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Everything posted by Starwaster
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@linuxgurugamer This is strange as technically I'm not doing anything in the constructor which would trigger that. It's possible that the way I declared the field could be construed as a constructor call (even if there wasn't a constructor) but in that case it should doing it all the time for everyone. I should see that in my own logs or the recently submitted logs by Gordon Dry. Is this a build you compiled yourself or is there anything else unusual about it? What versions of DR/KSP are you using? (if you had submitted the entire log I wouldn't have to ask that or chase anything down....)
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Ablative wings (or ablative everything)
Starwaster replied to Noud's topic in KSP1 Suggestions & Development Discussion
I don't think any of those parts are addressed by Deadly Reentry so maybe you want to look at their thermal characteristics Here's an example of what DR does with space plane parts: https://github.com/Starwaster/DeadlyReentry/blob/master/DeadlyReentry/DeadlyReentry-OPT.cfg Note though that I do think even 2706 is a little too high for stock sized planets. It should be just high enough to withstand a shallow LKO reentry (but probably not return from Mun and definitely not Minmus) Note also that I take the exact opposite approach from stock which increases thermal mass for plane parts. I modeled after Shuttle tiles which have low thermal mass. Really, increasing thermal mass just means you hit thermal equilibrium slower. If you can hit equilibrium without the part being destroyed then it doesn't matter what the thermal mass is. It's just more energy to dissipate. -
Ablative wings (or ablative everything)
Starwaster replied to Noud's topic in KSP1 Suggestions & Development Discussion
Not necessarily harder. If you design a sensible craft and reenter with a reasonable trajectory then you'll be ok. Just be aware that most parts have had their temperature tolerances reduced to reasonable levels. (instead of acting like they're made of tungsten). Space plane parts assume an inner material similar to aluminum with the skin being modeled after space shuttle tile thermal qualities. (they have no ablative shield but are designed to resist shallow reentry heating) -
None of which even remotely indicates a cause or even that Deadly Reentry itself was the cause. All of the parts are indicated by your log as having been successfully processed by Deadly Reentry at which point it ceases to do anything at the Main Menu. It doesn't do anything else at that point and other non-Deadly Reentry procedures begin to occur. (player.log had more to say on the subject than ksp.log)
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Because KSP 1.8 - not because MJ Coincidence does NOT equal causality. By itself, it is vaguely, remotely possible that a mod might work with KSP 1.8 that wasn't explicitly recompiled for it. In the past updates KSP updates usually haven't been game breaking for mods (mod version checker code notwithstanding) But when you start throwing multiple mods at it then sooner or later some function call is going to throw an exception somewhere which breaks things for other mods later on down the chain. There are two reasons why version mismatching is more problematic this time around. One is Unity itself. KSP updated the version of Unity it's using and some Unity code either has been deprecated or split off from UnityEngine.dll into a multitude of other libraries. Where previously a mod might have to reference 2-3 Unity libraries it now might have to reference a dozen. A second is that the 1.8 update is using .NET 4.x instead of .NET 3.5 - this is huge because it affects everything. There's plenty of information (more detailed than my intentionally vague explanation) about this on the forums already and it hasn't done a thing to stop false rumors. TL;DR it's more important with KSP 1.8 that you use mods explicitly updated for KSP 1.8 but it's a quadrillion times more important that ALL your mods are updated for KSP 1.8 - don't try to mix and match because you will run into trouble.
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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
Kelvin. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
@Hungry_Dragon265 regardless of how long you’ve played @raidernick is correct. Your GameData folder is a mess. You clearly have things improperly installed and a screenshot of the folder is not going to be enough. (@everyone STOP DOING THAT. Do not ask for screenshots of a folder. Ask for logs instead. Log + ModuleManager.ConfigCache has 5000% as much information and is text searchable) Hungry: ksp.log + ModuleManager.ConfigCache NOW.- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Uninstall RealismOverhaul and stay on stock KSP. You are not ready for RO- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
@Hungry_Dragon265 they work exactly the same as in stock except that they have limited ignitions and have throttle limitations. (can't be throttled or can't be throttled below a certain point). How are you having problems with them? You stage them and you throttle up. Or you use the PAW to activate/deactivate them.- 2,216 replies
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I see. Ok, so the whole thing is a dead end unless more people pop up with this problem. It's not even an edge case at this point
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I need to know more about your system. You've got a player.log in there but the log indicates a windows OS. (player.log usually means *nix or Mac) The logs themselves aren't really telling me anything unfortunately. They both cut out at different points without logging anything problematic.
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@VoidSquid basemass is already defined in the TANK_DEFINITION so it's not necessary to define it on a per part basis UNLESS you want to override the default definition. For the part you inquired about, it was probably done to match the stock behavior for that part. (the default configuration matches typical stock behavior for the tank of that type)
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You don't need several hundred lines to form a proper curve. Just ensure that the tangents are set properly to shape the curve such that it transitions smoothly without spiking or dipping. Whatever you think is going to need several hundred shouldn't take more than a dozen.... There's a curve editor floating around here somewhere... (see what I did there?) I think Sarbian made one that can work in the game itself... or there's one that you can use with the Unity editor.
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@JebIsDeadBaby Broken config. It's probably been broken since forever ago. redownload this file and copy it into your DeadlyReentry folder (you can right click it and select 'download as') https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry-Chutes.cfg
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If this is supposed to be some kind of bug report it's a pretty sorry excuse for one. And if it's supposed to somehow link to anything that anyone has discussed recently it's a total non-sequitur.
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@JebIsDeadBaby Ok so FixMaxTemp is actually running every time the player goes to the main menu. Not what was intended but not a big deal. As far as everything else goes, all that matters is that the part is supposed to be exempted and that's not happening. Log and ModuleManager.ConfigCache. Can't do anything further without those.
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Line 5969 is just saying what I already told you: It's being cut in half. 2300 * 0.5 = 1150. 1150 * 0.85 = 977.5 (skinMaxOperationalTemp) The other two lines are more interesting it should only be one or the other. Either it's adding ModuleAeroReentry because it's not there or it's not adding it because it's already there. It won't log both because it's a logical impossibility. Unless you have Deadly Reentry installed twice. (could happen if you copied the zip file's GameData folder into your KSP\GameData folder or otherwise had the DR files in another folder in GameData) Also, I want to touch on something you mentioned earlier regarding how parts are shielded by one another: The stock behavior is different from when FAR is installed. With FAR installed trailing parts get less aerodynamic occlusion and so do get more heating than stock. That shouldn't matter for chute parts when they are properly configured. (assuming of course that the cap hasn't been jettisoned for chute deployment because DR will detect that and modify several of the part's thermodynamic properties) Edit: Get your installation situation resolved such that only one copy is installed. Then run the game up to the main menu then quit. Then zip up your log file and your ModuleManager.ConfigCache file and put them on Dropbox or some similar file sharing system. (Dropbox)
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I actually meant skinMaxTemp which I deduced from skinMaxOperationalTemp which is by default 85% of skinMaxTemp. skinMaxTemp is the skin temp at which KSP destroys the part. skinMaxOperationalTemp is the temp at which Deadly Reentry starts to damage the part
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The part's maxTemp is too low. It should be 2300. It looks like it is being cut in half which is something Deadly Reentry does if maxTemp is over a certain value unless it's been told the part is exempt. BUT DR's chute configs do that so either another mod or you don't have all the most recent files. Completely uninstall DR and reinstall it from the latest download.
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I’ve actually had some 1.7.3 mods load up and function in 1.8. And some that didn’t. Definitely YMMV but this time around updating mods is going to be more important than most prior updates. ESP for mods that have other mods as hard dependencies
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Yes. Code-wise it's identical to 7.7.3.1 and possibly won't even run given that it's compiled for .NET 4 instead of .NET 3.5 The dll and its classes probably won't load.
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Release of Maat Edition for KSP 1.8.x https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.7.4
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I typically just use Real Fuels + RF Stockalike Engines. Combine that with the 5m tanks from Making History or with SSTU tanks (configurable to multiple diameters) and RSS is totally doable. I suggest NOT combining that or RO or any realistic type engine/tank configs/Real Fuels with SMURFF. Pick one and stick with it.