-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
When I get defensive, you'll know it. If they weren't relevant then you shouldn't have introduced them into the conversation. When you do so you invite commentary and feedback. You're not just throwing them out into a vacuum.
-
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Update on the decoupler issue. That issue is fixed in KJR 3.0.2. It's been mentioned on the KJR thread but I wasn't sure it was the same problem so I didn't want to say anything else until I had a chance to try with KJR 3.0.2 It's not released yet but you can still grab the DLL from the Github site: https://github.com/ferram4/Kerbal-Joint-Reinforcement/tree/master/GameData/KerbalJointReinforcement/Plugin -
What, so BTSM players don't follow the DRE thread? And how sure are you that all of them play only on stock aero?
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
It's a graphical issue. They're all thrusting.
-
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Look in the Deadly Reentry thread. I linked to an updated file for RealChute in one of my recent posts. Maybe a page back from the end. Download that file and replace the one in your DeadlyReentry folder with it. No you can't. Some talk was done awhile back about making chutes drift away from each other but it never came to pass. @Everyone I confirmed the issue with KJR. I suspect the problem to be that KJR doesn't know that AnimatedDecouplers is a decoupler. But since it was working before, maybe something else. As a workaround: after decoupling, quicksave then quickload. That will work. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Guys you KNOW that Ferram is going to need logs. Where are the logs??? forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-READ-FIRST- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
Is that a 50 meter diameter tank? You don't say what its mass is, but 8km/s terminal velocity is about the right ball park for Mars. Mars only has an atmospheric pressure of 0.6 percent of Earth at its lowest point. (i.e 0.006 atmospheres) (and seriously though, do you expect landing a 50 meter tank to be EASY on Mars??? lolwhut?) I get about 150 m/s but I'm guessing at the mass; not sure what it is in RO but I know it's different. In any event maybe your descent was too steep. That will make it harder to aerobrake. Again, that's in line with real world expectations.
-
For ascent I would start earlier and more gradual. And / or I might have to increase shielding on nose cone pieces. Maybe you might increase density exponent to 0.6 but that means reentry heating starts later in your descent. As as far as the poll I'm a bit surprised there are that few stock users given the problems posted on fairings not shielding payloads. FAR / NEAR might miss payload pieces at the edge but not the center. Between that and DRE's method as fallback, payloads should be shielded.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Is that so the 20 meter crocodiles and the sharks-that-swim-in-the-streets-after-a-flood can have a warm meal? -
Not sure what you're asking there; you mean how to do those changes? Enable the debug menu in the settings page. Not sure what I'd do with a slider, seems better to have several discrete settings groups like we have now. I didn't make DRE; I'm just like the third or fourth person to adopt it for maintenance / development. Though I hope I've added some improvements
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Yes, change your settings. Try Hard mode. If that's not enough (and it might not be) then densityExponent = 0.5 Multiplier = 20 (or higher) shockwaveExponent = 1.12 I think for the next release I'm going to increase the default settings or something. But it's a tricky thing because I recall a few months ago and people were complaining that things were too hot... so I dunno people.
- 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
I don't think so but I'll look at it to make sure Edit: Oops, he says it is KJR. Not sure about not being able to live without it though I mean I've used it, will use it again, but I clean forgot to install it for 0.90 and I am able to get by without it. Maybe when I start up with RSS again (after my career game) and start doing 10m parts I'll start using KJR again -
I've created a poll that I would like Deadly Reentry users to participate in: The poll's purpose is to gather information on how many DRE users use any aerodynamics mods at all. (finding out which one is actually secondary; the important thing is to know what percentage are using stock aero....) (or are stock aero users kind of like the boogey man, something created to scare small children into eating their broccoli...?) http://forum.kerbalspaceprogram.com/threads/105733-Deadly-Reentry-Aero-mod-poll (yes, reposting this because KSP forum wouldn't let me post a new message so soon after my last one and kept putting it at the end of the last one)
- 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
No idea. Pictures please of post-decoupling? (hmmmm. using KJR? Maybe try uninstalling that) Wait, make sure that you are attaching it to the right node. If you're using the Avionic's Ring, it's possible to attach just a little too high and it may not detach properly. It's just a greeble. It looks nice. -
Do it before you hit atmo, or use the second method that I gave. (put the cursor in front of the number, then hit . and you'll get 0.1)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
In an effort to gather some demographic information on Deadly Reentry users and their choice of aerodynamic mods I have created a poll Question: What aerodynamics mod do you use with Deadly Reentry? (Deadly Reentry users only please; if you don't use Deadly Reentry then your vote is useless to me)
-
:~Can I Has More Stockalike Greeble Mods?~: <3
Starwaster replied to HuntsmanThe8's topic in KSP1 Mods Discussions
Oh please, greebles are what make the world go round. -
Yes, that's intended. It has to be that way or in the game it would come out wrong. (if it looked the right way in your picture then it would be reversed in the game)
-
It's a quirk of the text entry system. You have to either: have a double digit number first and then insert the decimal where you want it. Insert the decimal in front of the first number so it becomes 0.1 then change the 0 to a 1 Also, from now on I have got to have orbital parameters (AP, PE, velocity) / which planet / stock or RSS (and specific planetary configs) when someone says that the shields 'don't deplete at all'. Because that makes it sound like the whole mod is broken or your setup is broken. (I know they DO deplete) But on stock, your reentry speeds are usually going to be very low. Low velocity = low heating.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Need your output_log.txt It sounds to me like you're probably being hit by multiple errors repeatedly. Spammed by them. The logging of them could be what's causing the lag. 1,200 m/s? That's a pretty gentle reentry even for Kerbin. Duna only has an atmospheric pressure of 0.007 at its deepest canyon.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with: