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Everything posted by Starwaster
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We don't have cable available here. Good news or bad? Who knows. At least I won't wake up in a roadside ditch.
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I would not expect anything I've posted to help you with your problem. That makes no sense. Is is your staging light red? If so press alt+L until it turns green. Try posting a log (output_log.txt or player.log if mac/Linux). I likely wouldn't be able to look at it myself due to internet trouble.
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You might want to take densityExponent even higher. Back to 0.85 or try RSS shields. I'm still trying to see what's best for stock but I'm not going to be very responsive for awhile as my DSL modem is ailing and I'm awaiting a new one. On my iPhone right now.
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Banned for noir style ponies. In fact, just banned for ponies. And being presidential. Rarely.
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densityExponent value is lowered from its 5.2 values. That's probably why. If you open up the debug menu (alt+d+r) you can change it. (lower numbers mean more heat. higher numbers mean less) And IRL, I'd wouldn't expect a rocket engine to survive reentry. They only withstand the temperatures they do during launch due to regenerative cooling.
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Make sure you have the very latest; we had multiple updates tonight to solve problems with the update a few days ago. Also.... you're not going to make that rocket explode from 45 km up. That's not a reentry. That's Felix Baumgartner going out for a stroll. Look at your Density Exponent... is it still at 0.5? Maybe that's a little too much for you. Try increasing it back up towards its original value (0.85) Or... maybe you're right about your piloting? How fast are you going at 60km? Or to go a little bit further back, what is your TWR at launch? A good TWR would be 1.25 (ASL) Then you should be able to go almost all the way up at full throttle.
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Are there any plans that engine scaling will be supported?
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Now THERE'S a cheery thought.... Kerbal-kabobs..... Kerbin Fried Kerbals... in the Kolonel's secret recipe with 11 herbs and spices.
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Isn't it only a threat if you happen to be focused on a craft or Kerbal in the actual world within a few kilometers of KSC? (which, btw whenever I see that IRL I always think Kerbal instead of Kennedy now. Thanks Squad...) That would have them off-rails and they should be destroyed. (I mean, they'd be coming off rails at full orbital velocity, that would destroy anything, shields or not) Or if it's a thing now in 0.25 that off-rails asteroids can damage the KSC then there would have to be a way of intercepting that event and stopping it before it does anything bad. Even mods that recover parts, Kerbals and Science still can't stop KSP from registering their destruction. (in the case of Kerbals killed on offrails craft, they just get resurrected and re-reported as recovered) Getting fixed Edit: Oops, ninja'ed by Nathan!
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Ok, Kalista & Czerky, by any chance did you open up the Deadly Reentry debug menu before that happened? While the craft was on the screen? Because alt+D also happens to be the same command for trim +yaw You can tell that's happening if your inputs are not completely centered. alt+x will cancel all trim. DREC does not do anything to drag or aerodynamics at all.
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The only thing I can see that might affect that is CoMOffset (center of mass offset) which is used in a few DRE heat shields but those haven't changed from 5.2-5.3.* BTW Nathan, it doesn't look like chutes and other small parts are being shielded by other parts in front of them anymore.
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Uhm you did delete my config that I posted before retesting with this new version, right? (otherwise I'd be surprised if your whole ship didn't blow up like popcorn)
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Right that makes sense. I've been looking it over and the part I'm focusing on right now is frameDensity. Where does that equation originate? Seems like it would produce much lower values even at sea level Edit: Shouldn't this [COLOR=#000000][FONT=arial]frameDensity = (float)(FlightGlobals.ActiveVessel.staticPressure / (287.058 * (FlightGlobals.ActiveVessel.flightIntegrator.getExternalTemperature() + 273.15))); [/FONT][/COLOR] Edit #2: No scratch that.... I think I get it now. But doesn't this formula assume that pressure is in pascals? staticPressure is in atmospheres
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I didn't see this addressed to anyone I know (what is a 'starwasher'?) so I'll take it Currently there seems to be an issue where there's just not enough reentry heating to be dangerous at all which is why I'm posting these values. Assuming it's linked to some changes in how heat is calculated or maybe something was inadvertently changed in the default settings or maybe both. We'll get it sorted soon. Whether or not the settings for 5.2 and earlier had a need to be custom tuned for stock KSP is debatable. Historically the DRE thread is LITTERED with complaints that stock KSP reentry is not deadly enough. The reason why is because in stock KSP you never have orbital velocities that are fast enough to be very hazardous. (lower velocities means less heating) Couple that with the fact that the time spent in reentry to stock Kerbin (or most KSP planets) is shorter and reentry isn't that hard. When transitioning to RSS, settings don't have to be tuned at all. Greater reentry velocity, thicker atmospheres and longer reentry times will handle that. It's heat shields that required tuning for RSS. (to make them more durable) As far as tuning, it was done during testing with a stock Kerbin but also taking into account that people seem to want more danger so one of the things I bumped up was the shockwaveExponent. The config is just a WIP patch until things are permanently sorted. (set shockwaveExponent back to 1 for normal shockwave temperatures but densityExponent probably needs to be lowered a bit more as well)
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You can post a log file. I'll take a look at it, but I can't disagree with anything in the first part of your first sentence. 64 bit KSP is unstable and it makes it hard to troubleshoot especially with respect to a specific mod. And it's probably not this specific mod. It could be anything in your vast stable of mods. So no promises whatsoever. (the current issues bubbling up with not enough deadliness in their reentries has to take priority over something that's probably not a DRE issue)
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I can't access your google docs thing at all. Permission required. Make sure you make it publicly accessible. Edit: Looked at your video and as soon as the debugger window came up I immediately knew that you have not correctly installed the cfg that I posted. You have a temperature multiplier of 20 (5 less than the default), temperature exponent is 1, shock wave exponent is 1 and the density exponent is 1. (not sure it was supposed to be this way but densityExponent gives more heating to your vehicle at values less than 1. Default of 0.5 isn't really enough, that's why I set it to 0.35 in the config I provided)
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EDIT: Deleted un-needed config due to new release (and there's no Comic Sans!!!)
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There should be four chute parts that Real Chutes comes with . Each one of them is configurable and resizable so four is all you need. (one cone chute with a single chute, one cone chute with two chutes (primary/secondary), one stack and one radial). I bet they're there and you've just miscounted Secondly, in RSS the atmosphere is that of EARTH. Not Kerbin. at 70km you are still in atmosphere! You have to get to 130km before you're free of atmosphere. So, no you have not reached space on a single SRB. You have to get to 100km (the Karman line) before you are actually 'in space'. But it's 130 (or higher) that you want for a stable orbit. Deadly Reentry: You do not say what version it is, but yesterday's update (5.3) is broken. If you downloaded 5.3 then you need to do one of the following three things: Revert to version 5.2 https://github.com/NathanKell/DeadlyReentry/releases Download the updated DRE dll that I uploaded https://www.dropbox.com/s/1xm97oycbsddfda/DeadlyReentry_5.3.hotfix.zip?dl=1 Wait for Nathan to do an official update to fix the problem this evening. Edit: Oh, and although I did include information about Real Chutes in this reply, please don't look for support for that mod here. If it turns out that you genuinely do have a problem with it, post that in the Real Chutes thread next time. Same for Realism Overhaul. (and as was stated, they're going to want logs)
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Sorry for the delay, I was playing with the reentry FX exponent but I've dropped that for now. Reentry FX are probably going to be a little sparse, at least in stock Kerbin. I suspect it wont be as much of an issue in RSS. I tried adjusting it but was getting reentry flames way too low during ascent so it was a little finicky. I've got an idea about it that I'll revisit later. (if you want to try adjusting it yourselves, it's FX Density Exp in the DRE menu (alt+D+R) or in the custom.cfg it's afxDensityExponent Ok so here it is. Just a hotfix, proper update later https://www.dropbox.com/s/1xm97oycbsddfda/DeadlyReentry_5.3.hotfix.zip?dl=1
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No further reports needed, NOBODY is getting reentry effects or heat unless they managed to build their rocket entirely out of chutes
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Found the problem. I'll post a fixed dll in a bit; official update will have to wait until Nathan is available. Edit: Wow, so while I was poking at the settings before (thinking maybe that was why things weren't getting nice and toasty) I had previously set them all to 55. All of them. Multipliers... exponents.... you name it. So I'm sitting here waiting for MechJeb to get my Kerbal into orbit so I can send him back into reentry and I'm reading messages on my phone when I hear an Kerbin shattering kaboom. I look at the screen and the rocket had evaporated into smoke.... I'm blaming Cable TV.
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Yeah I don't think it's a conflict with anything else. Looking into it and I'll get with Nathan later. I did successfully get chutes to burn up though
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