-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
Try downloading the DeadlyReentry.dll I posted a page or two back and the DeadlyReentry.cfg file that I linked to. That might help a bit. But you're getting convective flux on a part that in straight DRE (or even stock thermals) would be occluded and there's nothing I can do about that. Maybe the next DRE update will make a difference.... or it might not.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Correct, it does not look at skin temperature. I do have it in mind to at least enable the gauges for skin temp but can't say when that will happen Now, have you made any changes to any of the thermal settings? How about under difficulty? The mod is affected by that so if you adjusted the difficulty slider then you could have scaled things down inadvertently.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] GingerCorp Stock-alike Station Hubs v1.4.1
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
As mentioned, you will have problems attaching to the bottom node. I'll get an updated version up soon. -
Can I get a .craft file for that please? And your output_log.txt? (or player.log if Linux / Mac) And can you reproduce the problem with the dll that I posted above? @judorange, thanks for the feedback
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Sounds like you're describing the Kerbal X, so I took that ship and duplicated your orbit and reentry parameters. And I pretty much lost the entire craft. TPK. Rocks fall, everyone dies. And that's with a bug that Nathan says is causing parts to radiate twice as much as they should. Maybe that bug he describes is a factor in your survival but it sure didn't help my guys
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
It's a FAR issue. Get the dev version or wait for its next update. -
I'm not pushing this to an official update yet, but here is a new DLL to test: Removes a lot of the spamming to the log if PartThermalData is not found. (however, if that happens, then the affected part will not heat up nor will it process heat) OH and it should reduce subsonic heating Updated DeadlyReentry.cfg (buffed fuel tank maxTemp. Part maxTemp is low at 1000 (which is more than 200 degrees higher than aluminum melting point) but skinMaxTemp is beefed to 2000. Note that this covers stock fuel tanks. Other fuel tanks in the rest of the config files are not changed yet. https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1 https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry.cfg
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
That's a good point about the multiplier; it does apply across the board even at subsonic speeds. (so you're basically transonic at ~90 m/s) ConvectionVelocityExponent does only apply only at Mach, but I'm leery of meddling with that one. Even if it was exposed for us to screw with, that's your velocity^3 term and I think it would scale pretty badly for reentry to other planets where you'll probably have a higher velocity than for Kerbin. I'm going to try inserting a special mach multiplier which only kicks in at Mach speed.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Your installation of Deadly Reentry is coincidental to your problem, not the cause. The problem you're describing for MJ2 has been around for a long time.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
No, of course that level of heating isn't correct. Not for something travelling a mere 336 m/s, but remember we have to increase the amount of heat and speed up the heating rate a bit. Though it does seem a bit high considering the amount of exposure area... are you sure you were really prograde the entire time? (really you want +svel in MJ terms but since you have the navball on surface mode they're pretty much the same thing)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
It was supposed to have but I'm looking through it now and quite a few are still too low. The version file is supposed to be incremented each update, yes but in every way that matters it is 7.0.3 Not familiar with ModRocketSys; it will likely need a set of config patches done for it.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I have verified that the 7.0.3 actually downloads 7.0.3. It starts to get dangerous at 5g. The longer you spend above 5g acceleration, the greater the chance of death. (there is a threshold of accumulated g force that you have to have accumulated before the kill rolls begin) Very high g force can damage your ship
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Looks like you need to update Deadly Reentry. Duplicate DRE icon, things exploding on launch pad.... looks like you're an update or two out of date. -
No it's downloading from Jenkins. There is no actual download on the github site; that's just the source repository. Anyway, Sarbian is/has dealing with/has dealt with the problem so CKAN should be grabbing the right version, or will be if it's not already. How steep? Set your periapsis to 20. And lose the extra heat shield, you're probably making things harder on yourself. (more mass, worse ballistic coefficient, molten glob of metal attached to your bottom conducting more heat into your pod) I duplicated your reentry sans extra heat shield. The Mk1 has one builtin
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Yes, the version currently distributed by CKAN is outdated. Use ModularFlightIntegrator from either DRE or FAR installations or grab it here: https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Right now, it means 'don't run UpdateConvection()' https://github.com/Starwaster/DeadlyReentry/blob/master/Source/DeadlyReentry.cs#L296-L304 DO run UpdateRadiation() DO run UpdateSkinConduction() If those last two aren't running then you probably have errors happening in there or else radiation / conduction disabled.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Remember what I said: Anything isn't handled by the other three models. And we're talking about part.temperature. Anytime part.temperature was raised or lowered then there has to be flux in one of those 4 categories. Now think about skin temperature. If I move heat from the skin to the interior (skinTemperature <-> part.temperature), it's not convection and it's not radiation. It could be construed as conduction but it's not handled by UpdateConduction() and heat didn't move from one part to another. So it's internal, not any of the other 3.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
The effect of any fairings or cargo bays on Deadly Reentry is whether or not the mark the part as shielded. If it is shielded then it won't do convection updates. If you're seeing convection happening to something in a fairing then either it's not being marked as shielded or you need to update Deadly Reentry. (the shielding check only went in recently because I thought that such checks were already being done stock, upstream of DRE code execution. I'll probably stick in a check for radiation and shielding next update as well. (otherwise, they will pick up extra radiant energy from supersonic shock) int flux = internal flux and it's basically anything that is NOT convection, radiation or conduction. It has no real world analogue, it's the means by which other modules can add or subtract heat from a part. (it could be considered either of the 3 but isn't actually handled by any of them) The way it works is that rather than code directly adjusting a part's temperature, they just add or subtract the mount of kilowatts they want to add, and when the thermal code runs, it looks at the net amount of internal flux and calculates the result then clears the internal flux property. Either you have a lot of errors being generated or DRE is printing a lot of debug messages to the log. The last update removed 99% of those updates and the next one will remove all of them. If that was the cause of your FPS loss then try reinstalling at the next DRE update. The bad news is that if you DO have those debugging messages happening then it means that one or more parts on a craft have thermals not working. (it will say in the log 'PartThermalData is NULL')
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I'll take a look at material bays today. When did you have problems with them, during reentry or launch? Or both? I suspect the issue is caused by FAR. Most likely it's affecting stock occlusion of parts. DRE changes how convective heating affects parts but it doesn't change when convection occurs. It relies on the stock code to tell it that something is or is not experiencing convective heating. That part's not under my control. So I'll have to look at enhancing its survivability, but that has to be done carefully so it doesn't become impervious. It's unlikely to have thermal mass of 0 unless it had mass 0. It's probably just so low that it's not registering in whatever you're using. Its (skin) thermal mass is probably something like (back of envelope calculation) 0.0008 (based on its part mass of 10 grams. Yes, that's right. The case weighs 10 grams). I'll try giving it a skinThermalMassMultiplier of 100. That should effectively give it the thermal mass of a 1 kilogram object. We'll see if that helps. Probably. Their base thermal mass is actually 10x higher but it's their skinThermalMass that's low. Given that these are flat thin plates, it doesn't make sense that they get the same treatment as more voluminous objects. Yes, it does and a substantial amount of it too. IRL, the heat emanating from the Earth has to be accounted for as well, when considering thermal management. Mission planning for future craft utilizing cryogenic fuels have to take that into account as it affects the amount of thermal energy you have to deal with when refrigerating your tanks (for zero-boiloff schemes) The most recent edition was designed around the stock aerothermodynamics. DRE implements no CoM, CoL or CoP offsets. I'll leave that to other mods like Realism Overhaul
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
DRE checks for shielding (from cargo bays and and fairings) based on a field called ShieldedFromAirstream (see below). If the property is set then convection heating isn't applied. I didn't do it for radiation heating but I can change that for next update and it would make sense to do so. Though I doubt you're getting parts destroyed from radiant energy. (btw, radiation heating is only calculated from the background and from shockwave temperature. Parts don't radiate heat into other nearby parts. Just FYI) I'm not sure what you're referring to about long lines of zeroes. As of (I think) last update, everything uses two decimal places of significance only. If you see something different then you need to update. https://github.com/Starwaster/DeadlyReentry/blob/master/Source/DeadlyReentry.cs#L296-L305 Again, use the debug menu and enable the option that displays thermal information in the action menus. Then you can see exactly where the heat is coming from (convection, radiation or conduction). Without more info all I can say is I've done a lot of Mk1 reentries and didn't have my chute part burn up on me.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
For a planet Kerbin's size and at the velocities you're coming in at, 20km periapsis lets you brake at a rate that won't kill your Kerbals or burn through your shield too quickly.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Try moving the shield away very slightly, just a hairsbreadth away. You installed with CKAN right? Download ModularFlightIntegrator from here and replace the one you have with it: https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/ (CKAN is grabbing the wrong version) Make your periapsis 20km I'm taking all of the debugging messages out next update. If that's why you and others are lagging then it will stop the lag, but if there's no PartThermalData for a part then it can't undergo heating. The only thing I can think is that another of your mods are interfering with that.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I have NO idea... are you saying the resources filled back up...? Wow I have no idea. Just so... however, I'll go through the configs and make sure that the conduction factors (insulation) are properly set.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I seem to recall it being in the neighborhood of ~500s If you want to try calculating it yourself, The formula for exhaust gas velocity is, Ve = SQRT[(2*k/(k-1))*(R'*Tc/M)*(1-(Pe/Pc)(k-1)/k)] where, k = specific heat ratio R' = universal gas constant = 8,314.51 N-m/kg-oK M = exhaust gas molecular weight Tc = combustion chamber temperature Pc = combustion chamber pressure Pe = pressure at the nozzle exit The thrust and specific impulse are then, F = q*Ve+(Pe-Pa)*Ae Isp = F/(g*q) where, q = propellant mass flow rate Pa = ambient air pressure Ae = area of nozzle exit g = standard acceleration of gravity = 9.80665 m/s2 (I tried to figure this out with Rocket Propulsion Analysis Lite but it refuses to analyze a monopropellant based rocket even though I've been able to make it work before) You'll need to figure out what RP1 decomposes into at high temperatures too. Can't type more, eyes are shutting on me.... taking me 5 minutes to type the last 2 sentences....