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Everything posted by Starwaster
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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
Because perfectly transparent surfaces are boring? -
I can't think of any time I've recommended deletion of that file. If I have, please point me at that post because it needs to get nuked. Deleting physics.cfg is always a bad move. If for some reason its contents change and it has to be refreshed, manually replacing it with a copy from the download archive is the best way to accomplish that.
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Sometimes you get lucky, I think? Sometimes I've seen the terrain surrounding the space center look normal and then next time I restart the game: stretched. (in fact, usually stretched) Not sure why the randomness.
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MAJOR Heating Bug
Starwaster replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
What version of DRE are you using and what KSP version? -
Plugin to TURN OFF stock heating system
Starwaster replied to ThorBeorn's topic in KSP1 Mods Discussions
Only because I lowered conduction. Which, ironically, I did to increase reentry deadliness. (very high conduction makes it hard for heat to build up on the outside of the ship because it immediately conducts it all away) From a strictly thermal standpoint, the only thing this version of DRE is doing is tweaking config files and globals. (i.e. lowering max temps of parts so they behave more like aluminum and steel instead of tungsten or titanium) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
probably nothing. I suspect the bears are there to take care of the 64bit'ers and the towels are probably for them to wrap around their eyes so they don't see it coming. Hence why I am against the towels. -
Thanks I'll take a look at it and see what I can find. That screenshot though, that's something else, (you're at 12km and no parts selected. I need something higher with an exposed part selected so I can see what the fluxes are doing) EDIT: Ok nevermind the screenshot I just found a whole mess of smoking guns in the cache file.... a bunch of heating related factors and exponents are zeroed out. And... lightning is striking very close by so I'm going to have to shut my PC down. Maybe you'll figure out what's doing that before I get back; if not I'll take another look at the log and see if something is munging your physics globals [B] newtonianDensityExponent = 0[/B] newtonianConvectionFactorBase = 2 newtonianConvectionFactorTotal = 3 [B] newtonianVelocityExponent = 0[/B] convectionFactorSplashed = 500 fullConvectionAreaMin = -0.2 fullToCrossSectionLerpStart = 0.8 fullToCrossSectionLerpEnd = 1.5 machConvectionStart = 2 machConvectionEnd = 4 machConvectionExponent = 3 [B] machTemperatureScalar = 0[/B] [B] machTemperatureVelocityExponent = 0[/B] [B] turbulentConvectionStart = 0[/B] [B] turbulentConvectionEnd = 0[/B] [B] turbulentConvectionMult = 0[/B] [B] skinSkinConductionFactor = 0[/B] [B] skinInteralConductionFactor = 0[/B] [B] shieldedConductionFactor = 0[/B] Edit #2: Did you delete your physics.cfg file at any point in order for it to be regenerated by KSP? If so, it doesn't restore all settings to their proper values. Replace your physics.cfg with this one: https://www.dropbox.com/s/0qrtkf9altzb8r4/Physics.cfg?dl=1 That's a pristine copy, unaltered.
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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
Maybe you should post your output_log.txt when that happens. Let everyone take a look at it. (I wonder if any attach nodes were added to preexisting base parts? That caused problems in KSP 1.0.3 but should have been fixed in 1.0.4...) -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
No it does not. If you want to stop that, go to the thermal settings/debug menu (F12->Physics->Thermal) and lower conductivity factor. It defaults to 20. I don't see the problem happen with Deadly Reentry installed which sets it to 3.3, so you could try that setting or go all the way to 1. (Note that it does slow down heating processes, which is why it is so high to begin with) -
You've got 274 nullref exceptions but they're all in mods other than Deadly Reentry. (clouds, KSPAPIExtensions, Kopernicus, PlanetTools, even Module Manager). I have no idea if they are a factor or not but it looks like a mess. In your KSP difficulty settings make sure you don't have reentry heating lowered or turned off. (escape, settings, difficulty) Let me also see your ModuleManager.ConfigCache (in the GameData folder) Also enable thermal debugging (ALt-F12 -> Physics -> Thermal -> Display Thermal Data In Action Menus) Then do a Kerbin reentry, and at about 50km altitude right click the part that's facing your trajectory and take a screenshot. Send that too)
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Looking at the page about adding mods to CKAN here: https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN It says that hosting on KerbalStuff makes it easier to add the mod but says nothing about it happening automatically regardless of whether you instigate it. That's all I've found on the subject
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If it's on CKAN then someone put it there. The bots only look for updates; they don't go looking for mods to add.
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http://forum.kerbalspaceprogram.com/threads/98178-NASA-Adaptable-Deployable-Entry-Placement-Technology-(ADEPT)-by-OLDD-(26-04-14 Deployables, but not inflatables. You REALLY want the patches that I posted in that thread towards the end. (unless you also use Deadly Reentry, which also patches them)
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Plugin to TURN OFF stock heating system
Starwaster replied to ThorBeorn's topic in KSP1 Mods Discussions
Alt-F12 -> Physics -> Thermal Lower conductivity factor until the exploding stops. If you're using DRE with KSP 1.0.4, it already lowers conductivity to 3.3. If that's not enough go all the way to 1. There are even toggles that let you turn off the different heating components, but convection still seems to happen even if you turn its toggle off. Note that if you still want reentry heating then you're better off just lowering conduction until the problem stops. The latest version of DRE no longer implements heating, it only tweaks the existing system. (I don't even have the exploding problem with DRE installed even with craft that were specifically designed to trigger the problem -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
They don't deserve a towel. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
WARNING! Cascade failure! Total systems collapse in 3...2...1...bzzzzt!!! -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Starwaster replied to Nils277's topic in KSP1 Mod Development
Mk3 cargo bay oriented upside down (bay doors opening towards the ground) should work. You could make a space plane like that if flying the base to somewhere on Kerbal. Or even to another planet with an atmosphere. You could also mount them inside a fairing, use the fairing as a heat shield when reentering atmo. (though that probably only really works with Deadly Reentry, where I added ablative shielding to the fairings; stock & PF mod) In the cargo bay you'd probably use a radial decoupler or if using KAS you would use a winch / connector port setup) Should be. It's just a field to be set on the part.... -
... I have no idea. Probably not. Let's think about this for a moment. You install two life support mods. Each one is going to cycle through parts that have Kerbals in them and try to consume oxygen and generate CO2. Or maybe one of them consumes generic life support resources; I have no idea what USI actually uses. But they're both doing this simultaneously so at best you have to carry around two sets of different resources. Or at worst they both drain the SAME resources. Two mods doing the same work consuming in total twice as much resources. That doesn't sound like Epic Tiger's Blood Winning to me. Pick the mod you like using the best and stick with it
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Update! Still no menu but I wanted to get some of these fixes and changes out there ASAP. Some key changes: RSS fallback configs. These go into effect if Real Solar System is detected but Realism Overhaul is NOT. Shields will be configured to be roughly equivalent RO shields. (which means they may not deplete to the extent that stock DRE shields do. Recent discussions on the subject of shields shows that historically, shields didn't deplete to the extent that I have configured stock DRE shields to. In the interest of making things 'dangerous' and/or 'harder' I'll likely leave the shields like that for stock. If demand is high enough I may do the same for RSS shields configured by DRE unless RO is installed) Versioning: Prior versions of DRE would fail or give warnings when KSP updated. Since about KSP 1.0, this was no longer happening (probably my fault) and I think some recent complaints by some players could be attributed to version mismatching which really makes a difference between KSP 1.0.2 and 1.0.4 (where DRE was implementing skin heating in the former then discontinued it in the latter because it became stock) Most of the rest is QOL stuff. Full change log below. Link to latest version: https://github.com/Starwaster/DeadlyReentry/releases/latest Changelog: v7.2.2 Adjusted all DRE shield part cost and mass. (adjusted cost to account for resource problem described in issue #24 and adjusted heat shield masses to saner values) Adjusted cost in Procedural Fairings to account for resource problem described in issue #24. (both stock fairing and PF mod) Fixed shielded docking port overheating and exploding when opened. screen message formatting Corrected flux formatting for displays. Approximating total absorbed heat in joules. (displayed in part context menu for total convective heat when over Mach 1) Removed settings for chute warning messages since DRE no longer implements chute failures. Version revision restriction. From this point on, revision restriction in effect. DRE will not run on anything older than 1.0.4 and will also fail on future updates until an updated version is released. RSS specific tweaks. (modify lossConst / pyrolysisLossFactor to allow shields to survive reentry in RSS) globally changed reentryConductivity to 0.001 (insulation allows 1 W / kW) Implemented depletion threshold for maxTemps/conductivity changes. (amount <= 0.000001) increased depletedConductivity to 20 from 1. (insulation burns up and becomes useless. Fiery plasma sweeps through your craft incinerating all in its path. Hilarity ensues) Space is a tough place where wimps eat flaming plasma death.
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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
@Nils227: I notice the 'MAL' control unit is surface attachable but when attached like that instead of node attached, it ends up upside down. If you add a surface attachment node it'll orient properly. This one works though it could probably stand to be elevated just a touch. node_attach = 0, -0.025, 0, 0, -1, 0, 0 There's only one as far as I'm concerned. The animations on most of the others leaves a lot to be desired