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Everything posted by Starwaster
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@RocketRyleigh @Headrip @Gooner What temperature is the Kerbal at when he gets highlighted? (both internal and skin)
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I think the real reason is that MechJeb doesn't have to be as precise: The planet/moon SOI will catch the ship so MJ only has to get the ship in the general vicinity. But this mod probably requires more precision than that, especially if it's having to look several years into the future.
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- ksptot
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Make sure you've got the following two lines in there: There shouldnt be any temperature highlighting there... %gaugeThresholdMult = 1.20460941 %edgeHighlightThresholdMult = 1.20460941
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I'm starting to get an idea of how this might be happening... probably because ModuleAeroReentry isn't initializing properly for Kerbals. Why they're getting singled out I don't have 100% worked out yet but there's a file you can download to fix it. It was going to go in the next update but I've been using it with 7.5.0 which is why I don't have exploding Kerbals, apparently. https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry-KerbalEVA.cfg Copy that to your DeadlyReentry folder. You might want to take a minute to read its contents because it actually imposes some harsher limits on the Kerbal internal temperatures... namely, their absolute maximum limit is the temperature of boiling water. Their space suits (skin temp) is more resilient and has better emissive and absorptive properties (contrary to popular belief you can have differing values for each) Edit: I made an edit to it a couple of minutes ago so make sure you have that one, in case you downloaded it while I was editing it.
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And that's WITH Realistic Atmospheres? You mentioned Jool before. What was the altitude? 400 or lower maybe? Edit: I don't see Realistic Atmospheres in that log
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where were you? Does it happen on the launch pad? Still having no luck on repro. The only thing that really stands out here is your Kerbal's thermal mass. 71.5kj is pretty low. Much lower than the stock value of ~40000kj. The difference is enough to raise your temperature 559x higher than what would raise the temperature of a stock Kerbal one degree. But that assumes a really high temperature delta that you're just not going to see on Kerbin. On the other hand, really weird things have been known to happen if the thermal mass is too low but safeguards have long been in place in the stock code to ensure that it can't drop too low. Actually I WAS able to get Valentina killed by holding shift+space which ejects them off the ladder with more force (they jump away from it basically) But the cause of death was crashing into the terrain. Hard enough to destroy the pad. Which isn't a Deadly Reentry issue... so I'm still looking into it. Actually one other thing: Send a copy of your ModuleManager.Physics file and then DELETE that file and run the game again. And then see if you still duplicate the problem. Ok, scratch all that (actually that's what I just did....) 71.5kj is totally normal. My stock testing environment wasn't quite as stock as I thought because I'd made some screwy changes testing something else. Namely set my kerbalCrewMass really high testing something else and then forgot to set it back. The funny thing is that supposedly that setting doesn't actually do anything and isn't SUPPOSED to touch KerbalEVA parts at all but it does. So not only was my thermal mass absurdly high on a supposed stock testing environment but was also making my Kerbal heavy enough to destroy the pad. So let's try reproing this again
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@RocketRyleigh Do you know how to turn on thermal debugging? (Alt-F12->Physics->Thermal then check the box that says 'Display Thermal Data...') then right click a Kerbal on EVA (be sure to turn on the max temp cheat if you need to) And then come back here and tell me what the thermal mass and skin thermal mass of the Kerbal is please.
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No. Dropbox is the best way ever. (that doesn't sound... biased... right?) btw if you changed ?dl=0 to ?dl=1 then clicking it automagically starts the download of that file
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I need a log that proceeds up to the point of you recreating the incident and then quitting the game. And ModuleManager.ConfigCache that is going to get created when you have started the game up with Deadly Reentry installed
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@Headrip @RocketRyleigh Not enough information and unable to reproduce problem on my end. I need your output_log.txt file and ModuleManager.ConfigCache files.
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That's because the owner of this thread is missing. Neither the thread nor the mod are being maintained by him at this point in time. I have forked the mod and am currently maintaining it and fixing bugs in it as time permits but I have not created my own thread for it. You may always find the latest release for my fork at https://github.com/Starwaster/ProceduralParts/releases/latest
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Have you tried rescaling the part when Ven's mod is installed? I haven't ever actually seen it or used it so I have no idea if that's viable or not. Though I have to wonder if it's really worth it... this isn't the first time Ven's parts have created incompatibility issues and it won't be the last. (which is odd considering that a selling point in its early days was that it would not create compatibility issues...) -
The plugins folder has never ever actually had a dll in it on the repository for the Deadly Reentry project. It only exists at all because for a brief time I flirted with putting the difficulty files in the PluginData folder that lives in the Plugins folder. the plugin dll is intended to be distributed in releases. That is to say only the zip files that are distributed as part of a release.
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I've re-uploaded it several times after verifying that what I have contains the right dll. (the same dll that's in my own installation)
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Another planetary base has sent word that they need our help! I'll mark it on your map.
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@baldamundo there's been a few problems reported recently with the DRE download. I don't think it would actually interfere with a reentry but just in case, replace the plugin with this: https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Starwaster replied to Nils277's topic in KSP1 Mod Releases
@Nils277 @progressiveMonkey It's not that the dll is missing Nils, look at his log again, line 167 and then later at lines 202-209 (can't load classes from the dll basically) Looks like a version mismatch to me with KPBS reported as 1.1.1.3 -
I uploaded it to the repository ... twice now. It's probably going to have to wait until the next update which will first be a pre-release very soon now. Just have to adjust the code snippet above to respect temperature deltas or else it won't be any better than the stock Core Heat system.
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Coming Soontm // Now: If a hole got burned in our hull... start letting the fire in! if (part.machNumber >= 1) { float damage = damageCube.GetCubeDamageFacing(part.partTransform.InverseTransformDirection(-this.vessel.upAxis)); if (damage > 0f) { double convectiveFluxLeak = part.thermalConvectionFlux * (double)damage; part.AddThermalFlux(convectiveFluxLeak); } } else { float damage = damageCube.averageDamage; if (damage > 0f) { double convectiveFluxLeak = part.thermalConvectionFlux * (double)damage; part.AddThermalFlux(convectiveFluxLeak); } }
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Actually quite a bit of support and bug fixes come from third parties and are generally welcomed by the modders. Your problem is just as likely to be looked at and if possible, fixed by a contributing developer (such as myself) as it is by Sarbian himself and the odds of that are greatly improved by logs, so @Brigadier is not wrong. In fact, the OP even states that logs are a requirement as does Sarbian's own signature. So, yeah. Logs.
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I tried reuploading the file but that might not do any good. I'll probably have to increment the version # and re-upload and let it just think it's a new update Here, try this: https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1 Just copy that over the existing plugin in DeadlyReentry/Plugins/ I'll try and figure out what's going on tomorrow.
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I have no idea what's going on with CKAN. AFAIK it looks for releases automatically but I didn't set it up to do so. Someone else did that. Download 7.5.0 from the link I gave you and install it manually.
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