfull=1#post1416253
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An improperly configured shield could do that. (no ablative material assigned to ModuleHeatShield would do it.) Does this happen with all shields or only certain shields? And which shield is it happening with? (not likely to be any of the ones that DRE ships with; they all have proper material assigned) If it's a third party shield you'll need to talk to the modder responsible for it. @Spenzor, Gryphon is right, you should make your reentry steeper. You're cooking off too much of your shield before you can get low enough to do any serious braking.
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Sashan, I need the entire log file (output_log.txt or player.log) not just an excerpt
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Ven's revamp has compatibility issues with a lot of things. (which is odd considering that compatibility with the things it replaces was one of its early selling points)
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Deadly Reentry has nothing to do with parachutes anymore and even when it did, it didn't resize them.
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If you have engines attached to the tank, then at the top of the tank editor window you will see buttons with all possible mixtures that the engines on that craft will support. So if there's an engine that requires a mix of 50%/40% H2/LOX then there will be a corresponding button in the tank's GUI that allows you to configure it with a full load of H2/LOX in the right quantities. (that button will use all available space so if you want other resources allocated to the tank then add those. I like to 'reserve' space in a tank by filling it with a singular resource like lead ballast, minus the volume that I want to fill with something else)
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I don't know, need to see what you're talking about? (what engine...?) And yes, if it's heating up to its ablation temperature (which I gave earlier as 500K.... which might not be right, have to see what I last set it to) and it's not ablating then something else has probably changed it.
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Starwaster replied to Felger's topic in KSP1 Mod Releases
The green is probably something hypergolic that they used to ignite the rocket -
The shield begins to ablate when its temperature exceeds a certain threshold. Which is 500 for pretty much every heat shield that DRE provides or alters. What speed controls is shockwave temperature. For a 2.5km/s that's ~2500K (temperature is roughly your velocity in meters per second) How much heat is transferred is linked to atmospheric density. (so a high velocity at lower altitudes is going to have more impact than the same velocity at higher altitudes) Some points to consider: You shouldn't think in terms of easier or harder. You either did it right and you lived or you did it wrong and you died. There's not much gray area. Your shield should be depleting more than that. Real Heat or some other mod could be modifying physics settings or it could be something you changed if you've edited anything recently. Do your unshielded parts burn up from that same 85km orbit at 2.5km/s? If they are then for the most part things are working well aside from the shield. Do you want things hotter? Increase difficulty to its maximum. Granted, it's only 120% but if that's not hot enough then in the thermal menu under Physics (alt-F12) either reduce conductivity or increase convection factor until things are hot enough for you. (low conduction means that your skin can't transfer heat as fast to the interior. Convection makes atmospheric contributions faster and stronger, including reentry) You have options here, you just need to start using them.
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You use GUILayout to create windows and buttons and such. You can use HTML formatting codes for the text that goes in the GUI that you've created.
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tanstaafl!
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I have been and it's about halfway completed but it's in a state similar to what you're talking about where I want to make sure that a proper fairing configuration is attached. It uses the cargobay module and implements IScalarModule for compatibility. The protected volume resizes itself depending on the lowest attach node that a fairing was attached to. (on the grounds that nothing should logically attach any higher than than the lowest attach node on the base) Unfortunately I've got bogged down with other things and it got backburnered I do mean to get to it in the near future as I'd like to be able to play using the old fairings, when I actually get to resume real game play. But if you have something that you think works, let's see it. Maybe it's not as hacky as you think?
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That's one answer. Another is that stronger shields might be needed for mods with larger planets / faster reentry speeds. Keep in mind that I set things up so that shields burn up faster to keep things challenging and players on their toes. Maybe I could do an MM patch for this 3.7x mod but I haven't tried it, haven't seen it and don't know anything about it.
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For everything else.... IT'S CLOBBERING TIME!
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It's pretty normal to see that when the program is shutting down, for any reason. All of the components in the game are cleanly destructed first and it notifies them that they are about to be destroyed in the event that they might want/need to take action. (such as freeing resources that they were using) In otherwords, that error happened BECAUSE of the crash. It did not cause it.
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MAJOR Heating Bug
Starwaster replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Try copying this code to a cfg file named minMass.cfg @PART [*]:HAS[#mass[<0.0001]] { @mass = 0.0001 } Put that in your GameData folder somewhere -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Starwaster replied to Nils277's topic in KSP1 Mod Development
Aaahhh I see. I missed the very first release. I remember there was a second release right after that was some kind of hot fix but I didn't know what it was fixing. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Starwaster replied to Nils277's topic in KSP1 Mod Development
of course renaming the files didn't work. I can't even imagine the thought processes that would lead one to think it does??? you probably didn't install them to the correct location. The mods folder goes into the GameData folder. That's it. Done. -
I don't understand what you're telling me about the MOLE. Are you saying that when the MOLE heat shield failed that the Mk1 pod exploded at the same time? Also, how does just the Mk1 by itself behave in reentry? Just that, nothing else attached. (other than its chute of course) EDIT: I just had a look at the MOLE and put it through its paces. When the 'backseat' part is added, it strips the Mk1pod of its ablative shield, down to 0.001. I don't even know what module he's doing it from This is a MOLE issue, please take it up with Angel125
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In the thread for the deployable that I linked to, I posted a compatibility patch for non-DRE users and DRE itself has compatibility configs. The original DRE inflatable is not coming back due to animation issues it had which causes its drag cubes not to update properly in KSP 1.x. Those same issues also prevent its thermal properties from updating as it expands. It is not within my power to fix at this time and nobody possessing the ability and skills has stepped forwards. One individual identified possible issues in it but never followed through on it. So it languishes and will not be returning.
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I'll look at it. Again. But I very carefully crafted the Mk1's shielding and I'm happy with where it is. Remember it's meant to represent something like Mercury. First flight, sub-orbital to LKO. It's not meant to have the shielding of the add-ons Still, you probably should have been able to survive a 200km reentry. Was FAR involved? http://forum.kerbalspaceprogram.com/threads/127769-1-0-4-RealHeat-%28Minimalist%29-v1-1-July-29
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