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Starwaster

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  1. Set conduction factor to 1. (Alt-F12 -> Physics -> Thermal -> Set Conduction Factor slider) If that cools things down for you then gradually increase Conduction Factor, stopping before things get uncomfortable. (or just leave it at 1) Note however that reentries will become more dangerous because skin heat will leak through at a slower rate. (that is in fact one of my tricks in the latest Deadly Reentry)
  2. Not sure what you're asking for.... you mean like the fairings engines have? I have no idea how FAR treats those and I don't have access to the original models. We've got nice form fitting decouplers for the heat shields. That's the best I can do right now...
  3. It's partially implemented now. It's not like the stock radiator that grabs heat from all over. Instead it's configured to look for parts on specific nodes OR parts it is attached to if it's a surface mounted part.
  4. That trick with the small tank worked because heat transfer in the old days measured distance, ignoring (and transferring no heat) if the distance to the adjacent part's transform was too long. Small tanks allowed to transfer the maximum amount of heat because the distance was so short.
  5. One thing that worries me with bases like that is the possibility of them falling through the terrain when loading in. Especially after working for days to build the damned things. That's why I don't usually base This mod is going to have me doing it again so... I worry
  6. Refrigeration and LOTS of insulation is how they plan to deal with boiloff. To achieve zero boiloff (ZBO) they will wrap the tank in 60-80 layers of MLI. ~75-78 watts of heat will penetrate and has to be dealt with. The cost in electrical power is 114 We per watt of heat. page 23 - http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20030014643.pdf page 12 - http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20120003776.pdf MLI and boiloff in general - http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19710012082.pdf Yeah, these documents have basically been sitting open in my browser for a few months which is how I can reply back with this so soon. There's a formula for calculating how much heat penetrates x number of layers of insulation and I've tried stuff like altering the skin - internal conduction factor based on that with mixed results. I'm already at the low limits of what I thought would be acceptable values and I still have a lot more than 78 watts of heat coming in. And if I configure my radiators to draw that much+conduction, they just don't seem to want to do it. (yeah I've been working on some radiator replacements based on an updated version of the RF heatpump code)
  7. A real nuclear engine's reactor is kept from overheating by the propellant flowing through it. It is in no danger of overheating while it is in operation. IIRC, the ground tests would fire continuously for at least 20 minutes or until they ran out of hydrogen. It's when you shut it off that overheating is a problem. You can't just flip a switch and shut the engine off while it's at full thrust. Instead, there is a 'cooldown' thrust stage where the engine is gradually throttled back. During this cooldown, Isp gradually drops down to (or by???) 40%. (which means that a nuclear engine burn has to be precisely calculated even more than usual) Another method of cooldown following a burn involves a nozzle plug which descends out the bottom of the reactor core and plugs up the nozzle. Hydrogen is pumped in to cool it down and is vented. (has to be done in a manner that it doesn't cause unwanted deltaV changes. Such as venting from opposing sides perpendicular to the long axis) Cooled down, each engine outputs 128 kW of heat which can be used to provide electrical power. (this is either a 'Bimodal' or 'Trimodal' depending on whether it also has the 'afterburner' feature. 'Bimodal' has been used flexibly to refer to an NTR that has either but not both of afterburner and electrical generation)
  8. If you mean stock radiators, no not at all. They say they're active but the parts that want cooling have to be hotter than the radiator. I think the person who coded it wasn't thinking of things like... air conditioners.... refrigerators.... both of which use compression to be able to move heat from cool areas to hot radiators. So no, you cannot use the stock radiators to do the job. And the RF ones are not coming back.
  9. DRE shields are no longer a separately implemented class. They extend the stock shield class and behave identically with the exception that they provide the option to modify the part's maxTemp so that they are more prone to burn up when shield resource is depleted. regarding resources, the pre-existing shield resource will not be removed, at all, ever. If for no other reason than backwards compatibility. Stock shields will still use the stock resource so they are not affected if the mod is uninstalled.
  10. Actually, no, they're not. The in-game stats are a fair match for what a real lightbulb would possess if we could build one. Except that those stats are for liquid hydrogen. In the game, what we have is 'LiquidFuel' which is way too dense to be hydrogen. You need hydrogen to get an Isp that high. Denser propellants should have a lower Isp and higher thrust. The net result is similar to that of the stock LVN where you're getting LH2 levels of performance but much higher levels of delta-V for a given volume of fuel. IRL you'd need quite a bit more tankage than you do with the lightbulb in the game. The only way it's not OP is if you're using Real Fuel and convert the lightbulb to LqdHydrogen (same stats)
  11. You probably could have got by without the plugin, 90% of the mod is now in its configs. But you wouldn't have got the Kerbal killing G-forces. https://github.com/Starwaster/DeadlyReentry/releases/latest V7.2.1 Removed Modular Flight Integrator dependency To all that downloaded 7.2.0, if you don't have FAR or RealHeat then delete the ModularFlightIntegrator that was in the 7.2.0 download.
  12. It's an MFI issue for sure. Apparently I didn't properly update the dependency settings AND I had an old version of MFI loitering somewhere it shouldn't have been so everything was loading properly for me and I didn't see the problem. I'll have a fix up shortly
  13. No, that's just me forgetting to update the plugin's version number. If you tried to run with the actual 7.1 dll it would still load but you'd get a different set of errors. I have to see the logs but I have a feeling this will be linked to ModularFlightIntegrator. What version of that are you running? (should be 1.1) And are you running FAR or RealHeat? I don't think RH has updated its ModularFlightIntegrator yet... if you didn't overwrite MFI with the new copy then DRE is probably looking for that. If you were to overwrite then RH probably wouldn't run. And FAR is - I think - using 1.1 unless Ferram didn't update yet. All of which is ironic because DRE doesn't REALLY require MFI right now but I left in the dependency because there's a chance that I may want to make use of it again in the near future But let me go take a look at the logs and I should know shortly.
  14. No, but I'll look into disabling them in DRE later. For now, if you use those mods then you should keep on using them, or press F-10 whenever you switch to a ship in flight mode. edit: You don't HAVE to disable them, but if you leave it enabled, very shortly after your spaceplane reaches reentry interface you will see EVERY. SINGLE. GAUGE. light up your ship like a Christmas tree.... Edit #2: Note that the ship above DID survive reentry.
  15. Simple explanation. Ablation loss occurs as a percentage of current ablative resource. Heat loss is based on the ablation loss in #1 above. The reason your temperature is so much higher is BECAUSE your ablative resource level is so low. That's from the stock ablator, not from Real Heat. (note the discussion earlier in the page regarding ablation rates. IMO they should be more linear than they are. Something I might address in Deadly Reentry one of these days but haven't been able to get around to it) - - - Updated - - - Maybe prior to KSP 1.0.4, but thermodynamics - including reentry heating and recent introduction of the skin concept that was introduced in Deadly Reentry 7.0 - has reached the point that I no longer feel it necessary to implement heating in Deadly Reentry. 7.2.0 (out today) relies on stock heating and only serves to: Tweak settings and config files for parts to make for a deadlier experience Implement G-force damage. Re-implement fire damage (when a part heats up too much but not enough to destroy it outright. Maybe other stuff resulting from excessive heating. So, Real Heat is replacing/modifying the stock system which carries over to Deadly Reentry but we're not directly implementing heat anymore so I'd say there's no real overlap here. I might need to balance DRE for RH. Preliminary testing says that there's no real issues so far but I might need to do some tweaking. I think DRE could also benefit from changes to other planet atmospherics - I THINK that a Joolian aerobraking / aerocapture should be survivable with Real Heat installed, if Nathan has already implemented changes to other planets. Currently, just with stock heating + DRE, Jool is plain suicide. (YMMV)
  16. Which just happens to be in 3...2...1 https://github.com/Starwaster/DeadlyReentry/releases/latest Although it's taken me awhile to get this out, I haven't been able to do as comprehensive a testing as I'd have liked but things have been hectic so my testing has consisted primarily of Reentry of Mk1 Pod / Mk1-2 Pod from LKO Reentry of Mk1 Pod / Mk1-2 Pod from Munar orbit Reentry of Mk1 Pod / Mk1-2 Pod from Minmus orbit Reentry of spaceplanes from LKO Note that the Mk1 Pod may not be survive a reentry from Mun/Minmus space without adding another heat shield as its own builtin shield is rated for LKO. Or you might get lucky and pull it off. Spaceplanes are (as below) using a system based on the space shuttles tiles, which may still need some balancing and/or may need to be replaced with something else. To wit: Spaceplanes have high temperature tolerance / low thermal mass. This means they heat up very rapidly but then begin to radiate very aggressively. Due to the low thermal mass, heat loss due to radiation has greater impact on temperature. However, so does convective heating so keep your reentries shallow. It will take you a full half / three quarters of an orbit to de-orbit so plan accordingly if you want to land at the KSC. Known issues: Jool reentries are going to be harder than they should be. I'll address that in a later update. Changelog: v7.2.0 Deadly Reentry no longer implements reentry heating. Instead it tweaks parameters to make stock reentry deadlier. Deadly Reentry still handles G-force damage. Still no menu. (sorry! Cute cat still there!) Configs for all parts previously handled by Deadly Reentry have been edited to take advantage of new stock skin system. Spaceplane handling is a bit experimental and relies on having a skin with VERY low thermal mass which increases the heat loss from radiation. (use VERY shallow reentries for spaceplanes and reentries will be survivable but difficult. Consider turning off the heat gauges or you will get a frightful scare when you do spaceplane reentries) (no, seriously, turn the heat gauges off...) skinMaxTemp tends to be higher than maxTemp which now represents internal temp, including resource temp. ModularFlightIntegrator is still a dependency but is not currently used by Deadly Reentry.
  17. The impression I got from reading NASA's documents on AVCOAT testing was that it seemed like the burn through rate was fairly consistent with a range of ablation tempertures, incoming flux and char erosion due to airflow across the shield. Maybe take a look at this: http://www.dtic.mil/cgi-bin/GetTRDoc?Location=U2&doc=GetTRDoc.pdf&AD=ADA308517
  18. The heating behavior hasn't, but how they cool down has. (granted though, that if anything, with conductivity as high as it is they should be passing a lot of heat through to the skin for radiative cooling...)
  19. Why did you change skinInternalConductionMult? That has nothing to do with what I was talking about. Conduction Factor is in the thermal settings menu (Alt-F12)
  20. The problem with that is that on lunar returns you still get a huge majority of ablator intact and that doesn't sound right for Apollo missions. Apollo's shield was only capable of one return with one skip-out during reentry. I've also always found it a little odd with the ablator module that ablation is proportional to amount since ablation should only occur at the surface, or within a few centimeters of it.
  21. Here's the forum thread: http://forum.kerbalspaceprogram.com/threads/84102 There's more than just the treads, though I elected to only installl those and the skids. (kerbals with antigrav don't exist in my sandbox; whether they exist in yours is up to you )
  22. 1/4 is way too low and not what I aimed for with stock+DRE alone. (too much FAR drag early on maybe...) I'd say the results you got here should be satisfactory. You definitely don't want something that's going to last through 2-3 reentries unless it's an advanced shield or non-ablative. That said, try a slightly steeper angle (lower periapsis) 55km would be full RSS. 20km would be stock sized. So somewhere inbetween.
  23. Mobile lab / hab combo (they can separate) They're pretty stable together, but separately, they are a little precarious on just one set of treads. Sudden stops kill. Going to try with two sets, fore and aft.
  24. Errr I think so, but how are we going to convince Kerbals to wear purple spacesuits with pink polka-dots?
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