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Finally trying 1.0.5!


SkyRender

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9 hours ago, Snarfster said:

What kind of re-entry trajectory are you using?

I find that with a periapsis of 29 km, I tend to do fine with the standard parachute. I've added some drogues to make it safer, but it's not 100% needed.

Coming in from 200km, I prefer a Pe of 45km, and even that is iffy sometimes with the heavier capsules to get below 250 m/s before 2500m above ground level.  So I'll often have the monopropellant thrusters (or RCS for light capsules) mounted in case I need another 50-200 m/s of braking power.

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In 1.04 you could go straight up and down, not so much any more.  Try cranking it over to the right so you get a decent arc happening- this is especially important when you go suborbital. Also you could try to rotate the craft so more surface area is available to slow it (I only recommend this at less than 1000m/s).

 

*from my experience anyway

Edited by Waxing_Kibbous
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Use a decoupler to separate the booster and reenter only with the command pod. The booster adds weight that the thinner atmosphere can't slow down enough for the parachutes. It's either that, or rotate the craft some on the way up so that you can catch more air on the way down. But, I have found that it's best to reenter with only the command pod for a number of reasons. As long as you don't come in to steep, the command pod will survive just fine without the heatshields. 1.05 is different from all previous versions. You are going to have to either adjust your procedures or adjust the heating model difficulty.  And just wait until you start trying aerobraking and aerocapture. It's way harder now, can still be done with the right designs, but takes a lot more thought and planning and time. The next update looks like it's going to have inflatable heatshields. That should make stuff way easier. But for now, yeah, it can be frustrating.

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2 hours ago, GoSlash27 said:

SkyRender,

 I just attempted to replicate what you are experiencing in my sandbox save. It didn't work. This should confirm that there is something unique about your game that is causing this. Do you have any mods installed?

Best,

-Slashy

Not a single mod on that install; it's entirely stock, extracted from the .ZIP just today.  The only other things I can think of are 1.) a hardware-related issue (unlikely), or 2.) something to do with Windows 10.

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6 hours ago, SkyRender said:

Not a single mod on that install; it's entirely stock, extracted from the .ZIP just today.  The only other things I can think of are 1.) a hardware-related issue (unlikely), or 2.) something to do with Windows 10.

And your difficulty settings? Did you move any sliders? Your pics don't seem to show any drag whatsoever. Did you maybe accidentally turn off "apply drag" in the cheat menu?

Best,

-Slashy

 

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4 hours ago, GoSlash27 said:

And your difficulty settings? Did you move any sliders? Your pics don't seem to show any drag whatsoever. Did you maybe accidentally turn off "apply drag" in the cheat menu?

Best,

-Slashy

 

Not a thing.  I started the game, choose Start a New Game, named the save Test without changing any settings, built that rocket, and launched it.  Unless the game now comes pre-loaded with cheats on, that's not it.

EDIT: Maybe going through a few of the debug menus will help.  Here's what the Physics sliders came pre-set at:

Aero:
Global Lift Multiplier: 0.038
Lift/Drag Multiplier: 0.030
Body Lift Multiplier: 8.000

Drag:
* Apply drag
* Apply drag to non-physical parts
* Apply non-physical part drag at parent CoM
Global Drag Multiplier: 6.000
Drag Cube Multiplier: 0.060
Angular Drag Multiplier: 2.000

Thermal:
* Radiation enabled
Radiation Factor: 1.000
* Conduction enabled
Conduction Factor: 10.000
* Convection enabled
Convection Factor: 7.000
Generation Factor: 0.030
Newtonian Temperature Factor: 1.000
Solar Luminosity at Home: 1360
Solar Insolation at Home: 0.150000005960464
 

Edited by SkyRender
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SkyRender,

 Checking my default game...

Physics tab/ drag

Apply drag, apply drag to non-physical parts, Apply non-physical part drag at parent CoM

Global drag multiplier 8.000

Drag cube multiplier 0.100

Angular drag multiplier 2.000

I'll also post my physics.cfg values so you can verify them:

DRAG_TIP // Multiplier to dragcube drag when the face points towards the velocity vector, x value is mach, y value is multiplier
{
    key = 0 1 0 0
    key = 25 1 0 0
}
DRAG_SURFACE // Multiplier to dragcube drag when the face points orthogonal to the velocity vector, x value is mach, y value is multiplier
{
    key = 0 0.02 0 0
    key = 0.85 0.02 0 0
    key = 0.9 0.0152439 -0.07942077 -0.07942077
    key = 1.1 0.0025 -0.005279571 -0.001936768
    key = 2 0.002083333 -2.314833E-05 -2.314833E-05
    key = 5 0.003333333 -0.000180556 -0.000180556
    key = 25 0.001428571 -7.14286E-05 0
}
DRAG_TAIL // Multiplier to dragcube drag when the face points away from the velocity vector, x value is mach, y value is multiplier
{
    key = 0 1 0 0
    key = 0.85 1 0 0
    key = 1.1 0.25 -0.02215106 -0.02487721
    key = 1.4 0.22 -0.03391732 -0.03391732
    key = 5 0.15 -0.001198566 -0.001198566
    key = 25 0.14 0 0
}
DRAG_MULTIPLIER // Overall multiplier to drag based on mach
{
    key = 0 0.5 0 0
    key = 0.85 0.5 0 0
    key = 1.1 1.3 0 -0.008100224
    key = 2 0.7 -0.1104858 -0.1104858
    key = 5 0.6 0 0
    key = 10 0.85 0.02198264 0.02198264
    key = 14 0.9 0.007694946 0.007694946
    key = 25 0.95 0 0
}
DRAG_CD // The final Cd of a given facing is the drag cube Cd evalauted on this curve
{
    key = 0.05 0.0025 0.15 0.15
    key = 0.15 0.0225 0.3 0.3
    key = 0.25 0.0625 0.5 0.5
    key = 0.35 0.1225 0.7 0.7
    key = 0.45 0.2025 0.9 0.9
    key = 0.55 0.3025 1.1 1.1
    key = 0.65 0.4225 1.3 1.3
    key = 0.75 0.5625 1.5 1.5
    key = 0.8 0.66 2.3775 2.3775
    key = 0.85 0.8 2.733777 2.733777
    key = 0.9 0.89 1.1 1.1
    key = 1 1 1 1
}
DRAG_PSEUDOREYNOLDS // Converts a pseudo-Reynolds number (density * velocity) into a multiplier to drag coefficient
{
    key = 0 4 0 -2975.412
    key = 0.0001 3 -251.1479 -251.1479
    key = 0.01 2 -19.63584 -19.63584
    key = 0.1 1.2 -0.7846036 -0.7846036
    key = 1 1 0 0
    key = 100 1 0 0
    key = 200 0.82 0 0
    key = 500 0.86 0.0001932119 0.0001932119
    key = 1000 0.9 1.54299E-05 1.54299E-05
    key = 10000 0.95 0 0
}

Best,

-Slashy

 

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Alright, this officially makes zero sense.  I extracted the exact same contents from the exact same .ZIP file, and now all of the settings are somehow correct again.  I reiterate, absolutely everything I did was identical, but I got different results. I think my computer is officially insane. Whatever the case, technically the problem is solved.  Thank you for the help.

EDIT: ...And upon reloading the game, all of the values are borked again.  What.  The.  Hell.  And it's not even randomly borked, they've somehow reset themselves to exactly the same wrong values as before.  Someone, please, make sense of this madness!

EDIT 2: I figured it out!  It's completely nonsensical, but I've figured it out!  The "start in directory" field for the desktop icon was pointing to the KSP 1.0 folder, and apparently KSP uses that value to decide where it's loading configuration data from.  That explains an awful lot of weirdness I was experiencing with KSP 1.0.2, 1.0.3, and 1.0.4.  PSA: if you just update your desktop icon when installing KSP, be SURE you also change the starting directory field!

Edited by SkyRender
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12 minutes ago, SkyRender said:

EDIT 2: I figured it out!  It's completely nonsensical, but I've figured it out!  The "start in directory" field for the desktop icon was pointing to the KSP 1.0 folder, and apparently KSP uses that value to decide where it's loading configuration data from.  That explains an awful lot of weirdness I was experiencing with KSP 1.0, 1.0.2, 1.0.3, and 1.0.4.  PSA: if you just update your desktop icon when installing KSP, be SURE you also change the starting directory field!

Wow on finding that. I can imagine that drove you crazy.

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16 hours ago, SkyRender said:

That's not even my problem at this point.  My problem is that the air is no longer behaving like air.  At sea level, everything falls at mach 1.5.  Parachutes can never, ever open because the vessel will never reach a safe speed to deploy them.  The game is effectively unplayable for me as a result of that plus the absurd super-heating that's happening in the upper atmosphere for no good reason.

They are working on a revamp with 1.1.  Hopefully it will be fixed then.

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