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[1.2] Galileo's Planet Pack (development thread) [v0.9]


Galileo

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Think i'm going to have to get some more RAM too. Only have 8GB and it uses all my memory even on 64-bit mode. Will getting more RAM give an FPS boost?

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By the way, re-entry on Tellumo is kind of like impossible. I was going for re-entry with an SSTU modular heat shield that was 1.875m in diameter with 600 ablator, but then as I was re-entering, the heat shield itself exploded! It was a 6.4km/s re-entry though. I don't know if it's just the heat shield, but i'm going to try with an inflatable heat shield next time.

But, I still got some nice pics and some weird bug that keeps happening.

Tellumo Porn!

Edited by Duski
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My RAM usage is steady near 8GB but that's because I use the medium SVE textures. That bug looks like the thing where Scatterer needs to redraw the ocean.

Granted Tellumo's high gravity, you're practically diving at Eve and at that kind of speed I wonder if the Ablator all flashed away like the explosive in a fire cracker.

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10 hours ago, Duski said:

By the way, re-entry on Tellumo is kind of like impossible. I was going for re-entry with an SSTU modular heat shield that was 1.875m in diameter with 600 ablator, but then as I was re-entering, the heat shield itself exploded! It was a 6.4km/s re-entry though. I don't know if it's just the heat shield, but i'm going to try with an inflatable heat shield next time.

Any part, including the heat shield, will explode when it hits 100% of its maximum temperature.  For a heat shield I believe the max temperature is 3300 K.  When you reach 3300 K it doesn't matter how much ablator you have left, it's going to blow regardless.  Also, running out of ablator doesn't automatically mean you're going to blow up.  Burning away ablator is just a way to keep the temperature down.  When the ablator runs out, the temperature of the heat shield will spike up, but if it's still below the max temperature you'll be OK.

I successfully performed a high speed entry and landing at Tellumo using a Mk1-2 command pod with 2.5m heat shield and 800 ablator.  My entry speed was 6.1 km/s and the initial periapsis altitude was 20 km.  I got up to 92% of max temperature, pulled 7.5 g peak acceleration, and consumed 65% of my ablator.  With your higher entry speed of 6.4 km/s I can see where you could've gotten up to 100% of max temperature.  Try it again using a higher periapsis.  Having a higher periapsis generally means that you'll burn more ablator but you'll reach a lower peak temperature.  It doesn't matter how much ablator you have if you reach the max temperature, so the first critical step it to stay below 3300 K.  If you can do that, then you have a chance.  If you can keep your initial peak temperature below 3300 K but then run out of ablator and blow up, then you likely have no chance to survive no matter what you do.

Another critical factor in surviving entry is the ballistic coefficient of your vessel.  Basically this tells you how efficient your vessel is at slowing down.  A low mass vessel with a big heat shield will have a low ballistic coefficient and will be more efficient at using drag to slow down.  Conversely, a heavy vessel with a small heat shield will have a high ballistic coefficient and will be less efficient at using drag to slow down.  At Tellumo you want to try to use as low a ballistic coefficient as possible so that you slow down as quickly as possible.  Computing ballistic coefficient is not something you can readily do because it requires knowing the drag coefficient.  However, you can get a quick idea by just looking at mass per square meter of heat shield.  My entry vehicle had a total mass of 5885 kg (at entry) and a 2.5 m heat shield, so that works out to 1199 kg/m2.  If your vehicle is much higher than that, then that's likely a big part of your problem.  You may need to redesign your vessel to provide a lower ballistic coefficient.

(edit) 

It should go without saying that for a launch vehicle you want a high ballistic coefficient.  This allows it to cut through the air with low drag losses (just the opposite of what you want for an entry vehicle).  This is why launch vehicle are long and narrow and entry vehicles are squat.  In the first case you want to concentrate the mass behind a small frontal area, and in the second case you want to spread the mass out over a large area.
 

Edited by OhioBob
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I go away for a few days (STUPID HURRICANE!) and all this happens? Love what I'm seeing, Gal... truly awesome stuffs. Looking forward to this appearing for 1.2 in a week or so... with any luck. :)

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Well I'm using a 1.875m Heat Shield from the SSTU labs mod on a 1.25m payload. I'll aim for a higher periapsis next time. Maybe around 30km? Doesn't really matter now, I put an inflatable heat shield on, but it might not be worth the troubles of putting that giant thing on.

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4 minutes ago, Duski said:

Well I'm using a 1.875m Heat Shield from the SSTU labs mod on a 1.25m payload. I'll aim for a higher periapsis next time. Maybe around 30km?

A 1.875m heat shield on a 1.25m payload should give you a ballistic coefficient that is plenty low enough.  A periapsis of 30 km might be too high but you can certainly give it a try.  Using the Mk1-2 command pod, I got a good entry and landing using a periapsis of 20 km.  I then increased it to 25 km and got an aerocapture.  I didn't go any higher.  If you are trying for a direct entry and landing on a single pass, then I think 30 km is too high (but if I'm wrong it wouldn't be the first time).

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7 hours ago, OhioBob said:

A 1.875m heat shield on a 1.25m payload should give you a ballistic coefficient that is plenty low enough.  A periapsis of 30 km might be too high but you can certainly give it a try.  Using the Mk1-2 command pod, I got a good entry and landing using a periapsis of 20 km.  I then increased it to 25 km and got an aerocapture.  I didn't go any higher.  If you are trying for a direct entry and landing on a single pass, then I think 30 km is too high (but if I'm wrong it wouldn't be the first time).

Well i'm going for an aerocapture. I'll experiment with a few combinations now I guess. 

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I'm definitely having to go with an inflatable shield. As soon as it hits the atmosphere, the heat shield doesn't even last 2 seconds before it blows up.

found some weird bugs too. Bugs

With the water one, that's over the KSC. Underwater KSC! :D 

Edited by Duski
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22 minutes ago, Duski said:

I'm definitely having to go with an inflatable shield. As soon as it hits the atmosphere, the heat shield doesn't even last 2 seconds before it blows up.

found some weird bugs too. Bugs

With the water one, that's over the KSC. Underwater KSC! :D 

yeah thats a scatterer bug. :/

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UPDATE

This is a Pre-release. Expect to find things wrong and maybe a few bugs.This will only work for 1.1.3 and MUST be run in x64 bit

 

0.7
*Reverted Scatterer to 0.247.
*Reverted Ciro's name back to Sun to be compatible with scatterer 0.247
*Added rings to Nero and Tellumo
*Added geysers to Hadrian and Argo
*Finalized ground textures for all celestial bodies.
*Removed unused textures and trimmed download by over 300Mb

 

Make a save of your stock game before installing this mod. This mod replaces every stock planet and will destroy every ship you have in orbit if you try to continue a career.  Start a new game to avoid this.  This is your warning. 

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Well even with the inflatable heat shield no luck at all. :( It kinda ticks me off now, is there like anything I can do? If an inflatable shield can't survive, then what can?

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5 minutes ago, Duski said:

Well even with the inflatable heat shield no luck at all. :( It kinda ticks me off now, is there like anything I can do? If an inflatable shield can't survive, then what can?

Tbh,  I haven't done an actual landing on Tellumo.  @OhioBob does it quite often.  Maybe he can provide an easy tutorial for you. 

 

Btw,  did you find the surprise around Tellumo? Hint: It's not the rings.  

Just answer yes or no. 

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2 minutes ago, Galileo said:

Tbh,  I haven't done an actual landing on Tellumo.  @OhioBob does it quite often.  Maybe he can provide an easy tutorial for you. 

 

Btw,  did you find the surprise around Tellumo? Hint: It's not the rings.  

Just answer yes or no. 

Well i'm guessing Lilli? I got pretty up close with it. :) I also wasn't able to focus on it via the tracking station too. D: 

Edited by Duski
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2 minutes ago, Duski said:

Well i'm guessing..... 

Shhhhhhhhhhh it's a secret 

3 minutes ago, Duski said:

I also wasn't able to focus on it via the tracking station too. D: 

That is by design. 

Edited by Galileo
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I forgot to ask, is anyone using Linux or Mac to run this mod?

I want to know if the strange "striping" effect is gone. I tried something new in the cfgs to see if it fixed it. I cant test though as i dont have Linux or OSX

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