Killerblonde Posted May 30, 2013 Share Posted May 30, 2013 I can verify what taniwha said - no luck with finding the file on github. Link to comment Share on other sites More sharing options...
Luxmaster-CZ Posted May 30, 2013 Share Posted May 30, 2013 Link broken. Also, pics? vids? Link to comment Share on other sites More sharing options...
toril Posted May 30, 2013 Share Posted May 30, 2013 this is not the webpage you are looking for is all i get from github lol Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 30, 2013 Author Share Posted May 30, 2013 OK! Try now!Sorry about that everyone, internet went wonky for a few hours. Link to comment Share on other sites More sharing options...
nhnifong Posted May 30, 2013 Share Posted May 30, 2013 DeadlyReentry2.1.zip direct download MirrorBTW, yall just click raw to get the file on github. Link to comment Share on other sites More sharing options...
Frederf Posted May 31, 2013 Share Posted May 31, 2013 Or better yet, how about a deadly acceleration mod? right tool for the job and all Gotta agree. DR2 seems to aim to make atmosphere and heat a concern on re-entry. If you can avoid reentry burn up by some 20G nosedive into the atmosphere steeply then I think any problem with that should be addressed to the mod that occupies itself with accelerations and Kerbal comfort. If it takes two mods to define the upper and lower boundaries of reentry then so be it. If DR2 tackles the other boundary then we'll soon complain that life support needs to be implemented to prevent the quadruple atmo skip profile.Let's keep the mods focused and modular to maximize the customizability and not overwhelm the authors. Link to comment Share on other sites More sharing options...
1096bimu Posted May 31, 2013 Share Posted May 31, 2013 I just flew a plane at 2000m/s+ at about 30,000 meters for 10 minutes, no damage occurred and my engine didn't get any damage either despite running it at max heat for a few minutes. Most of the plane are made of moded parts so they have max temperatures like 3,4000 but my stock landing gears didn't blow up either. Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 31, 2013 Author Share Posted May 31, 2013 Let's keep the mods focused and modular to maximize the customizability and not overwhelm the authors.Thank you. That said, sometimes combining mods does make sense, but that needs to be based on code function, not user function. For example, aerodynamic mods like FAR make more sense to combine with Deadly Reentry than a G-force mod, since they're often doing a lot of the same calculations. Link to comment Share on other sites More sharing options...
stupid_chris Posted May 31, 2013 Share Posted May 31, 2013 Although, reentry is not just about heat, it is about G forces. Else this could just be called "Reentry heat" Link to comment Share on other sites More sharing options...
Lexif Posted May 31, 2013 Share Posted May 31, 2013 So, some results on RC3, using KSC 0.20.0.I had some ships with the old heat shields and Mk1-2 Capsules in Orbit, so those were used. Temps are on the heat shield which was facing retrograde.- Orbit 150 x 0 km: velocities: ~2300 m/s @ 70 km, ~2350 m/s @ 30 kmmax temp: 780° @ ~28 kmmax g: 3,0On the first test, altitude and velocity display froze at 22317 m height, though Kerbal Engineer could still display them. I could not reproduce this after reloading. Mods installed: Mechjeb, Kerbal Engineer, Kerbal Alarm Clock, CrewManifest, ISA Mapsat Dev Release. Mechjeb and ISA parts were not on the active ship.- Orbit 150 x -31 kmvelocities: 2285 m/s @ 70 km, 2150 m/s @ 35 kmmax temp: 880° @ 21 kmmax g: 3,5- Orbit 150 x +30 kmvelocities: 2335 @ 70 km, 1900 @ 30 kmmax temp: 670°max g: 2,6It seems a bit strange to me that the 30 km PE had the lowest maximum temperature on the shield, though I didn't monitor the temp on the capsule. I noted that on the 0 km PE try, it showed about 220° degrees at one point. Link to comment Share on other sites More sharing options...
dorin6565 Posted May 31, 2013 Share Posted May 31, 2013 Great Mod 2.1RC3!! I like the shock temperature affecting the part temperature with density changing how fast the part temperature changes. Did some testing and was able to survive a probe reentry from a 150km x -160km failed launch (remote tech loss of signal ). Temperature of probe slowly rose until it met the shock temperature as the probe slowed and then the shock temperature went below the part temperature and it cooled.Also watched the engine temperature go up during the launch. The engine temperature warmed up the fuel tank above it, a great idea.Awesome upgrade. I like the display of all the related data. Tomorrow going to do a study on the reentry of the capsules. Link to comment Share on other sites More sharing options...
rhoark Posted May 31, 2013 Share Posted May 31, 2013 Seconding that engines explode rapidly when RC3 is combined with Modular Fuel System. Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 31, 2013 Author Share Posted May 31, 2013 Seconding that engines explode rapidly when RC3 is combined with Modular Fuel System.Yyyeeaaah. I'll add a cfg to fix that. Heh. Link to comment Share on other sites More sharing options...
firerider521 Posted May 31, 2013 Share Posted May 31, 2013 Sorry for being a newb, but the folderless cfg files go into the Resources folder, right? Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 31, 2013 Author Share Posted May 31, 2013 Everything should go into:{KSP}/GameData/DeadlyReentry/DeadlyReentry.cfg{KSP}/GameData/DeadlyReentry/Plugins/DeadlyReentry.dll{KSP}/GameData/DeadlyReentry/Parts/* Link to comment Share on other sites More sharing options...
firerider521 Posted May 31, 2013 Share Posted May 31, 2013 Ah. I see.Wait... I use the old, front Plugins folder for my mods and it works fine... Hm. I'll keep this in mind.Thanks. Link to comment Share on other sites More sharing options...
gtmattz Posted May 31, 2013 Share Posted May 31, 2013 Not sure what I am doing wrong here, but I am not able to see temperatures for anything, nor does anything suffer any damage from overheat or re-entry heat. I do see a settings window on my screen when flying, and see the parts in the VAB, so I assume the mod is loading... Link to comment Share on other sites More sharing options...
bulletrhli Posted May 31, 2013 Share Posted May 31, 2013 (edited) Hell yeah dude! Damage! Not just explosions and destruction. Best update for this mod yet. Edited May 31, 2013 by bulletrhli Link to comment Share on other sites More sharing options...
zzz Posted May 31, 2013 Share Posted May 31, 2013 Everything should go into:{KSP}/GameData/DeadlyReentry/DeadlyReentry.cfg{KSP}/GameData/DeadlyReentry/Plugins/DeadlyReentry.dll{KSP}/GameData/DeadlyReentry/Parts/*Is cfg must be included to gameData.cfg list of modulemanager or DR injects edit on its own? Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 31, 2013 Author Share Posted May 31, 2013 Is cfg must be included to gameData.cfg list of modulemanager or DR injects edit on its own?ModuleManager no longer needs a gameData.cfg; if you have that file, you can delete it and download the latest version of ModuleManager. Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 31, 2013 Author Share Posted May 31, 2013 Update: I thought I had a really clever way of handling G-force damage, but unfortunately there is no stable way to get G-force on a vessel. vessel.geeForce_Immediate works 99% of the time, but every once in awhile it'll arbitrarily spit out a huge number for no good reason (most often when going into / coming out of warp), and then everything explodes. Link to comment Share on other sites More sharing options...
Guest Posted May 31, 2013 Share Posted May 31, 2013 Maybe implement a "sanity check" of sorts. If the value exceeds the top cap (figure out just how huge those numbers are, and set the cap to cut that off), set the force to 0 (as you can't warp under thrust, it shouldn't cause problems). Link to comment Share on other sites More sharing options...
Awaras Posted May 31, 2013 Share Posted May 31, 2013 Or make it so that damage is applied only after the g forces stay above a certain limit for a few seconds. Link to comment Share on other sites More sharing options...
rkman Posted May 31, 2013 Share Posted May 31, 2013 LV909 and other assorted junk happily survives reentry without heatshield, max temp 930C. Link to comment Share on other sites More sharing options...
zzz Posted May 31, 2013 Share Posted May 31, 2013 ModuleManager no longer needs a gameData.cfg; if you have that file, you can delete it and download the latest version of ModuleManager.I have new one, I'm just still add things in gamedata.cfg.So where it look for *.cfg now - all cfg in gamedata subfolders? Is this no matter where they placed or must be in related plugin folder? Link to comment Share on other sites More sharing options...
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