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Massive overheating while drifting in space


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I'm using the latest release of Ksp with these mods:

000_USITools

Chatterer

CommunityResourcePack

CommunityTechTree

Firespitter

KIS

SCANsatRAMev5M.jpg

ScienceAlert

SETIctt

Squad

On a routine trip to Minmus pieces of my ship would randomly explode. I've taken this screen shot, it shows massive overheating without any cause that I can see.photo.php?fbid=1070047583023700&set=pb.100000554054514.-2207520000.1440695291.&type=3&src=https%3A%2F%2Fscontent-lga1-1.xx.fbcdn.net%2Fhphotos-xpf1%2Ft31.0-8%2F11033764_1070047583023700_6608126700902025458_o.jpg&smallsrc=https%3A%2F%2Fscontent-lga1-1.xx.fbcdn.net%2Fhphotos-xpt1%2Fv%2Ft1.0-9%2F11947607_1070047583023700_6608126700902025458_n.jpg%3Foh%3D07434157732e38087e4913a115e724e8%26oe%3D567DD89B&size=1600%2C1200

Edited by PFCoffey
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You don't need radiators unless you use several Nukes or go sundiving. Especially if your engines are not running... :rolleyes:

Some overheat issues have already been reported, most of them were due to clipping

Will you trust me if I'll tell you that if you'll put deployable radiators on this very ship, the heat will magically disappear?

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Could be a bad physics.cfg, or KSP was started via shortcut outside the KSP folder so it can't find the physics.cfg

Try starting with the KSP.exe directly, and if it's still bad try the physics.cfg file from my Linux thread, it's the same file for 1.0.4 on all platforms.

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Will you trust me if I'll tell you that if you'll put deployable radiators on this very ship, the heat will magically disappear?

I will.

Let me rephrase my sentence:

You shouldn't need radiators unless you use several Nukes or go sundiving. Especially if your engines are not running... :rolleyes:

A ship at rest, and even running would never generate that much heat, or in this particaular way: even if your heat ouput is extremely high, parts closer to the heat source (the engines, mostly) should heat first, and then the heat will spread all over the ship. But with enough heat to explode a part, the parts closer to the engines would explode way before the parts further reach their temperature limits for the simple reason that conduction is neither perfect, not instantaneous.

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Totally a bug or glitch.

The only possiblity would be if you went near the sun's surface, but i believe i see kerbin in the background, so unless you used Hedit to teleport the sun into kerbin's orbit, i very highly doubt this is normal.

With 1.04 (at least on my machine) even nukes will not generate anywhere enough heat fast enough to vaporize anything (ive yet to use a radiator on anything sofar), so its more or less making sure there are no weak components near a nuke. To tell you the truth, i actually feel they overeacted to the hetaing complaints, and turned nukes into for all intents and purposes teh same thing they were before, yes, if you cluster them on a 4 way adapter, and run them for 10 minutes, you will fry, but for anything but the longest burn, or really really badly designed ships, nukes will simply NEVER overheat near kerbin or farther out, only if you are going to moho does overheating become a rather major issue since the ambient temps are so high that stuff dues burm up.

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Definitely its the annoying overheat bug, its known and only fix is to turn on no heat damage, then wait for ot to dissipate.

You can also, on the Debug Menu>Physics>Thermo tab, turn Conduction factor down from 20 to somewhere closer to 1. It helps a lot preventing it from happening, in my experience (got that idea from the FAR thread).

Also, to dissipate faster, you can crank up Radiative factor in the same debug tab.

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Did you phys-warp at some point?

Some part like to flicker up and down in temperature and that is exacerbated by phys-warp (they can still do it at 1x sometimes).

Adjacent part can pick up the heat and if you alt+F12 so that overheating doesn't blow up part it'll be a runaway process.

Stock Bug Fix actually recently updated to fix that very problem (and so far I haven't had this problem occur again to me).

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Yeah, if it's the overheating bug, physical timewarping is your enemy. And normal timewarp, too. Ships tend to blow up when coming back from it.

What I'll do sometimes is enable "ignore max temp", and turn it back off just for reentries and nuke burns.

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