NathanKell Posted October 26, 2015 Author Share Posted October 26, 2015 And that (wrong generated values) is another bug fixed by 1.0.5. Link to comment Share on other sites More sharing options...
falken Posted November 6, 2015 Share Posted November 6, 2015 I'm a little bit confused by this bit of the OP:"Supports changing aeroFX now. Defaults to making it intense down low, so you can set the normal aeroFX settings to much lower scaling to not have flames on ascent. Supports aeroFXdensityExponent1 (default = 2.0) and aeroFXdensityMult1 default = 90), and the final density passed to aeroFX will be (density^aeroFXdensityExponent1 * aeroFXdensityMult1 + density^PhysicsGlobals.aeroFXDensityExponent) instead of just density^PhysicsGlobals.aeroFXDensityExponent."I cannot see AeroFXdensityExponent1 or aeroFXdensityMult1 in the physics.cfg? Do I add these myself? Link to comment Share on other sites More sharing options...
NathanKell Posted November 7, 2015 Author Share Posted November 7, 2015 They don't go in the Physics.cfg, they go in the RealHeat cfg. It's adding them, they're not stock parameters. Link to comment Share on other sites More sharing options...
falken Posted November 7, 2015 Share Posted November 7, 2015 Ah right. What should I do to stop heatfx triggering early? I am using kscale2 and it seems a bit off. Link to comment Share on other sites More sharing options...
123nick Posted November 7, 2015 Share Posted November 7, 2015 is there a "maximalist" version of realheat? compatable with FAR? Link to comment Share on other sites More sharing options...
falken Posted November 8, 2015 Share Posted November 8, 2015 Before I mess this up, I've added those fields to realheat.cfg:REALHEAT{ name = Default multithreadedTempCurve = True //whether calculation of temperature curves is run in another thread; leave on unless debugging race conditions in temperature curve calcsaeroFXdensityExponent1 = 2.0aeroFXdensityMult1 = 90}Is this correct? Link to comment Share on other sites More sharing options...
NathanKell Posted November 8, 2015 Author Share Posted November 8, 2015 There will be when someone makes one.falken: You add that to the existing node, not make a new node.Or make an MM patch in a new cfg@REALHEAT[Default]{%multithreadedTempCurve = True //whether calculation of temperature curves is run in another thread; leave on unless debugging race conditions in temperature curve calcs%aeroFXdensityExponent1 = 2.0%aeroFXdensityMult1 = 90} Link to comment Share on other sites More sharing options...
Pulsar Posted November 12, 2015 Share Posted November 12, 2015 Now I'm just waiting for temperature reading when right clicking on part from this mod.Do you found any heating flaws from 1.0.5 yet? Link to comment Share on other sites More sharing options...
NathanKell Posted November 12, 2015 Author Share Posted November 12, 2015 If I had found them, don't you think I would have fixed them? And temperature on right click is done by alt-f12->Physics->Thermal->Show thermal data. Stock KSP. Link to comment Share on other sites More sharing options...
NathanKell Posted November 19, 2015 Author Share Posted November 19, 2015 I, uh, forgot to update the thread. v2 * Updated to KSP 1.0.5. * Removed AeroFX bits (done by stock now). Link to comment Share on other sites More sharing options...
123nick Posted December 22, 2015 Share Posted December 22, 2015 is this compatible with FAR? and/or dangerous re-entry? or even realchutes too? Link to comment Share on other sites More sharing options...
Svm420 Posted December 22, 2015 Share Posted December 22, 2015 1 hour ago, 123nick said: is this compatible with FAR? and/or dangerous re-entry? or even realchutes too? Yes Link to comment Share on other sites More sharing options...
Sovek Posted January 4, 2016 Share Posted January 4, 2016 I've installed RH but having a problem with my engines overheating and have to shut down to prevent an overheat situation. This isnt good when a craft hasnt made orbit yet. Link to comment Share on other sites More sharing options...
blowfish Posted January 4, 2016 Share Posted January 4, 2016 12 minutes ago, Sovek said: I've installed RH but having a problem with my engines overheating and have to shut down to prevent an overheat situation. This isnt good when a craft hasnt made orbit yet. Do you also have DRE installed? Link to comment Share on other sites More sharing options...
Sovek Posted January 4, 2016 Share Posted January 4, 2016 1 hour ago, blowfish said: Do you also have DRE installed? yes Link to comment Share on other sites More sharing options...
blowfish Posted January 4, 2016 Share Posted January 4, 2016 26 minutes ago, Sovek said: yes DRE has been known to have issues with this. I'm not sure if it's just DRE or an interaction with RealHeat, but the problem most likely needs to be fixed on DRE's end. Link to comment Share on other sites More sharing options...
NathanKell Posted January 5, 2016 Author Share Posted January 5, 2016 All RealHeat does is change the shock temperature and recalculate the background radiation temperature from that. Link to comment Share on other sites More sharing options...
NathanKell Posted February 24, 2016 Author Share Posted February 24, 2016 v3 * Fix an issue with too-high background radiation temperature. This prevents blowups for low-temperature parts, but it may understate radiative heating during lunar-plus reentries. Pending 1.1 for a workaround KSP-side. Link to comment Share on other sites More sharing options...
MainSailor Posted February 26, 2016 Share Posted February 26, 2016 (edited) On 11/19/2015 at 6:02 PM, NathanKell said: * Removed AeroFX bits (done by stock now). Pardon my density issue, but would this change make the use of the aero fx patch mentioned a few pages back redundant/depricated? @REALHEAT { %aeroFXdensityExponent1 = 1 %aeroFXdensityMult1 = 0 } Edited February 26, 2016 by MainSailor Accidentally a word Link to comment Share on other sites More sharing options...
NathanKell Posted February 26, 2016 Author Share Posted February 26, 2016 Indeed it would. Link to comment Share on other sites More sharing options...
Deimos Rast Posted February 26, 2016 Share Posted February 26, 2016 (edited) FYI: Just went to download and clicked the download link in the OP and it points to:https://github.com/KSP-RO/RealHeat/releases/download/v2/RealHeat_v2.zip I believe the current version is v3? So it would be: https://github.com/KSP-RO/RealHeat/releases/download/v3/RealHeat_v3.zip Cheers. I'm sure it's been asked, and I'll take a second to search after posting (I know, backwards), but how does this play with Deadly Re-Entry? --edit-- starwasher himself has been here; disregard question Edited February 26, 2016 by Deimos Rast Link to comment Share on other sites More sharing options...
NathanKell Posted February 26, 2016 Author Share Posted February 26, 2016 Wooops, I screwed that up. :] Thanks! Link to comment Share on other sites More sharing options...
Andem Posted March 28, 2016 Share Posted March 28, 2016 Sweet! this doesn't add thirty types of heatshields! Link to comment Share on other sites More sharing options...
NathanKell Posted April 27, 2016 Author Share Posted April 27, 2016 Changelog: v4 Update for KSP 1.1. Use KSP 1.1 feature of changing convective coefficient rather than shock temp when varying convection behind attached and detached shocks. All these are stated in the cfg for tuning. Link to comment Share on other sites More sharing options...
NathanKell Posted May 1, 2016 Author Share Posted May 1, 2016 v4.1 Update for KSP 1.1.2. Link to comment Share on other sites More sharing options...
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