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[0.20] Deadly Reentry 2.3 - reentry heat, plus thermal and g-force damage to parts


ialdabaoth

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Or better yet, how about a deadly acceleration mod? right tool for the job and all :P

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.

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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.

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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.

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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 km

max temp: 780° @ ~28 km

max g: 3,0

On 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 km

velocities: 2285 m/s @ 70 km, 2150 m/s @ 35 km

max temp: 880° @ 21 km

max g: 3,5

- Orbit 150 x +30 km

velocities: 2335 @ 70 km, 1900 @ 30 km

max temp: 670°

max g: 2,6

It 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.

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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.

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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...

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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?

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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.

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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.

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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).

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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?

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