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Everything posted by Starwaster
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I'd rather have a better gas giant than another gas giant. Or a better gas giant instead of worrying about what the moons of a hypothetical gas giant #2 are going to be like. I'd rather have a gas giant whose 'surface' is thousands of kilometers down instead of a couple of hundred. (or however deep it is now)
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You.... cannibalistic SICKO!!!!!!
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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
No, exactly what I said earlier: There is an option in the editor to deploy on touchdown (or it says ground contact or something similar, I forget) That is literally all you have to do. No deploying, no arming, no nothing. Just set it and forget it. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
You're using it wrong. Set it to deploy on touchdown. I don't even know what you mean about arming it on gear deploy... what, you literally bound it to the gear AG? Totally unnecessary. Drag chutes work just fine as is if you set them to deploy on touchdown. Do that and you don't even have to arm. If you try to use any other scheme for deployment on space planes then it's up to you to set the parameters right. -
Clarification: I was referring to compatibility of Deadly Reentry features with features new to KSP 1.2. Deadly Reentry has never had aerodynamic failure. KSP 1.2 however, does. Presumably Ferram disables that. So basically what I was referring to is: I have a set of features that have always been in Deadly Reentry and now we have some similar new features native to KSP and I have to make decisions as to whether to remove some features from Deadly Reentry, disable their KSP counterparts or make modifications that allows them to work together without being overpowering together. (Kerbal fatalities from g-force damage will remain because it does not have a KSP native analogue)
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KSP 1.2 Update Roadmap These are my plans for Deadly Reentry's immediate future. Upgradeability With the exception of the Mk3 shuttle and Mk2 parts, plane parts will no longer be automatically be capable of reentry. Plane parts will be capable of low supersonic flight but will have to be upgraded to include a thermal protection system (TPS) if reentry is desired. This will be comparable in performance to the shuttle's silicon/ceramic tiles. It may also include alternate methods like titanium hulls, tungsten or beryllium alloys, etc. (assuming it can be determined that they will contribute meaningfully to gameplay or to space plane operational performance) Heat shields that are NOT rated for Mun / Minmus returns will have upgrade options to provide this capability. Burning Parts Overhaul The fire code will receive a minor overhaul so that both skin and internal max temps can be treated separately. The damage threshold will be replaced by a dynamic system via new ModuleAeroReentry fields: maxOperationalTemp and maxSkinOperationalTemp. Heat damage will start with these two temperatures and have a delta of ModuleAeroReentry.maxOperationalTemp / part.maxTemp. Internal parts will be much less heat tolerant with the exception of engines. Plane parts will be assumed to be mostly aluminum and have a maximum internal temperature of 950 (it's molten aluminum at that point). BUT it begins to structurally weaken at 450 Kelvin so that's the point at which damage begins. Heat damage (we won't call it burning damage anymore) will be less immediately fatal. Its effects on maxTemp will be removed entirely. Its effects on breakingForce / breakingTorque / crashTolerance will be scaled down. Damaged parts that are recovered on Kerbin will be worth less because they cost more to be repaired and refurbished. (existing repair mechanism will be 'field repairs'; the parts are still damaged and worth less) These are the portions that are holding me back as I need to plan these things out and write up the configs and coding. I'll probably do an interim release that is compiled for KSP 1.2 before then. I am also still in the process of assessing compatibility of certain DRE's features with certain new KSP features such as part G force destruction, max Q destruction, etc. Kerbal blackout and DRE's Kerbal g-Force death features seem to be compatible so far in that they don't combine for an overpowering experience.
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Just create a separate KSP installation just for RSS.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Starwaster replied to Porkjet's topic in KSP1 Mod Releases
He hasn't posted in months but he apparently still visits the forums. He was last on 9 hours ago. So I guess he's just a lurker now. The engine parts he was working on can be found here: -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Not sure it's in the bug tracker. If it is, it's not properly categorized or described... -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Starwaster replied to Nils277's topic in KSP1 Mod Releases
It's not specific to this mod. That's a stock bug. Reload the craft. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Have you tried turning on autostrutting and rigid connections? (enable it in the KSP settings menu and I think the option is called advanced tweakables... or something similar. Then you can turn on those options in each part's context menu) -
Totally guessing but like 20-40? i think DRA 5 is 90 but that varies by specific proposal.
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The thing is that I don't think Cryogenic tank type ever really had good real world examples given for it. And it's actually lets too much heat through to be MTV tanks which have 60-90 layers of MLI depending on the specific presentation. (the goal of the Copernicus design was to reduce heat leakage on a 22mx10m tank to 78 watts while in LEO)
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@michal.don @Phineas Freak the reason service module tanks are so much better is vacuum walled vapor cooled non integrated tanks. Realistically there should be size limits and cost issues with making them as full sized stage tanks. Maybe some day that will happen. Cryotanks also have MLI that would require fairings to protect them. Terse reply on phone and about to vote . Will answer More later if more questions.
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Use Service Module tanks instead. But also be careful about taking those claims as to quantity and boiloff at face value. Who knows under what circumstances those figures were derived. (now that RF supports boiloff gas product, they should probably reconfigure those fuel cells anyway to take advantage)
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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
If it's just a simple capsule then it should have slowed enough by 7 km even for main chutes. If it's something heavy and you're low supersonic at that altitude, then drogues. Most players don't want to do a full deployment up high and I guess I don't blame them, but 700m feels too low to me, so 1km for full deployment. If you DO use pressure for the predeploy then 0.35 - 0.5. 0.1 you may well be too fast still. For comparison, Apollo was deploying its drogues at 7.2 and its mains at ~3km (though chute deployment was pressure based and automatically armed when the capsule separated IIRC) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Red chute icon means it deployed and was destroyed. (or auto-cut but that doesn't apply in your case) The heat bar only indicates part temperature. The chute's temperature is tracked independently by Real Chute. So KSP part heat is irrelevant here). Toggle info on the chute part and check the deploy altitude or pressure and adjust it if it needs it. Re: Staging, no idea. doesn't do that to me. repro with freshly assembled craft and post logs -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
The mod does the things you want it to (and maybe more) if you configure the chute properly. If you're in career mode and haven't upgraded enough to access the menus then unfortunately you're just going to have to wait until you have access. Maybe that'll change someday in the future but the reality of things right now is that the menu is coded to appear when the AG menu appears. If you can't see a video in the OP then you didn't look very hard. Or do you just not see embedded Youtube videos on these forums? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
It'll be updated soon. Still working through my mods, including other mods that I'm maintaining. (is updated actually, I just have to put together the package for uploading) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Crap, Github does that to me sometimes. Maybe I saved before the file finished uploading but that's not usually an issue.... Fixing it now. It's safe to go grab the file