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Everything posted by Starwaster
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You're going to have to finesse them a little (assuming you're up to date on DRE and not on the very first release for some reason) It's probably because the nodes are very close together on the shield. Drag just a little and it'll turn green. Sometimes it helps to make sure the cursor isnt over the part you're attaching to. If it's been replaced with Ven's part then it's not stock anymore. The problem is probably the animation. The service bay part uses ModuleCargoBay which for animated parts like that relies on knowing which animation state represents 'open' and 'closed'. Looking at that picture and seeing no convective flux I can tell you right now: That cargo bay thinks it is closed. You're going to have to kick this over to Ven. Either he needs to fix the animation or he has to change the cargo bay module on the part so that its closedPosition has the proper value for 'closed'
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I'l look into the jet engines. Admittedly I don't 'plane' a lot... I did try a few jets and they worked ok. Not sure I saw the barometer issue. Which cargobay was it? one of the stock ones or someone else's and is FAR installed? (which I guess I'll find out when I look at the logs but...)
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No, IRL, for something like AVCOAT 5026 (what Apollo used), pyrolysis starts at something like 400 but the surface of the shield can reach 2700 Celsius. I forget what temperature pyrolysis actually peaked at... just totally guestimating here... something like 800. It was a range of a few hundred. Surface still gets much hotter than that
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I can't reproduce that, sorry. I made a rocket with stock fairing, put some stuff in it and and hyper edited it to an orbit at an altitude of 60km. Everything inside was shielded. The only issue I saw with it was that the payload STAYED shielded after jettisoning the fairing. (which is a stock problem unrelated to your reported issue AFAIK) It still can (not necessarily DOES... YMMV) get hot enough that it cooks the other shield which can ablate away before it can be used
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Oh crap I'm getting senile. Of course your config wasn't going to work... you're using operators that modify existing fields instead of adding them. So if they don't exist they can't be modified. Though the skinHeatConductivity probably should have been changed. Try using this instead. It'll insert the needed module before DRE tries to add it. (note that in the next update, DRE will not add the base module via configs so you will need it this way when that updae goes through) @PART [*]:HAS[@MODULE[ModuleGenericRadiator]]:FOR[DeadlyReentry] { MODULE { name = ModuleAeroReentry skinHeatConductivity = 1 skinThicknessFactor = 0.9 skinMaxTemp = 1900 } @maxTemp=1900 }
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Ugh, that's an old ANCIENT bug... it should have died by now but I guess it's still with us. It was supposedly.... partially fixed a few KSP versions ago but basically parts that use MODEL{} nodes and rescaleFactor is anything except 1 will be resized if it is the root part and you reload craft in a save game
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Sounds to me like FAR doesn't like the stock fairings.... I have a feeling that the actual 'shell' isn't visible to FAR. Have you checked to see if it generates voxels in the VAB? Also check the FAR thread to see what they say about it.
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Ablative shields lose material anytime their temperature is over their configured threshold. Which for all stock & DRE shields is set at 400 or 500. (it was 500 before but I lowered it to 400 and I think that's what it is for 7.0.3 but it's probably going to bump back up to 500) ConvectionFactor and the others are multiplicative. The amount of convective flux is multiplied by ConvectionFactor and is set to 40. In theory that does mean 40 times the heat but because everything is based on a temperature delta it really just means that you reach some equilibrium temperature 40x faster. Unless you explode first. ConvectionDensityExponent: part of the convection flux equation multiplies by density^ConvectionDensityExponent. That means you get much more flux in the upper atmosphere. The effect diminishes until its non existent as density reaches unity. So the simple answer is that CDE of 0.4 makes heating start higher in the atmosphere Let me see your ModuleManager.ConfigCache so I can see what the part's end result is. (you might want to take a look at it yourself if you haven't already) Uhm... instead of skinThicknessFactor, use skinThermalMassModifier. Give it a value of 10. That's not really the right way around this but it should do the job. I think the right way around this is a property in there that bypasses the system for parts that basically are low mass and already exposed in their entirety to the airflow.
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The second one looks like you got it from the repository files. That one is more recent than the one in 7.0.3 and you should use it. I'm not sure that's a factor in your other issue or not; it causes parse errors that prevents the rest of the KWR config from being processed but past that I don't know. Re: your other issue, Are you using ModularFlightIntegrator from CKAN? If so try using one from either FAR or DRE. (and if that's it then CKAN still has a bad version.... wth) I do 20km pe. Any higher and you run the risk of going to the hot place. Stacking shields is something that I've found to be dangerous. The bottom most one tends to get too hot and conducts enough heat into the second one that it starts undergoing pyrolysis and burning up valuable heat shield before you actually need it.
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No, it's not currently simulated. I've experimented with a model that sort of did but I didn't pursue it. It used the exposed area to try to find the radius of the nose . (nose in this instance meaning the radius of whatever part is facing into the shockwave) Currently though peak heating already occurs before peak drag because it's peak drag that arrests the increase in heating.
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Not really no..... peak heating typically occurs before drag force peaks. In fact, high drag vehicles take less heat than low drag ones because the shockwave detaches from the craft whereas low drag, pointier vehicles are in direct contact with the shockwave.
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Consider yourself very lucky. This time. When either one is exceeded. (I intend to change that for skin. When it approaches its maxTemp it will take damage like previous versions of DRE did. The more damage it takes, the more heat it lets through to the interior. That's one reason why I want less conduction between skin and part temperature. When part temperature reaches certain levels, bad things can happen, such as crew death, fuel tank explosion, etc)
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I would say closer to A than to B. If you want B, that's easy. Set Convective / Radiation factors to 1. Set the mach heating multiplier to 1 (which you can't until next update because it's hard coded) That should be reasonably accurate except maybe making skin thinner than it is because right now it's something like 10% of the vehicle mass which isn't very thin or realistic but most of the time it works. And then it wouldn't be deadly. Now, to elaborate on the deadly part, one problem that this mod has always had is perception. Even when everything works right you'll always have two camps who either find it too hard or not hard enough. Really, the goal of this mod is that if you do everything right, you win. You get down without killing your Kerbals. If you messed something up because you built a craft that didn't have adequate protection or because a bad reentry profile was chosen then you have a punishing grueling reentry and worse case scenario, Kerbals die, ship dies, etc. That's something I fear will always stick with this mod no matter what, even after DRE 7's code base is stable and right. It makes it hard to isolate real issues from perceptual issues but what can you do.
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What craft and what shield? And which version of FAR, the very latest? (Ferri I think it's called?)
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To reiterate, Kerbin does not naturally have particularly lethal levels of heating. This is a result of its very small radius which has the following impact: Low initial orbital velocity at reentry interface. Less time spent aerobraking. Introducing the concept of skin (and therefore using only a portion of the part's total mass when calculating temperature increase) goes a long way to making things more dangerous but we still have to do several things to compensate for Kerbin's small size: Increase the rate of heating (Convection Factor 40. And Radiation Factor 40 to compensate because re-radiating absorbed heat is an important part of thermal management during reentry) ConvectionDensityExponent of 0.5 (I think that's what it's at now) has the effect of shifting the zone in which major heating occurs to the upper atmosphere so that it starts sooner. A multiplier to aeroheating when calculating shockwave temperature and therefore flux. (was at 3.65) #3 is the cause of subsonic heating because it applies across the board basically more than tripling your velocity when calculating heat. So I made a separate multiplier which ONLY kicks in at supersonic speeds. Currently it cannot be modified because it is hard coded. Next update will expose it to players who want to change it. I'm working on that update but have been very busy the past couple of days so I haven't been able to put as much time into it. NathanKell has spent some time on some bugs and other coding for this update as well. I may put a preliminary dev version up
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I have. If I don't put a shield on something and deorbit, it burns up. If they're on the launchpad pretty much everything is going to be the same temperature. As before: The effect of fairings depends on if they set ShieldedFromAirstream = true. If they do then the part is skipped for convection heating. Other heating still applies. Was heating, decoupled, stopped heating. Sounds like conduction to me. But this isn't something that boils down to theory or hypotheses. It either is or isn't, there's no Schrodinger's Cat at work, enable thermal display debugging and check the part's action menu. Because I don't have an answer yet. You're not burning up on a craft that I pretty much duplicated along with its reentry profile but was unable to duplicate your experience. My craft exploded and everyone died. Your only change to difficulty settings was to make it 120% heating but you're still not burning up. I don't know why yet. Works for me on 100% Maybe another mod is interfering. Reinstall fresh KSP leaving all settings alone (except graphical if you want; default resolution is fugly) with only DRE and its dependencies and try to repro again. Use Hyperedit if you want.
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Very shallow reentries mean lower peak heating rates but but spread out for a much longer time. As you say, you cook slowly. G Force is also lower for a shallow reentry. Steep reentries mean higher peak heating rate but for a shorter period of time. It also means higher G Forces.
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I should have updated that download with the correct version #. Fixed the download now.
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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
Just an FYI, shields don't work the same as they did in previous versions of DRE. If your shield ablates then it's because it's heating up past 400K and keeps ablating until the temperature drops below that. (or whatever the shield's threshold is) -
The issue is that the temperature has been raised to extremely high levels in a single frame and heat radiates at a rate equal to its temperature^4 One of two things should be happening there: Either it should reach equilibrium at a much lower temperature OR it should be exploding depending on whether the equilibrium point is higher or lower than its destruction temperature. So one of the tasks that I have to complete is to do some sanity checking and pin temperature at a sane level or destroy the part outright There are no difficulty levels like in DRE version 6. Difficulty is scaled by the reentry slider in the stock difficulty menu or by using the thermal debug menu.
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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
Re: AnimatedDecouplers. These were still functional without being updated, but they are now officially updated for KSP 1.0.2 (which really just means that I recompiled the plugin against the new KSP binaries) -
Can't say for sure about the first part without knowing how far down you were and how fast you were going. Maybe your pod was through the worst of it when it ran out. As for the second, I haven't got the UI back up and running as I've been too busy with dealing with questions about why ships are / are not burning up. (Nothing ever changes I guess) So it's not possible to alter the necessary parameters at this time
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