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Everything posted by Starwaster
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JUST 300 m/s???? Do you have any idea how fast that is? Obviously not. Capsules returning from space (in real life) have to be going much slower before they deploy. And you were probably going a bit faster than just 300. (but let's say you were. That would be 984 feet EVERY SECOND) You've been spoiled by KSP pseudo-physics. This isn't Semi-Deadly Reentry or Quasi-Deadly Reentry or the diet Coke of Deadly Reentries (just one calorie, not Deadly enough) Or you could modify your reentry sequence because you're doing it wrong. I've burned up a few times testing this new version and 90% of the time it was all my fault. That's not to say there's no room for some tweaking of a few values, but even with that, it's still pretty easy put my capsule on the ground with Kerbals in one piece.
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All on the release page.... https://github.com/Starwaster/DeadlyReentry/releases
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Is there something special about May, 2014? He said he's been playing for awhile, he's probably been lurking on the forums. It happens.
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There really aren't any special FAR settings. What shield is it and what temperature is it getting up to at its peak? And what velocity are you hitting the atmosphere with?
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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
It's the mass of the entire craft that you have sitting there in the VAB or SPH. Create your booster separately and put a chute on it then configure the chute. Use dry weight (if you're sure it's going to be dry which it should be) Save the booster as a subassembly. -
Probe Science config files (any version KSP)
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Yes it does. There's no support for the added biomes so the messages default to generic. (a matter of text flavor, no science! is lost) -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
I don't think that engine had node resizer applied to it. Only (IIRC, going by memory and I only just woke up 10 min, no coffee) the heat shield and the avionics ring. (makes their nodes smaller in editor so that they're easier to snap to the right one) I'll try again later, I think I used a different set of parts that could have occluded the bottom of the 909 -
It's more likely that something in your settings is set incorrectly. Not enough information in what you're saying to know for sure. Delete your custom.cfg file if it exists (in the DeadlyReentry folder) and try again
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Squadcast Summary (24/01/2015) - The Valentina Edition
Starwaster replied to BudgetHedgehog 's topic in KSP1 Discussion
That's large? I think I got you beat. Here's large. (those are KWR 3.75m boosters on the sides...) -
Nothing that points to why the problems you're describing would be happening. You do seem to be a version behind though because I'm seeing a specific error that was fixed. (or suppressed actually, though in the beta version it is fixed) The bug that caused that was more of a nuisance and wasn't known to cause ships unrelated to your reentry to explode so I'm skeptical that the cause of your problem is from that. Still, you could try the beta and see what happens. Also, have you tried making a new save and testing for the problem there?
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I would probably reduce reflection even further, down to 0.0 on full extension of the legs. Other than that, that looks ok.
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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 in case *I* was the one who didn't have the most recent, I redownloaded and reinstalled and tried again. I still can't reproduce that. I dunno what to tell you. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Remove Tweakable Everything and try again. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
First picture. Look at the second item. That is the source of the problem. Pretty sure that's from Tweakable Everything. You have fairings enabled on it. -
Squadcast Summary (24/01/2015) - The Valentina Edition
Starwaster replied to BudgetHedgehog 's topic in KSP1 Discussion
Have you tried the mod Procedural Fairings? Those have limits based on what technologies you've unlocked. Unless you're in sandbox mode. -
Just check its stateString field (or panelState). Fixed panels will always be EXTENDED. If it's not set to RETRACTED then it can't be extended anyway. Or check its Extend / Retract events. If Extend is not active then the panel isn't extendable by the player. (and is either a fixed panel or in a broken or corrupted state and should be ignored anyway) Edit: Another possibility would be the animationName. If it doesn't have one set then it's not extendable anyway because it's not animated and should be ignored.
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Pain, suffering, death I feel. Something terrible has happened. Young sharpspoonful is in pain. Terrible pain. Clearly they've been cribbing off of our work! Nathan we better sue these guys! (yeah, skybox needs some work)
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Below is the section from DRE's inflatable heat shield which does something similar. For heat shield, reflective should be whatever the shield's default state is. (if it starts retracted then you want it at full value. If extended, probably 0 Use ModuleAnimation2Value (DRE comes with it) to modify values in either a part or another PartModule. valueCurve is a set of keys, where the key is the time index for an animation (0 start of animation and 1.0 the end of it) MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation) conductivity = 0.01 } MODULE { name = ModuleAnimation2Value animationName = heatshield valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.02 0.0 0.0 //not negative because the shield is there, just smaller key = 0.8 0.1 0.0 0.0 key = 1 0.25 0.0 0.0 //full reflection } }
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Totally incorrect! Please don't tell that to people because it is wrong. The mod COMES with Default, Easy and Hard config files all installed. They are that way for a reason. Each file contains the appropriate settings for that difficulty setting grouped into an appropriately named node that the mod goes looking for internally. Edit: Also, I'll have to look over Bac9's proposal and SparkyFox's logs tomorrow. I'm beat after hours of putting away a truckload of cat food which was donated to the shelter that I live and work at.
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But Jeb survived and that's the important thing! Yeah, stuff needs to be carefully protected. Uhm (just read heat shield gone too) you might want to think about a steeper reentry. Too steep and Kerbals can die from g-force damage but too shallow and and the shield spends too much time burning. Or I might need to increase the metric for ablation rates in stock. I was thinking 2.5 - 3 minutes would be long enough but they might need longer. (An Earth reentry for example would take 10 or more minutes that the shield has to survive through) Maybe your design needs work. Was there a heat shield between your ship and fiery plasma death? Maybe a picture of your ship is in order? Also what difficulty? Ok, I'll take a look at them tonight and see what I can find out. M
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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
I think you need to download the dev version. I don't know if he pushed an official update that fixes it (and CKAN only deals in official releases, not pre or beta, etc. Read the last page (or 2 or 3), someone linked directly to the file you need to download. Re: LV909 I totally do not see any extra nodes popping up anywhere on that engine, any time. Are you using the latest version, V2.4, last month? -
Ok, here is a custom.cfg file with a hard mode specifically written for stock Kerbin. I think the new model in the beta is a better deal though. I'll probably add a new button that configures all three difficulty settings for the new model. (the settings for which are really simple, first five items set to 1 except for densityExponent) In fact I think I'll replace the radio button with two buttons like the difficulty buttons. (Legacy Heating / New Heating. Or something) Put this in your DeadlyReentry folder, overwriting the existing custom.cfg file https://www.dropbox.com/s/8excxflkg7cjqc3/custom.cfg?dl=1 EDIT: 4:40 PM EST Oops, if you downloaded that already prior to the time above, re-download it. Sorry, I got one setting wrong.
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Yes!!! How am I supposed to know what's happening to you? I haven't the first clue. Now look what you made me do. You made me italicize stuff. Italicizing stuff leads to bold facing. Boldfacing leads to Comic Sans. Nobody wants that. @Astraph, I have to go have coffee then medicate some cats then breakfast. After that I'm going to handcraft some files for you which I'll then send you a link to. Don't edit any settings in them.
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