ialdabaoth Posted May 28, 2013 Share Posted May 28, 2013 (edited) Deadly Reentry 2.3So, I've been banging at this long enough, and need lots of eyes on this.r4m0n has graciously relinquished support of the Deadly Reentry mod over to me. All DRE2.X versions are released under the Creative Commons Share-Alike license.Changes in 2.3:- adjusted sound effects- Kerbals can now catch on fire and die when on EVA.Changes in 2.2:- Slight adjustment to heat and G-force damage: -- Weaker parts given about a 10% g-tolerance boost. -- Engine overheat damage is now more forgiving (requires >95% overheat) -- parachutes will catch fire even if behind the rest of the rocket, if they're deployed or partially deployed.- Damage can now be inspected and repaired on EVA- fixed ModuleManager/B9 bug (ExsurgentEngineering dll no longer included)- you can now set a maxTemp cap in the cfg file; any part with a temperature above this cap has its maxTemp halved, then capped at that value if it's still greater.Changes in 2.1:- Adjusted shockwave physics- Parts can now catch fire and sustain heat and G-force damage.- Engines are now damaged if they are run for extended times at an overheat (> 85% maxTemp)- Fixed shielding bug on Shielded Clamp-O-Tron and small parachutes- Updated and added 1.3 heat shield parts.Changes in 2.0:- KSP's Reentry contrails now render correctly - the contrail shifts from 'condensation' (white) to 'thermal' (red) based on velocity rather than elevation!- directional ablative heat shields are supported! The mk1 pod and space planes all have heat shields on their undersides, which are consumed during reentry to mitigate heat. Pointing your ship in the wrong direction causes DeadlyReentry to ignore the shield!- thermal physics are now more accurate! temperature is now capped based on velocity.- all stock parts will have their maxTemp reduced by 50%, to reflect real-world melting points. Engines also have their heat production reduced to scale, so you shouldn't notice any change until the reentry heat effects start.- all parts now show their temperature in the right-click menu.So, what I need from anyone intrepid enough to try it:download the mod, go places, come back, post a mission report. I want to know your reentry velocity at 70km, your velocity at 35km, and what kinds of thermal effects you experienced. If you exploded, let me know at what velocity and altitude (and what planet, if not Kerbin).Good luck! Edited September 16, 2013 by ialdabaoth Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 28, 2013 Share Posted May 28, 2013 nicely done! I will be watching this Link to comment Share on other sites More sharing options...
Greys Posted May 28, 2013 Share Posted May 28, 2013 First note, there's a constant stream of [Exception]: FileNotFoundException: Could not load file or assembly 'ModuleManager, Version 1.0489422141, Culture = neutral, PublicKeyToken=null' or one of it's dependencies. in the debug logwhile in the flight space. Link to comment Share on other sites More sharing options...
erbmur Posted May 28, 2013 Share Posted May 28, 2013 It's great to see that this mod hasn't been forgotten and that it has a new owner!I installed the mod both in the new manner within the GameData structure and the old way directly into the plugins folder, and neither of them seemed to work.Created a simple "go really fast" unmanned rocket, got it up to ~2km/s around 9-10KM altitude. Got the red contrails, but no overheating, no big booms.Am I doing something wrong with the installation? Link to comment Share on other sites More sharing options...
erbmur Posted May 28, 2013 Share Posted May 28, 2013 Just as a side, not, when using the same craft with the old V1.3 installed in the new GameData folder tree, the stabilizer fins overheat and explode at around 350 m/s at no more then 1-2km altitude. Link to comment Share on other sites More sharing options...
jawxxx1002 Posted May 28, 2013 Share Posted May 28, 2013 Having no effect on stock parts with the plugin installed in the old plugins folder, heatshields remain cold too. Link to comment Share on other sites More sharing options...
Nobody_1707 Posted May 28, 2013 Share Posted May 28, 2013 Testing nowish. Link to comment Share on other sites More sharing options...
Max Schram Posted May 28, 2013 Share Posted May 28, 2013 Great Plugin - KSP on hardmode I did a quick test run here at work and everything went as expected. Heat was generated and parts were destroyed. Will do more testing when i'm at home. Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 28, 2013 Share Posted May 28, 2013 If this works for the majority I'm gonna use it right away in my main save Link to comment Share on other sites More sharing options...
gabmaia Posted May 28, 2013 Share Posted May 28, 2013 I`m going to school now, but I will test it and post feedback as soon as possible! Link to comment Share on other sites More sharing options...
asmi Posted May 28, 2013 Share Posted May 28, 2013 Great! Will test it out tonight! Link to comment Share on other sites More sharing options...
Nobody_1707 Posted May 28, 2013 Share Posted May 28, 2013 That was awesome. The heat on the underside of my capsule got well into the thousands, my radially mounted FASA ASAS exploded, but my capsule was fine throughout and I landed safely. Link to comment Share on other sites More sharing options...
Killerblonde Posted May 28, 2013 Share Posted May 28, 2013 Probably my fault, but I can't seem to get the plugin working. Do I just stick the extracted deadly reentry folder into the GameData section, leaving the cfg file folderless inside of it? Link to comment Share on other sites More sharing options...
Max Schram Posted May 28, 2013 Share Posted May 28, 2013 Probably my fault, but I can't seem to get the plugin working. Do I just stick the extracted deadly reentry folder into the GameData section, leaving the cfg file folderless inside of it?Just put the whole DeadlyReentry folder into the gamedata folder. Link to comment Share on other sites More sharing options...
Stochasty Posted May 28, 2013 Share Posted May 28, 2013 (edited) I'm currently testing it in conjuction with a several other mods (FAR, ModularFuelTanks, Engineer, Kerbal LiveFeed, ISA MapSat) and it so far has managed to pass the acid test: I just reentered my spaceplane (Ap: 250km, Per: 35km) and got it warm enough to see flames and burn some shielding without exploding the entire rocket. This was impossible to do with FAR+Deadly Reentry 1.3 (I could reenter with that combination, but only using a craft with enough lift that I never even saw flames).EDIT: LV-T45's running LOX+LH2 will overheat at full throttle. Intended? Edited May 28, 2013 by Stochasty Link to comment Share on other sites More sharing options...
Hyratel Posted May 28, 2013 Share Posted May 28, 2013 will this version support external heatsheilds? nhnifong made a heatsheild and decoupler to stylematch the 3 man pod, how would I set that up to either replace or augment the built in shield? Link to comment Share on other sites More sharing options...
rkman Posted May 28, 2013 Share Posted May 28, 2013 Does this thing need ModuleManager? Link to comment Share on other sites More sharing options...
Killerblonde Posted May 28, 2013 Share Posted May 28, 2013 Still no luck - can't install it. Can someone link a direct download so that I'm sure I'm getting the right thing? Right now I'm mucking about with github and tortoise svn. Link to comment Share on other sites More sharing options...
Nobody_1707 Posted May 28, 2013 Share Posted May 28, 2013 Does this thing need ModuleManager?I think so. Link to comment Share on other sites More sharing options...
erbmur Posted May 28, 2013 Share Posted May 28, 2013 I am still not having any luck in getting this update to work.I have just copied the folder over into the GameData folder. Does anybody have any pointers on what I might be doing wrong? Link to comment Share on other sites More sharing options...
rocket2guns Posted May 28, 2013 Share Posted May 28, 2013 I can't wait to try this! Link to comment Share on other sites More sharing options...
rkman Posted May 28, 2013 Share Posted May 28, 2013 Does anybody have any pointers on what I might be doing wrong?Looks like it needs ModuleManagerhttp://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-for-all-your-stock-modding-needs-current-version-1-01 Link to comment Share on other sites More sharing options...
erbmur Posted May 28, 2013 Share Posted May 28, 2013 Looks like it needs ModuleManagerhttp://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-for-all-your-stock-modding-needs-current-version-1-01Thanks for that!By the looks of it it appears to have understood the mod because all the parts now have a temperature associated with them, however i'm not sure if they are actually overheating the way they are supposed to. As you can see from the image below, with that speed and that altitude, i thought there would be no way anything would survive. V1.3 would cause things to ignite long before then. Unless the new version is supposed to work like this? Link to comment Share on other sites More sharing options...
Stochasty Posted May 28, 2013 Share Posted May 28, 2013 Hmmm. If anything, it seems that the heating numbers are on the low side. I've been able to do some pretty crazy reentry stunts: Ap: 140km, Pe: -450km for instance. Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 28, 2013 Author Share Posted May 28, 2013 First note, there's a constant stream of [Exception]: FileNotFoundException: Could not load file or assembly 'ModuleManager, Version 1.0489422141, Culture = neutral, PublicKeyToken=null' or one of it's dependencies. in the debug logwhile in the flight space.Oops! Forgot to include ModuleManager.dll - repackaged the zip with this included, sorry. Link to comment Share on other sites More sharing options...
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