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Showing results for tags 'shielding'.
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Disclosure: I have done some manual editing of craft and save game files, so I may have gotten myself into trouble, though I've tried to be careful and haven't run into anything obviously caused by bad editing. TL:DR; Parts that are not inside a cargo bay or a fairing show signs of being "stowed": e.g. Magnetometer boom cannot extend because "cannot deploy while stowed". Looking at the save file I see lots of parts have "shielded = True" even though they are not inside a fairing, cargo bay, or anything similar. Manually editing the save file to set this to false sees those values overwritten when the craft is reloaded Detail: I built up my largest ever craft for a manned mission to Sarnus (Outer Planets Mod, complete mod list included below). On my ship I have a large lab from stockalike station parts expansion redux" and some science parts (and an antenna) attached to the outside of it. Once I was ready to do my Kerbin departure burn, I double checked my antenna was extended (it wasn't), but I was blocked from doing so in game by "cannot deploy while stowed" The antenna is on the surface of the lab (sspx-lab-5-1) lab along with both types of Magnetometer (Magnetometer and DTMagnetometer). Rather than fight with it I just edited the save file to change the state of the antenna to EXTENDED and all was good. Then I decided to grab some science on the way out to get some data into my lab. That's when I discovered that I couldn't extend the Magnetometer either as it gave a similar "cannot deploy while stowed" error. Things I've tried: 1. Doing an EVA and using construction mode to move the magnetometer to other locations, including other parts. 2. Editing the file to make it EXTENDED - when I reloaded it was extended but I still couldn't run the experiment (similar "cannot run while stowed" error). When I retracted it in game I was again unable to extend it. 3. Deploying all remaining fairings on the vessel. I do have a total of 4 fairings on the ship. One had already been deployed, but the other 3 hadn't. I tried deploying them to see if there was some weird interaction going on. It did not help (though I didn't try that in combination with other things). Also, see below for more on the fairings. 4. Finally, I "launched" a new iteration of the lander bit that I have docked with the main craft, but with a magnetometer added there. After confirming that on this ship I could extend the magnetometer and run the experiment, I wrote some code to find the nodes in the save game data for the two magnetometers and compare them. I found the "shielded" property as the only thing that was different and seemingly relevant (of course they had different ids, positions, etc.) So then I wrote more code that found all parts on the ship that had "shielded = True" and for each of those, look through its ancestry (via parent parts) to see if it was a descendant of a fairing that didn't have "fsm = st_flight_deployed" set. If so, I figured that would mean it should be shielded and I left it alone. But parts that were "shielded = True" but were not descended from a non-deployed fairing, then I set it to "shielded = False" There were over 150 parts that needed this edit, including things that made no sense.. parts that were never in a fairing or similar. But I hoped that would be the end of it. But when I loaded the new save (which parsed and loaded correctly, yay!) and went to that ship I ran into the same issue. A new save from inside the game revealed that the parts had had their shielded properties reset to True. In fact running the same code on the new save showed a larger number of "shielded = True" parts outside of fairings (though I didn't do digging to see what was different). A word on the fairings: In order to get symmetry I tried to alt-click parts in the VAB to get a copy, but the copied fairing didn't have its enclosure copied. To get the symmetry I edited the craft file by copying the XSECTION nodes in MODULE(ModuleProceduralFairing) from the built fairing to the other ones. As far as I could tell the data there was all relative to the fairing itself and didn't need to be adjusted to account for fairings in different locations. The 3 matching fairings (one original and 2 copies, the 4th fairing was also manually built as isn't symmetric with the others) all appeared fine in the VAB and once the craft was launched. But maybe I introduces some weird issue where some part of the system thinks that everything is inside one of the fairings. Anyway, that's where things are. I have built up a pretty good code library for editing save files, so I have no fear of trying to poke around, but with the game overwriting my "shielded = False" edits, I'm not sure where to go from here. Link to Player.log: Player.log: https://www.dropbox.com/scl/fi/1nz7igwrmkd76945ot6ui/20240817-KSP-Player.log?rlkey=ssi8xikejapiqz9gi2bq3civm&st=nffo6rkc&dl=0 Player-prev.log: https://www.dropbox.com/scl/fi/vmmyirbcou4pdyqv7pp61/20240817-KSP-Player-prev.log?rlkey=qe12u7jlrjb0ky9ds8e7dnneu&st=8vajq33n&dl=0 MOD LIST (CKAN export): [x] Science! 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To whoever may have experience with this kind of problem. I have recently encountered a problem in the 1.8.x versions of KSP in which a Mk3 spaceplane (stock + mk3 expansion) was struggling to break 300m/s with 11 tonnes stowed. When in previous 1.7.x versions the craft had little issue with a 40 tonne to orbit payload. This took some time to uncover as to why the plane lost so much performance over the update and it turns out that the stock mk3 cargo bay parts are no longer shielding any contained parts from aero forces during flight regardless of open or closed state. Because this is a problem with broken stock parts I already contacted KSP support without thinking about how fundamentally even basic mods can change the functionality of the entire game. I still have yet to determine if this is a stock or a modded issue. What could possibly cause stock aero shells to not perform their intended function? It is hard to depict just how much drag is coming from within the craft where it should not. So you may have to take my word for it when I say that the longest drag indicator is coming from a clamp-o-tron Sr just inside the MK3 tail section which is on the front of this aircraft body.
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As the title states, I am using a mechanics bay to shield some science instruments. I've also used a regular cargo bay from 1.25 and the mk2 line for planes. The items contained within them, when aero debugging is turned on, are not listed as shielded, and as expected for random objects hitting the atmosphere at mach x, the drag is insane. Anyone else experienced this? Its killing my plane game.
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- space plane
- drag
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