-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
I haven't seen any problem like that myself but I guess if you got them going fast enough they could destroy something. How fast are they going when they hit? Or maybe some other mod altered the part's crashTolerance or the Kerbal's mass... (not sure if increased mass of one object has any meaning as far as the code responsible for determining the outcome of crashing one part into another...) -
Beats me; it's been like that since May, 2016 at least...
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Dunno why my search didn't pick it up, maybe I had the case sensitivity box checked or something... but I fixed an underlying problem that was causing the maxTemp to be halved for parts that were otherwise designated as being exempt. Download the updated DeadlyReentry.cfg and copy it to your DeadlyReentry folder https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry.cfg
- 5,919 replies
-
- 3
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I don't know what part you're referring to. There's no stock landing gear by the name of 'Extra Large Gear'. If that's from a mod then I need to know which one it's from. (unless it's from Kerbal Foundry; I can't support it properly because of its extreme proprietary nature)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Sounds like you might have autostruts enabled on those parts or their parents. I like autostruts and I use that feature alot but some parts don't play well with it, notably wheels and I would suspect that hitches would be even worse. You know what hover engines are REALLY good for? "Hold my beer and watch this" moments. -
Recently mentioned pyrolysisLossFactor in stock shields has been fixed in DeadlyReentry.cfg file on the repository so download it at https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry.cfg and copy it over the existing file in your DeadlyReentry folder. @micha will remove the duplicate entry but it doesn't affect anything because both lines are set to the same value...
- 5,919 replies
-
- 4
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
@linuxgurugamer the three stock shields have their pyrolysisLossFactor being set to 600 when it probably should be set to 6000 so they're only losing about 1/10th of the flux they should be so they're going to be running hot.... pretty sure that's a bug on my part, I'm looking at this after having just awakened but I don't think I did that deliberately.... That doesn't explain the trouble with the other parts you listed...
- 5,919 replies
-
- 1
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
AFTER is used because that config is intended to catch and convert everything that doesn't get an explicit configuration in the FOR phase. The resource is not changed in that phase because AblativeShielding is Deadly Reentry's legacy resource from before KSP got its own ablative heat shield PartModule. It is retained for compatibility purposes with old save game files. Third party shields should keep whatever resource they were originally configured and they work just fine that way so long as the resource is actually present on the part.
- 5,919 replies
-
- 1
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
It depends on if they will ever actually reach reach a high enough internal temperature just through operation at full power and without thermal input from external sources. If the answer to that is no then they probably shouldn't be set to 1500....
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
@linuxgurugamer I'll take a look at those later. First glance though those are mostly using stock values which shouldn't deplete entirely in a stock environment at stock reentry speeds. ARE your reentry speeds normal stock speeds for Kerbin or are you playing with a scaled up system? Something scaled up to Real Solar System sizes for instance would eat those shields up pretty quickly if you weren't using Realism Overhaul. Deadly Reentry tries to detect such scaled up systems and compensate, but if it's an unknown mod that is doing the scaling up then it might not be detected. (RSS itself should be detected properly) IF that is the case then check and see if those configs are what actually show up for those parts in ModuleManager.ConfigCache and maybe post that here for me to take a look at so I can see what the actual final product is.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Only if the relevant configs are using :FOR[WildBlueTools], in which case: AFTER should work just fine. If not, consider the use of :FOR[zzzOPT] -
All parts have their max temps decreased if they exceed sane values. Also, all temperatures are in K (Kelvin) and not Celsius. Setting leaveTemp = true in ModuleAeroReentry tells Deadly Reentry not to balance max temps. I see that you submitted some configs for OPT; at first glance they seem acceptable except for the maxTemp for cockpit parts. The assumption for space plane parts in DRE is that the internal frame and hull under the thermal protection system (the skin) is aluminum like in the space shuttle so 1500 is too high. (even 850 is too high but not by very much) I think I need to see some of the configs of the parts that aren't converting. It's not actually a problem if the ablative resource itself isn't converting and it actually SHOULDN'T convert. If the ablator PartModule is using the old format (from DRE in the days of pre-KSP 1.0) then that would be a big problem.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Maybe I mis-remembered it then... or maybe it was in a recent KSP update.- 2,216 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
It's configurable in the VAB via right click. But the kind of payloads you're talking about are exactly why it was made stageable to begin with. Otherwise you've got shielded payloads potentially expending RCS before they even get to doing their preliminary injection burns. But it's your call and you do have control over it.- 2,216 replies
-
- realism overhaul
- ro
-
(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
I will though I've been preoccupied of late. I've seen those issues too. -
Make sure you have your speakers turned up when you do.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
The gauge is correct in that the Kerbal's current temperature is within (IIRC) 75% of his max temperature range. However, that should be getting overridden but KSP doesn't accept my settings for Kerbals and I don't know why. Actually it could be that the gauge settings might not be getting respected for any parts but I don't override it anywhere else and haven't checked. In any event, there is a definite stock bug that keeps me from adjusting the gauge. Next time I work with the DR code I will try overriding the gauge programatically instead of in the part config. Another way of looking at it is that right now you yourself are within about 83% of YOUR max temperature range.... (if you ever reached 373.2 Kelvin, you would probably explode because all the water in your body just turned to steam... but you would have died of scalding long before that happened)
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
Starwaster replied to maja's topic in KSP1 Mod Releases
I pushed it here: https://github.com/Starwaster/KSP-BonVoyage/tree/Battery-Support And updated it. I'm not sure what state the rotation correction is in; I was screwing with it and it doesn't work the way I had it working before - the working code is still in there in one of the commented out bits or in one of the commits. Also, there's other things in that that are not stable that I was experimenting with so if you build that code it can be buggy. Things like amphibious support for Lynx parts and it has on occasion broken my saves plunging vehicles to the bottom of the ocean requiring me to edit the save to fix it. Still, have at it if you want -
The umbilical should be placed ventral regardless of whether or not it's Orion accurate. It's not like either the Mk 1-2 or 1-3 pod were particularly accurate to begin with and that's ok. Not sure I understand the issue with the fairing; are you asking if it's possible for the stock procedural fairing to limit its size? If so, yes; you can keep it from going over a given diameter. I don't think you can restrict it to ONLY that diameter; I think it will always be possible to taper it, but it's better not to restrict the player anyway.
-
[1.3.0] Procedural Parts - Starwaster Branch
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
No it's a definite known bug linked to the model gimbal transform and it started happening when certain changes were made to the stock gimbal code. As far as I can tell, gimbal transforms were not originally axis sensitive. It just served as a point from which part of the model could be rotated. But when gimbal functionality was changed to limit gimbal rotation to certain axes some older engine models broke. This is something I have fixed locally but the fix has certain graphical glitches in the editor inventory screen where the SRB thumbnail has two visible bells. And that's something that I have suddenly lost the ability to change when I updated the unity editor and it doesn't want to open the mesh scene file anymore. I never got that issue sorted out and didn't want to release it looking crappy like that. -
Official release for KSP 1.4 (1.4.0 - 1.4.5) This is just a compatibility release and particle update to the new particle system. Some other minor config tweaks and parts compatibility configs... https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.7.0 Known issue: Kerbals on EVA STILL have a thermal warning gauge and there doesn't seem to be anything I can do about it. Bottom line is that Kerbals (like humans) have a very narrow range of temperatures they can live in and for whatever reason, the gauge threshold multiplier is being ignored for Kerbals and I still don't know why. From what I can tell it shouldn't be happening so there's probably some unknown bit of KSP code somewhere that I haven't accounted for.
- 5,919 replies
-
- 4
-
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Reflections Plugin uses PartModule (MODULE node in each PART) -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Textures Unlimited uses PBR methodology and workflow. It does seem to require a bit more configuration and setup for parts to make use of it than Reflection Plugin did and parts need configurations written up for them before they can make use of it. Result wise it it looks pretty good.