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Any way to bring back 1.0.0 style heating?


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So, I haven't put enough time into 1.0.2 to really get a good opinion on the changes yet, but one thing I have noticed is that re-entry heating is basically non-existent. Are there any .cfg tweaks to bring it more in line with 1.0.0's behaviour, without changing the drag or anything else?

Cheers.

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I am wanting to know the same thing. I need those shield-less pods to blow-up again. I have fiddled with a few of the debug settings, but cannot seem to find change anything in thermal or drag that will produce the desired result.

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Was that 1.0 heating more realistic? It's a shame it got changed if it was just to satisfy the moaners who couldn't get their make-believe crafts to function in a more realistic scenario. If 1.0.2 is more realistic though, I'd rather keep that but I suspect that's not the case.

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Post 2: Quick fixes to yield intended behavior.

  • In physics.cfg change fullConvectionAreaMin = 0.2 to fullConvectionAreaMin = -0.2 (this is because of a sign flip in the code; it's clearly intended to be the minimum lerp value for full area for convection; instead (1-this) is the max. Flipping the sign flips the behavior back to intended.)

.....

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Was that 1.0 heating more realistic? It's a shame it got changed if it was just to satisfy the moaners who couldn't get their make-believe crafts to function in a more realistic scenario. If 1.0.2 is more realistic though, I'd rather keep that but I suspect that's not the case.

Honestly, I'm not too concerned about realism, I'm entirely fine with the changes, I just personally found the 1.0 heating mechanics more enjoyable and challenging. I don't really think that it needs "fixing", as long as people can tweak it to their own preferences I don't see the point in moaning.

I just didn't use the patch. BOOM!

But seriously, I didn't download the patches because I thought they were too minor for updates.

Steam auto-downloaded them before I was even aware of it :(

Honestly, though, I really like the updates, it's just the one minor tweak I'm not too hot on.

If you want unintended but nonetheless 1.0 behavior, you can change machConvectionExponent from 3 to 1, too. That's what it was in 1.0.

Many thanks. I'm going to switch between them a few times and see what suits me best. Cheers for the help :)

Edited by Panzerbeard
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  • 2 weeks later...

Hi good morning,

Honest from the start - In love with KSP and in a need of a little help :) ,,, I recently started playing ksp, right after the 1.0 release and got used to its "feeling", by that I mean that I got used to its flaws and goodies. One of the goodies in my opinion was the heating on re-entry and the thrill that it was causing. I cant remember how many times I jumped on my chair when suddenly without warning ("termal indicators") something blows up. I need help cause my knowledge in changing files like .cfg is 0 and im afraid to ruin my game :( ... i'm currently on 1.0.0 - stock btw... but sad cause there are good changes on the 1.0.2. (considering using "kerbin alarm clock" and "KER" - idk how this tweaks will affect that aswell, so I might not use anything).

So please can someone help me to achieve this with a noob explanation how-to?

1- heating on re-entry like in 1.0 at 120% (that's what I was playing with) but without canceling the "good" updates on "Nerv" , service bays, chutes and other items that were improved on 1.0.2. All I want is my heatshield back and the need to come into the atmosphere in a good angle. I'm afraid to change atmospheric general values, idk how will affect game in other aspects like Duna and parachutes?

2- Is there a way to turn those termic gauges and the new termic overlay on parts permanently off? or do I have to press f10 everytime I fly? hate to not have surprises, if I want to know I stick a thermometer.

3- one extra issue :) - Any easy fix for the heatshield not transfering heat for adjacent parts after 0% ablator?

I have seen posts about changing cfg back to 1.0 but I need to be reassured that it wont affect other things or cause unbalancing in game cause I love it too much to break things up. I will keep on playing on my 1.0 until I find a solution to my issue. Thank you so much for your time, this community is awesome, I noticed it already.

Have a nice day and may the liquid fuel be with you... always :D

Edited by Darkphas3
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Post 2: Quick fixes to yield intended behavior.

  • In physics.cfg change fullConvectionAreaMin = 0.2 to fullConvectionAreaMin = -0.2 (this is because of a sign flip in the code; it's clearly intended to be the minimum lerp value for full area for convection; instead (1-this) is the max. Flipping the sign flips the behavior back to intended.)

If you want unintended but nonetheless 1.0 behavior, you can change machConvectionExponent from 3 to 1, too. That's what it was in 1.0.

I'm uninclined to change the former, being part of a logged and tested set of changes amounting to a new version. Although, while the code that comment is referencing must remain unknown for IP reasons, was it introduced in 1.0 or 1.0.2? An area cannot be negative. It is possibly another 'fix' that will eventually turn out to be a bug?

I did try the latter though, and it didn't make much difference alone... Might have made a few radial things explode more, but I came screaming in at 2.5km/s directly down, face first, and the Mk1 pod survived until it hit the ground. That definately wasn't 1.0 behaviour, or realistic, or in the catastrophic failure/sadistically amusing spirit of KSP!

Really the only problem 1.0 and 1.0.1 (I think) ever had in this regard was a single value in the heatshield parts being wrong (PhysicsSignificance). I pre-fixed this and was a happy clam until 1.0.2. For some reason all these other changes have rendered the heatshields useless. That can't be intended behaviour after you worked so hard to include them, can it?

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