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Vessel's aerodynamics & heating break after parts overheat


Horizon206

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 | CPU: Intel i5-8400 | GPU: GTX 1050 Ti | RAM16GB

 

When I re-entered Kerbin at a very high speed (I've tested 9.6-7 km/s at various periapsis altitudes), my HS-I Deluxe heat shield almost immediately melts (no big surprise there), and then my craft then seems to stop producing any drag, and the re-entry effects & heating stop functioning properly on most parts,  although the re-entry sound effects persist. When re-entry heating is turned off, the capsule re-enters fine, so I suspect that this has something to do with the HS-I Deluxe heat shield getting destroyed and then the parts still thinking that they are connected to the heat shield.

This bug persists even if I reload using the quicksave that I linked in this bug report. However, if I reload from another quicksave that was taken later on (where the re-entry capsule had already separated from the upper stage), the heating works as expected.

On top of the buggy quicksave, I've also linked the file of the craft used and a video of the buggy quicksave with heating turned on, the buggy quicksave with the heating turned off, and the non-buggy quicksave (with heating turned on).

 

Included Attachments:

Buggyre-entry.mp4 (bug happens starting 1:35)

Kerplorer3.json

quicksave_140.json

Edited by DibzNr
This seems to be a general issue not strictly related to the heatshield used, so I've changed the title to reflect that
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14 hours ago, Horizon206 said:

This bug persists even if I reload using the quicksave that I linked in this bug report. However, if I reload from another quicksave that was taken later on (where the re-entry capsule had already separated from the upper stage), the heating works as expected.

I reported behavior like this here:

It appears that the issue is related to when the decoupler below the heat shield is fired (before or after save), although mine was done with the heat shield unextended so it may be slightly different.

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I am saddened that the inflatable heat shield is broken in KSP2 because all of my great Eve Entry methods are busted because of this. In KSP, the inflatable shield can withstand 3500 K, which is 200 more than the other shields having ablator. I know they said KSP2 would be different, but that shouldn't change the fact that this shield should tolerate much higher temperatures than most other parts, even if collapsed (3250 K in KSP).

Ref: https://wiki.kerbalspaceprogram.com/wiki/Heat_shield

Edited by jclovis3
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On 1/8/2024 at 3:53 PM, hatterson said:

I reported behavior like this here:

seems like the bug you reported is what leads to the different behaviour depening on the save, and the one reported here is a weird consequence of that bug happening in combination with the extended inflatable heatshield. i've also seen someone say they had this exact bug happen after a fairing exploded due to heating. i wonder if if you extended the heatshield on your vessel, the same would happen

 

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22 minutes ago, The Space Peacock said:

seems like the bug you reported is what leads to the different behaviour depening on the save, and the one reported here is a weird consequence of that bug happening in combination with the extended inflatable heatshield. i've also seen someone say they had this exact bug happen after a fairing exploded due to heating. i wonder if if you extended the heatshield on your vessel, the same would happen

 

Correct. What I reported was based on the save+reload part which is why various quicksaves behavior differently.

The underlying issue of the rest of the vessel not being affected by atmo after explosion is a separate bug to the save+reload thing, but may cause issues trying to consistently reproduce it if you're loading the wrong save.

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: GeForce RTX 3080 | RAM32

I haven't been able to reproduce this yet, but it was a curious one-time bug. The return vehicle (pictured) had a Mk1 pod with Mk16 parachute, stacked with heatshield, Science Jr. and a FL-T100. Yes, I forgot the decoupler! Most of the vehicle blew up on re-entry, but IIRC somehow the Science Jr. exploded while the FL-T100 survived, although remaining a bit separated from the heatshield and the pod. From that point on no deceleration took place, even though the new beautiful visuals were showing. No more orbital degredation, even on subsequent atmospheric entries. 

I hope I can reproduce this at some point. Not really much to work on before that...

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: Intel Core i5-8600K | GPU: Nvidia RTX 3070 | RAM64 Go

Sent a satellite probe in low Kerbol orbit, a bunch of parts were destroyed by heat, but the probe core didn't suffer any damage and survived until it "crashed" into the star :

P6IGHns.jpg

Happened to me a couple of weeks ago, so I was only able to find this screenshot taken a bit before the "impact".

 

Probe being like :

c4jt321.png

Sorry, couldn't help, this was too good of an occasion... :D

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