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Everything posted by Starwaster
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Space Professionals Institute of Culinary Excellence (SPICE)
Starwaster replied to sumghai's topic in KSP Fan Works
The 'pruke' is evoking themes of 'spacekill' and redneck astronauts... -
I haven't had a chance to try them in 1.0.4 but I don't see anything in the engines that should cause them to explode. They do have lowered conductivity which does mean they would retain more of it in themselves, but global conductivity has at least DOUBLED.... or possibly more. (I was told that it is 5000x higher - not counting the doubling?) but I'm not sure if there was exaggeration... involved...) internal heat production overall went down a bit.... so not sure why engines would explode.
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Well that's a little odd, I've landed one of those capsules using that same sized shield... maybe I'm wrong and steeper is the way to go here. (except that in 1.0.4, steep reentries are a lot more deadlier than in 1.0.2... or sometimes even than in previous versions of DRE!) Another odd thing is that you're not coming in that fast. A maxTemp of 2750 should be enough.... On a side note, we don't really know what these things are made of. He based the model on a heat shield proposal that NASA is considering... if it's made of carbon fiber then its thermal tolerance could be pretty high. (carbon fiber doesn't have much left to 'burn', it's already burned and gone to hell. You'd probably need chlorine trifluoride to burn it)
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You don't say how much mass you're trying to land which is a definite factor. But I think if you're having to make changes like that then it's probably your reentry profile; it sounds like you're coming in too steep instead of shallow, which would allow the shield's increased drag to slow you down while you're still high up where the air is thinner. Seriously though, 4000 Kelvin is above the melting point of titanium and 400 below the melting point of iridium. That's way more overpowered than the conductivity that you set. Having said that, I see a few places in the config that could be tweaked to enhance survivability without going overboard. The part's internal conduction (from its skin to its interior) should be raised, which would let the shield use more of its thermal mass. Maybe even have its skinThermalMassModifier raised which would do the same thing basically... I'll tweak it further and update it today.
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Did it have any Okto struts on it? Or any other very low mass parts? Or do you have SETI installed?
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- reentry
- omgitsonfire
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I can get by with just Real Fuels and KWRocketry
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
In Fuel_Conversions.cfg, don't reference amount. Use maxAmount instead. Several parts have 0 amount of a resource. (done so that a part CAN be filled but by default is empty) The end result is that ModuleFuelTank is configured with volume = 0 This is very bad because it results in parts with zero thermal mass which is totally cross the streams bad. (parts explode the first frame after loading into the world) -
Conductivity doesn't reference environmental conditions; it's just a straight up comparison between masses and areas and how much of those areas between parts are actually in direct contact with each other. As to how close the underlying formulae are to reality, in theory, MAYBE, but there's a certain amount of abstraction that has to happen in all these formulae, no matter how close to realistic the formulae are because at the heart of it all is a game, not a simulation. The stock conductivity values are high to speed things up for the game. The result of that is that parts wick away too much heat that otherwise would be used to destroy something in reentry. So I tend to turn them down. But that does mean that the contribution of heat conduction is lessened for gameplay purposes. So the alternative is to increase convection factor, or to go into the difficulty settings and increase the reentry difficulty. The problem with THAT is that it only goes up to 120%
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Which ones are giving you trouble? Most of them were cribbed right out of DRE. (to facilitate me moving those variables from the part module to the part)
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During ascent/reentry, or just sitting there? If it happens when it's idle on the ground, it could be some parts with thermal masses that are too low. (at least, if I raise thermal masses on those parts it stops happening but my understanding is that there is another underlying cause and low thermal masses are only a trigger for that) If it is, I can work around it I'm working on it. I just got done with what I hope is the final pass on the config files. All references to skin variables had to be shifted over to the new stock system and none existent ones removed. Hopefully I'm moving to final testing. Unfortunately, because DRE is very intertwined with stock thermodynamics now, we're stuck with the variable names. However, one of my goals is to replace the current placeholder menu depicting my girlfriend cat with an actual menu that can be used to make adjustments. Still, if you find yourself having a panic attack during reentry, just open the menu and look at the cat and your anxiety should go away.
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What engine pack did you install?
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The current system isn't too bad. Press Alt-F12 and and set conductivity factor lower (1-5... no more than 5).
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Yes. Download this, and copy the contents of the zip file to your GameData folder: https://www.dropbox.com/s/4ss7nh1c5pq445n/inflatoFlatFix.zip?dl=1 Then you will properly be able to control from each of the FLAT's three docking ports. - - - Updated - - - Not that I can tell. Looks ok to me so far.
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oh crap I didn't see that.... yeah, logs. Though I'm thinking maybe the wrong version of kspapiextensions
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disable lift option for wings
Starwaster replied to eorin's topic in KSP1 Suggestions & Development Discussion
As feedback to this idea, I don't think it is a sensible thing to do. You can't just turn lift off. I am however a big believer that people should be allowed to play in their sandboxes as they choose so here is a suggestion that you may (or may not) find an acceptable alternative: Use Module Manager and write a config that duplicates wing parts but removes their lift. something like +PART[wing1] // assumes the part name = wing1 { @name = wing1.nolift // rename your duplicated part to avoid conflict. @title = Wing with no lift // or whatever you want the name to look like inside the game. @description = This looks like a wing but it has no lift. Enjoy !MODULE[ModuleLiftingSurface]{} // Remove the lift. // Done. } Naturally you'll need to know the names of the wings, which you can get from their config files. There's also the issue of procedurally generated drag that will be a result of removing the lift module. (lift modules handle their own drag internally, I think) So you may not actually be able to create acceptable nose cones even with lift removed; I really don't know. -
Are you updated to KSP 1.0.4? Because Real Fuels isn't, yet.
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Even real life heat shields have a maximum amount of heat they can handle. Thermal management for a space craft means more than just slapping a heat shield on it. You need a proper reentry profile or you will die. Or to put it in the words of a certain famous starship captain.... "Hey, space is a tough place where wimps eat flaming plasma death!" (sorry... couldn't resist)
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http://forum.kerbalspaceprogram.com/threads/64118-1-0-x-Real-Fuels-v10-3-1-June-16?p=2031056&viewfull=1#post2031056
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
I can see the current topic ending well...