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Everything posted by Starwaster
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Of course! It's your sandbox. Even if I say 'that's how it's supposed to be' doesn't mean you need to accept it. Though if you're burning up on ascent then your ascent is probably too shallow or your TWR is too high. Are you also using FAR? Or any other mod that affects drag? (which really is just two besides FAR)
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Disppearing Contracts
Starwaster replied to Kethevin's topic in KSP1 Gameplay Questions and Tutorials
Experimental parts are added through the science/tech section of the save file and not the contracts section. They're in a separate list for experimental parts and not on the tech tree. They're removed from that list on completion of the contract that caused them to be added and I think also if you research that part. -
The problem you describe with the debug menu is an issue with the Unity GUI. You have to insert your decimal in front of a number after typing that number. If a 0 is displayed then you can't type the decimal at all. If you want 0.5 you have to type it as 5 then put the cursor in front of the 5 and type the decimal. From a coding perspective, there is another way of doing it, which is to treat that field as a string, then parse the string and then assign the result to your variable. If you don't understand coding then just accept that it's a problem with Unity's GUI implementation and not the fault of the people who coded or maintain or otherwise contribute to DREC. It can't be fixed from this end but it could be worked around and it's kind of hacky so maybe that's why nobody's bothered doing it. I contribute little code snippets from time to time so maybe one day I'll write something up myself and do a pull request but there's never anything less constructive I could be doing and from a player perspective, it can be worked around as I described. As for the other, there's that word again; difficulty and balance. Here's the thing. DREC is not supposed to make things harder. It's supposed to punish you for poor reentry procedures or forgetting to put a heat shield on. If you put your heat shield on (or the part has it like the Mk1pod) and you did your reentry vector PROPERLY then you will live and you will find that pretty easy to do. If you messed your reentry vector up then your Kerbals will die screaming and you'll find that easy to do also So if you lived and your part didn't burn up to ashes and your Kerbals walked away, congratulations, you did it right. If you didn't do it right then they died and that's that. It's ok if the shield didn't deplete completely. Even RL heat shields still have some ablator left. I'm sure the engineers made sure there was more than they thought they would need. To to sum up, with regards to your statement that it shouldn't be like that, yes it should. It's supposed to be like that. It's right and proper that it is like that.
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It's not just an issue of increasing the resource quantity. I've even tweaked parts for RSS without touching quantity and they were ok. (or possibly they had more than they needed before RSS was installed) The important bit (or other important bit) is loss and dissipation curves. Specifically the final key / values are increased for loss and dissipation. pre-RSS loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 500 90 0 0 // maximum dissipation at 500 degrees C } with RSS (RO_RSS file) @reflective = 0.08 @loss { @key,0 = 650 0 0 0 @key,1 = 2000 480 0 0 @key,2 = 6000 600 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 170 0 0 } So, loss had its mid and last keys changed. First value is key (shockwave temperature) so it hits that point at 2000 degrees and loses 50% more material each second. Final key is 6000 degrees, which is closer to the typical max thermal value of 7000-ish Dissipation is how much heat the part will radiate back because of its own temperature. Again up nearly 50% on both key and value (key = part temperature, value = radiation value) (none of which will help much during a Jovian reentry for a probe when FAR is installed. FAR calculates the value based on gas giant physics but DREC still assumes stock atmospheric density values so the probe doesn't shed velocity as fast as stock while still suffering stock heating. Oops!)
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Starwaster replied to Kethevin's topic in KSP1 Gameplay Questions and Tutorials
I've seen this too, the odd thing is that I could still find it in my Persistent.sfs file It happened a few times. The first time, I panicked and force quit the game before persistence could be overwritten. The second time I quick saved then reloaded and my contracts were back. So I'm leaning towards this just being a display issue though it could obviously be more severe than that. Horseman, what was the outcome of your situation? Are they permanently gone? What else I'm thinking is that it could be more than cosmetic but as long as you don't take other contracts or do anything that could affect the contract list then you'll be able to recover by restoring as I did above. Otherwise it seems likely that if the internal list is altered with new contracts, it could overwrite the save files with the new list that it built internally and then your contracts would truly be lost. (hopefully it really is just cosmetic) -
I'm only referring to electrical deficiency effect on the mod itself, of course it's a problem if your entire ship runs out of power but I was only concerned with its scope in the mod and was only speaking to that. Edit: And yes, it is possible to change in the base configuration but I'm going to leave that to tweaking
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Recycler stats are on the recycler part config, including recycler electrical usage. When the recycler is off it uses no electricity. I thought scrubbers had an electrical usage associated but they do not. There is however a general electrical drain associated with life support in general. Electrical deficiency is not fatal but does cause loss of control of that part if it's a command part.. That's in the IoncrossBase.cfg file.
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Correct, just leave the settings as is and make sure you have those RSS shields and you're fine. A little more info if you're interested; the reason stock KSP is less lethal and RSS more so is all to do with your reentry speed. Through some mathematical coincidences, your shockwave temperature is going to be approximately equal to your reentry speed. (except converted to C) Typical reentry velocities for stock Kerbin are ~2500 (more for a return from Mun or other body) RSS is.... 3 times that? So an RSS reentry is going to have over 7000 degree shockwaves. You could turn the difficulty down if you find that too hot, but where's the fun in that That's strange, I'd swear I saw something about it being in there... It lies! If there's an option to ignore or an exempt list to add it to, you can do so safely. There's no malware involved
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Those engines should use the same configurations as for the Squad NTR configuration (tech level 5 IIRC), which was based on the 111.2 kN NTR described in the Copernicus documents. Edit: actually, just read the above to say it should use the same configuration. Some of the MTV documents describe weaker engines, which can be achieved by selection of different tech levels in the VAB. (with lvl 5 Corresponding to 111.2 kN)
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It depends on your personal tastes and on whether or not you run this mod with RSS. (if you do then you don't touch a thing) Some people complain about burning up around here even on the default settings. (Clarification Edit: Default settings for stock Kerbin. Re-read what I typed and it looked confusing, sorry) I'm sure for them it would make sense to turn things down. So it really all depends on you. Do you find Deadly Reentry too easy? Then turn up the difficulty as described on page one. (of Deadly Reentry) Do you find Deadly Reentry too hard? Then turn the difficulty down by using lower numbers (for the settings described on page one) (of Deadly Reentry)
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Kerbals build everything out of corbomite.
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Ok, I just ran through a few months worth on a small orbital outpost with 17 Kerbals and one recycler. Even with that many Kerbals, the stock recycler is able to keep up. However I did notice some oddities that I don't remember seeing before.... I'm not sure if it's something that got introduced around Ioncross 1.1 or if it's something that was introduced more recently with the arrival of 0.24.1, which forced a change in how Ioncross is dealing with resource queries and reqests. The oddity is that even with O2 and CO2 resources set for ALL_VESSEL, they are being drained as though they were STACK_PRIORITY_SEARCH. Previously, O2 would drain uniformly across the ship, even from empty parts. (so the atmosphere ship wide would be the same. CO2 would accumulate the same So you may notice (or already noticed) that a part will completely drain of O2 or completely fill with CO2 (if scrubbers and recyclers all off) While this is strange behavior, it's not necessarily unsafe. As along as at least one part on the ship can supply O2 or absorb CO2 then the rest are ok. I'll put it on my to-do list for the next update to equalize drain again. On another note, if someone with access to a decent paint program could add an alpha channel to the icons found here: https://github.com/Starwaster/Ioncross-Crew-Support/tree/Dev/KerbalInstallFolder/GameData/IoncrossCrewSupport/Assets With the letter portion white and outside set to black, it would be much appreciated
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KSP might be choking on the # illegal characters can kill the parser and it's likely a KSP issue and not a module manager. It it is totally possible to either halt the game from loading or kill the parts lists with malformed configs. (Or an empty config for the first issue, halting the loader) know that for sure.
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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
I think the field name changed. Either spelling or case. Go look at the DeadlyReentry source on GitHub. Link in thread for DEADLYReentry thread. There's a place in the code that checks chute state. -
mecjeb and and protractor will work for RSS. Mostly. And maybe Kerbal Alarm Clock. Sounds like you need lower resolution earth textures for Kerbin. Look on the first post for texture pack info.
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Wow ok uh that means 180%. Sounds like overkill right? Those parts were consistently hard to keep oriented. The final result was in the 90s. The final reflection value is based on the dot product between the specified heat shield direction and the velocity vector. So a reflection of 90 ended up 45 which was not enough for RSS. That was before I experimented with adding in a heatsink as it were. (Simulated by Regenerative ablative) Not sure if that is full RSS like so not sure if those numbers aren't overkill. Have to get on new bus now.
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Wrong. Look to the config patches loaded by Module Manager. MM is just the messenger as it were.
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Oh yes huge difference. But more so in the upper atmosphere. Maybe those new atmosphere curves last page will help on the last leg of the trip.
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Have you tried it?
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Sorry, the one for KSO25 is the one I meant. Also that one does bring up an important point. A lot of the spaceplane configs assume a reentry with the belly pointing directly into the shockwave which is unstable and dangerous. The ones you quoted are outdated. Spaceplanes are better served by direction = 0,1,1 which rewards better for proper flight.
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The configs SP+ comes with are probably ok. B9 not so sure.. Maybe. My SP+ favorite used some B9 S2 parts and they do ok as they're lightweight. (Dry) its possible you you might need something beefier Search the thread (fairly recent) for some sample configs I posted for KSO. Those are better suited for heavier planes. I'm on a bus or I'd just repost. Which I can do in a few hours if needed
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You're asking the wrong person. Copernicus is me. I used the inflato hab in some craft files but the hab is not distributed with Copernicus. As as to its status, there just seems to me to be very little interest. Especially since Bahamuto started on the same thing. So I have felt unmotivated to continue.