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Starwaster

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Everything posted by Starwaster

  1. Your separation motors probably burned the EFT and destroyed it. It has to be pretty hot already for that to occur. If your tank/orbiter are anywhere near ambient then there's no way that can happen. So you probably also have Deadly Reentry installed? If so then you have extra heat picked up from going supersonic. If that's the case try keeping your speed down in the lower atmosphere. Finally, think about repositioning the sepratrons. I like placing those up at the top of the SRB on the frustum so that they're pointed at an angle, (pointed up and in) They'll still hit the rest of the ship but they won't be pointed at it for as long.
  2. It's kind of funny, the documentation on the actual ADEPT project mentions flipping as a possible solution for ditching the shield... (though lists several cons against the idea such as loss of control and unneeded complexity...)
  3. Sorry, I saw [Part] in the title and was mistook that for the tag. The point is the same only redirected. People see that and think there's parts in it.
  4. Then it has the wrong tag. It should be [Plugin] and not [Part]
  5. Nathan suggested a few posts back, multiplying the deformity values by 10 and dividing the frequency values by the same amount. I did have some luck with that for Kerbin but had to stop so that I could re-focus work on Deadly Reentry work. (and decided testing new features needed to start on stock Kerbin, so no RSS for me for awhile at all so lets all pity Starwaster and shed tears and stuff. Or point and laugh at him, your choice)
  6. Right click the fairing base to reshape the fairings. You will find controls on the pop-up menu.
  7. You have to expect that landing on planets other than Kerbin will yield a different experience. The different entry velocity and thicker atmosphere alone ensure that. From a design standpoint however, there is no solution because there's no real problem other than one to be solved by the player. (personally though I find Eve to be one of the easiest planets to land on. Thicker atmosphere, both in terms of pressure and and height, means faster deceleration)
  8. On the subject of frozen propellants, see my edit: The tank definition in RF lists ammonia's boiloff point as -78 which is why I cited that (typo actually). But even as I was typing it, the number just felt wrong. So I looked it up on a few different websites and that's way too low a temperature value. Ammonia freezes at -77.77 so -78 is frozen ammonia. As I mentioned in my edit there's a chance that that's my mistake because I wrote up the original tank definitions for it but I just don't remember if that's my number or if someone else came along and changed it. (you can guess which one I'm hoping for....) (oh and, no, evaporation isn't modeled. Boiloff is the tank venting so that it doesn't burst after the contents started boiling)
  9. Actually, it IS cryogenic. It just happens to have a higher boiling temperature than most cryogenics. Because the temperature in space (in KSP, both stock and in RSS) doesn't actually get that high (-77C) You probably won't see a tank of it actually reach its boiling temperature even without cooling apparatus. (which is fortunate...). But even if you do reach its boiling point, again, it's so high that your boiloff rate is going to be really low. Even on the ground. And (sorry, nitpick time), it is NOT a fuel. The only thing that could be considered fuel in a solid core NTR is the uranium fuel rods. Ammonia, hydrogen, methane and water are all propellants. Or 'working fluid'. Both are acceptable terms Trivia: Discovery from the movie 2001: A Space Odyssey used ammonia in its nuclear engines. That's why its tanks hadn't all boiled off by the time Leonov arrived in 2010. Edit: Actually.... well this is interesting. A government website I just looked at (OSHA) lists its boiling point as -33 C (actually -28 F because we're Americans and we don't use metric. Bastards.) Engineering Toolbox also lists it as -33C but also provides a lower range of temperatures starting at -60F (-51C) and lists increasingly higher pressure ratings as the temperature increases. My guess is that -33C represents the highest acceptable temperature that it can be kept at without being hazardous.. I'm not sure where Real Fuels is getting a temperature of -78. The closest thing that corresponds to is Ammonia's freezing point of -77 C. So the TANK_DEFINITION values are wrong for ammonia. I'm the one who originally wrote up ammonia for Real Fuels so I hope that's not my number..... if it is, my fault, it's wrong. If someone else changed it then they're wrong, their fault. (I hope it was someone else)
  10. You asked for feedback on the ILS cockpit: The cockpit windows aren't doing it for me. The bottom edge created by the three windows on each side is too disjointed or broken. I look at it and feel that the front ones should be shorter by a third and the middle longer to meet the virtual bottom edge that would be created by the front and rearmost windows.
  11. This thread is littered with requests on how to make it harder.
  12. I think you can add certain missing PQS nodes. Not sure if that's one. Not clear on how. I think you have to enclose it in a ADD{} node but I haven't tried it yet.
  13. No particular black magic, this is science. If you know how much of a structure in cubic meters can hold fuel then that * 1000 is your volume in liters. Problem solved. Not sure what the 0.25 in your equation is for unless that's your attempt to figure out how much of the wing can hold fuel..... it seems reasonable. As a point of reference, try making a wing roughly the dimensions of a 747's wings. Here's a picture showing what one of those wings can hold (in gallons, liters, etc)
  14. Yeah, I've done that when my capsule FLIPPED exposing the screaming crew to reentry. Fortunately it was towards the tail end and things were starting to cool off. Seems to me that in 0.25, the inflatable flips much easier in spite of the changes I made to it a few revisions back. I'm going to be adding lead ballast (RealFuels only.... or... maybe I'll do a conditional that also adds the resource if RF isn't present. Yeah....) Good! Numbers! Thank you! The names are set, I'm not looking to label any as Realistic or add more buttons. The new settings panel is going to be very minimalistic. Three difficulty buttons, a radio button for legacy aerothermodynamics... and I'll probably add a button in as a shortcut for the debug menu. And as you might or might not know, whenever changes are made in the debug menu it creates a custom.cfg file. The new update will still do that except that it will add three groups of settings corresponding to the difficulty names (except that Normal is labeled as Default in the config file for compatibility). The difference is that debug menu changes made when you have a given difficulty set will result in changes to that difficulty's config node. Those use the :FINAL directive and it would be easy enough to create and distribute 'Realism' configs which ideally would use :BEFORE or :AFTER for third party distributions or :FOR[DeadlyReentry] for DRE official releases. It's all designed to stay modular which is why I'm keeping the actual difficulty panel simple. If I or anyone else wants to later create something that is tweaked for realistic values then it's pretty easy to do so. For example, if RedAV84(R?) wants a custom set of DRE settings for Realism Overhaul then something could be created for RO. (such configs should use anything but :FINAL for ordering which should stay reserved for the debug created custom.cfg which is created when a player makes changes to via the menu and should be considered personal tweaking) I'll probably release a test version sometime tonight or tomorrow with some settings combining my arbitrary choices with any usable feedback (i.e. hard numbers) from the forums. Obviously not everything I receive would make it in but hopefully gives me an idea as to how people play, what they want that will make it easier to tweak difficulty to suit them.
  15. I have a suggestion that will help with flipping problems. (severity of which depend on whether someone has stock drag or not....) (oh, assumes that RF is installed. Doesn't do anything without it) (derrr) RESOURCE:NEEDS[RealFuels] { name = LeadBallast amount = 0.0 maxAmount = 350.0 // (That's actually quite a lot; maybe too much seeing as how in RF that's 350 liters. That's just what I was testing DRE's inflatable with. Maybe reduce it) }
  16. I haven't seen any problems with it not saving. OnLoad / OnSave fire anytime the game loads or saves. I've used it in three mods now and it works in all three. They all depend on it for various functionality. Deadly Reentry for difficulty settings that have to be stored on a per savegame basis. Ioncross to enable/disable the mod per save game and in enneract's Real Roster to store and manipulate the Kerbal roster. It's very dependable. Check output_log.txt for errors. Actually, looking at your code... is that ACTUAL code? You can't put spaces in node names. It causes problems.
  17. Next time, please post in the Deadly Reentry thread, we'll be happy to help you there. That said, Felger is on the money and your reentry profile was a horribly tragic example of how NOT to reenter the planet's atmosphere. The Mk1 has more than enough heat shields without stacking three more on. All that did was increase your ballistic coefficient which lessens the effect of drag. Not that it matters much because your Kerbal was doomed from the start. That was not survivable at all. And for the record your pictures do NOT show you burning up. Maybe you should have but you didn't. You descended so rapidly that you didnt have time to pick up much heat and then you hit the lower atmosphere at almost full speed and decelerated rapidly enough to kill your Kerbal through g-force damage. Also, re: Module Manager: Directly editing / replacing parts files has too many downsides and almost no benefit to be worth doing. Aside from what you've been told already, Can you imagine if every mod did that instead of just patching the part? (which is what ModuleManager does). That would mean that I, as a player, am further limited as to what mods to install. Really I'd be limited to a single mod if all the mods I wanted were going to replace that part file. Does part file replacement still sound like a good idea to you? Secondly, if the part being replaced is part of someone elses mod, that would mean that if I updated that mod then I would have to reinstall RO because the changes RO made were just lost. Does part file replacement still sound like a good idea to you?
  18. Banned for confusing a space marine with a robot. Brother Marines One squad is available for your command. The emperor has dictated your squad's weaponry. The hive mind has blinded our sensors They are a cruel foe Bless your weapons and go
  19. G2000, thanks for posting, but we need the entire output_log.txt, not just the part that you think is the cause. Not sure what the size limit is on pastebin but if you need to host a log file, I recommend using dropbox.com and you'll likely find it a lot more useful than just for posting log files. Also, posting the entire output_log.txt would have saved you quite a bit of typing because your entire mod list is already present in the log file.
  20. We don't HAVE an 'easy' setting yet. I'm probably asking too much here, but do you have any input on what would be reasonable settings in the Easy category? I took a stab at inputting some values that I think would make things 'easier' but it's not a setting I'd likely use myself so who knows if I got it right.... @REENTRY_EFFECTS[Easy]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.95 @temperatureExponent = 1.03 @densityExponent = 0.95 @gToleranceMult = 6 @parachuteTempMult = 0.5 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 } @REENTRY_EFFECTS[Default]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.85 @temperatureExponent = 1.03 @densityExponent = 0.85 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 } @REENTRY_EFFECTS[Hard]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 20 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.5 @temperatureExponent = 1.03 @densityExponent = 0.5 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 }
  21. So, a DRE that is less realistic is better than 'vanilla' than one that is realistic?
  22. I thought Nylon was about that high too but I've looked at the data sheets at a bunch of different companies and it's about less than half that. And if it's Nylon chutes then the excess temperature will probably speed up mechanical failure before they actually reach melting point. (so stress damage is in the spotlight again but because of higher temperatures). Also, this is limited to on the fly loading of of the various modifiers in the configs so modifying part max temp is out of scope for the current exercise. // Yes they're all the same; no actual editing has taken place yet @REENTRY_EFFECTS[Easy]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.85 @temperatureExponent = 1.03 @densityExponent = 0.85 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 } @REENTRY_EFFECTS[Default]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.85 @temperatureExponent = 1.03 @densityExponent = 0.85 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 } @REENTRY_EFFECTS[Hard]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.85 @temperatureExponent = 1.03 @densityExponent = 0.85 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 } Ok...
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