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Starwaster

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Everything posted by Starwaster

  1. It doesn't currently work properly though. There's still some issues with the code and the part's config.
  2. HERE: 10x Kerbal w/Earth pressure curve atmosphere. FAR when testing. SDF when not. (drag performance comparable; but even lower drag on small capsules) and both stock and Real Chute tested. We're not playing different games here. Same tactics as you describe above and TOTALLY do-able I have an idea for that. Yes, that's definitely going to happen. (has in fact, just not pushed to a new version yet) A distinction that will be scant comfort to those unfortunate wretches who can only watch helplessly as Jeb is hurtling to certain doom on the sandy beaches of the KSC and the red icon of a failed parachute glares accusingly at them because they carelessly pre-deployed high up in the atmosphere.
  3. The wake behind the vehicle collects in a stream which is superheated enough to burn the chute if you're going fast enough.
  4. I'll take it under advisement but it will result in visible shockwaves where it just doesn't make sense to have them. Besides, dead Kerbals are the traditional benchmark for learning and advancement in this game. I'm a traditionalist and am not strongly inclined to reverse that trend. Everything that DRE does to chutes is post-deployment because all we can really do is detect that the chute was deployed and then react to it. Everything you're describing needs to be done in the chute code. It's probably possible with Stupid Chris' cooperation for him to modify the chute deployment process and check with DREC whether it's possible to deploy or not but not stock chutes. And Chris is not actively developing right now. Additionally, that pretty much does disable the feature. On behalf of r4m0n, Ialdabaoth and NathanKell, you're welcome. When I first played Car Wars, I kept flipping cars even though they were 'only' going 50 MPH. (my gaming friends called me Crash and Burn) Where would such ingame information go? How would it be disseminated to the players? I could append warnings to the end of all parachute descriptions but who really reads those anymore? I could do a pop-up warning easily enough when a player first starts or loads a game that has never had Deadly Reentry used in it before that seems like overkill.
  5. A drogue chute is just a lower drag chute. IRL they're used to stabilize and reduce speed to make it easier to deploy a larger chute. Sometimes they're used to pull a larger chute out. (to aid in deployment) None of that is relevant to KSP so just take them as low drag chutes. The orange capped stock chute is a drogue. Real Chute lets you design any chute you're configuring as drogue and it has a different set of parameters and criteria where it lets you set a deployment altitude, a target speed and target altitude. Then Real Chute will calculate how large the chute has to be to slow the craft down to the designated target speed by the time it has traveled from the designated deployment altitude to the target altitude.
  6. Going back to your original message, no I don't think it would help because you're still animating the part regardless of whether you went through all frames or jumped to the end. It's not all animating parts either btw. The expandable heat shield I linked to to a few messages back can be deployed and retracted even using the stock generic animator and not run into this problem. So there's something about the animation in the inflatable that DRE comes with that confuses the animator module. I'm not sure what source you're talking about. If you mean the original files for the shield, as far as I know, only the creator of the original DRE has them. That's the only 'source' I can think of that would be useful to hack on.
  7. Master Tao (Starman too) is correct. It is totally normal for chutes to fail if deployed at excessive speeds. 'Even' at less than 400m/s??? I want you to say that out loud RIGHT now. I don't care if there's a room full of people, I want you to hear yourself. You're still travelling almost half a kilometer every second. Open the DRE debug menu with alt+D+R and increase the parachute temperature multiplier if you can't handle it, but why did you even install the mod if you want to cancel out the risk? Go back to stock aero if you can't take the heat (re-reading that; that came out meaner than I intended. Not trying to be mean at all, just don't understand why you'd want DRE if not for the risks that it brings to the table)
  8. I've been playing RSS with it and it works out ok without a special RSS config. I suspect that its increased drag in the upper atmosphere is working out to reduce speed and heating in the lower atmosphere. I'll likely put something out for it after I've tried it out a lot. Though I'm finding it's not generating as much drag as I'd like on Duna. Possibly because I'm using my own drag solution and therefore still dependent on mass for drag which doesn't work out so well for lightweight high drag shields like the inflatables. I'm going to go put FAR back in and see how this new shield behaves there. (like the inflatable it works by changing the stock drag properties and I'm not quite sure how FAR deals with that.... it zeroes out the drag fields but DRE's ModuleAnimation2Value is being used to alter those same fields.... hrmmmm)
  9. Hah! I wish I could get back to playing. All I ever do is test things.... Edit: BTW, in case anyone hasn't seen this, nifty new heat shield to play with. It's a mechanically deployed heat shield combines the increased drag of an inflatable with ablative shields (in the form of an ablative nose cap). The increased mass seems to help keep it stable but it does still have some tendency to flip. (though that was AFTER the worst of the reentry heating had passed so it was ok) It's based on actual NASA concepts for a venusian shield. http://forum.kerbalspaceprogram.com/threads/98178
  10. It would also be nice if the description mentioned the need for a decoupler for the top.... Just found out the hard way that my probe can't decouple
  11. These parts don't deploy. Looking at the part configuration files, they use a module named 'ModuleAnimator'. Did you perhaps mean ModuleAnimateGeneric? Or is there some other mod dependency that's not listed here?
  12. If you want to use this stuff I can send it over. Sure, I'd love to take a look at it. See if I can do something with it.
  13. It sounds like you might have inflated it in the VAB at some point prior to launch. If so, remove it from that craft and replace it with a fresh one. Don't try to animate it in the VAB at all. I'm not sure why that's happening, there's something about its inflation animation that's confusing the animator module.
  14. And something else (which the linked post doesn't suggest but should be common sense) post a screenshot of the red shaded part. Because if you say a thing like that and nobody else has ever seen it, they have no idea what you're talking about, so they don't say anything. Saying would be knowing. Do not know so cannot say
  15. What about the PQS mods? Don't they still require work? And do you have maps for the other planets? (I don't have access to Matlab)
  16. While I have certainly spoken out on behalf of integrating Real Fuels with just about anything you might want to integrate it with, your expectations aren't realistic. If you want to say that you're abstracting your monolithic universal refinery into a 2.5m part for the sake of gameplay, that would be a reasonable thing to say. Sabatier reactors need to be scaled up to be useful for anything more than supplying a handful of astronauts with drinking water and breathable oxygen. Because that's what your fridge sized unit is doing. Do you want to use it to produce methane for rocket fuel? You're going to need something substantially larger. And that's just to produce enough methane over a period of months in advance of a small team of explorers in a small ship to escape Mars and return to Earth. (less so if they have a ship waiting in orbit to take them back. More so if their return vehicle also has to carry them back to Earth) Harvest uranium from seawater? With just a centrifuge? Not even remotely. The process (still experimental with today's technology) is far more involved than that requiring the use of consumables in the form of materials to bind the uranium to fibrous mats and then more to wash the uranium out. How long does that take? How much of it is reusable and how much is consumed in the process? Do you even know? Does Interstellar's creator even know? (it seems unlikely if they think that all you need is a centrifuge) I could go on, but honestly there's no point to it. I already provided you with all the justification you need to pursue Real Fuels integration. If you want to drag realism into this then it's a losing proposition because it's NOT realistic. But that's ok because when it comes to game design it's perfectly ok to abstract things. Unless you're Derek Smart.
  17. Download the plugin and the config in this post. It will fix the problem with not being able to have inflation and rotation at the same time. http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4?p=1448802&viewfull=1#post1448802
  18. I had a delta-V map but I threw it out. I also then refused to stop and ask for directions on my way to space.
  19. That shouldnt be too hard... I dont think the internals changed much. They might have changed name (certainly the URLs have changed) Porkjet didn't do the RPM part of it though I don't think....?
  20. No, it would be best to just leave it alone in the VAB. Don't animate it at all until you get it into the real world and need to use it for reentry. Until then just don't do anything with it.
  21. Working on the mountains. Don't think giving Kerbol an atmosphere is a good idea. Giving it a temperatureCurve sounds good though.
  22. Getting by without RO is do-able. I only use the RSS heat shields myself. If you do that you should at least be using procedural parts. And a pack with decent engines like KWR. (with just KWR I got by without Procedural Parts for quite a while before it updated) Edit: Oh and Real Fuels. And actually you CAN get by with just the stock engines for the small stuff. Especially if you have RF so you can build lighter upper / core stages using LOX+H2 designs. (not saying you'll want to, just that you can put things like sats or the Mk1 into orbit)
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