Black-Talon Posted June 12, 2013 Share Posted June 12, 2013 Good news everyone! DRE2.2 is out! Check the first post in this thread for the link.Quite impressed. My first few Deadly Re-entries have been spectacular! I'm going to continue to experiment and explore.Curious on a couple points for clarification in this release: - from the previous discussion, FAR is highly recommended or does it work with/without equally? - could I get an idea of the g-force tolerances? from what I've seen so far they're enjoyably relevant! Link to comment Share on other sites More sharing options...
s20dan Posted June 12, 2013 Share Posted June 12, 2013 (edited) I noticed massive lag while flying at speed in an atmosphere after updating. No errors in the log though... Edit// Nevermind, it seems its only with a particular craft Edit2// It really doesn't seem to like any of my KAS Pod Racer crafts. Previous version didn't mind. Edited June 12, 2013 by s20dan Link to comment Share on other sites More sharing options...
taniwha Posted June 12, 2013 Share Posted June 12, 2013 ialdabaoth: a bit more detail on how heat/g damage was changed would be nice. Still, coolness on the update . Thank you. Link to comment Share on other sites More sharing options...
MR4Y Posted June 12, 2013 Share Posted June 12, 2013 While testing something using both FAR and Deadly Reentry, my space plane had it's engines exploding after leaving 150 Km (I belive) flying at about 1.5 Km/s. Is this the expected behavior considering I was coming from inside Kerbin and not really reentering the atmosphere? Link to comment Share on other sites More sharing options...
togfox Posted June 12, 2013 Share Posted June 12, 2013 Anyone got screenies? Is this a part, plugin or both? Effects included for free? Im new to this thread and it seems everyone has prior knowledge somehow. Thx. Link to comment Share on other sites More sharing options...
MR4Y Posted June 12, 2013 Share Posted June 12, 2013 Anyone got screenies? Is this a part, plugin or both? Effects included for free? Im new to this thread and it seems everyone has prior knowledge somehow. Thx.This is not something you would see in screshots. What Deadly Reentry does is add heat during reentry, making your ship (yes, the entire ship) overheat and explode if enter the atmosphere too quickly, which is what happens in real life.On a second note, you guys know that the Apollo 10 reentered the atmosphere at 11.08 Km/s right? It's the speed record for a manned flying object. Link to comment Share on other sites More sharing options...
Chestburster Posted June 12, 2013 Share Posted June 12, 2013 Got the same FPS-drop-bug when reaching about 8 G's. Happens with mod only and with stock only planes in 2.2. Link to comment Share on other sites More sharing options...
Fonso Posted June 12, 2013 Share Posted June 12, 2013 Have FPS drop to 10-11 and the right-click info pannel of the main engine disappears while using MechJeb 2.0.8. Looks like it is some kind of conflict between Deadly Reentry damaging the engine at 95% overheat and MJ preventing overheat at 95% too, since setting a more restrictive condition (like a low acceleration which reduces the engine power) restores normal FPS and the right click menu. Link to comment Share on other sites More sharing options...
PDCWolf Posted June 12, 2013 Share Posted June 12, 2013 Loving the bugfixes, specially the bac9 one, but why do you keep making the plugin easier? Link to comment Share on other sites More sharing options...
s20dan Posted June 12, 2013 Share Posted June 12, 2013 (edited) I had to uninstall this great mod It seems that it causes massive lag with any of my more unusual craft. Such as this:Or this: They are fine until the point they are put under stress from G-forces. Then the lag begins. I am using lots of mods and at first I thought perhaps it was a conflict, although none existed with the previous version. (RC4 I think?) However, Chestburster had a similar experience with stock craft. Anyway, I'll re-activate it and see if I can get some more substantial information through the logs.Update: Here's some more info from the logs:[code=](Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at System.String.memcpy4 (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at System.String.memcpy (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at Krakensbane.GetFrameVelocityV3f () [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Thats repeated a lot throughout the logs. Edited June 12, 2013 by s20dan Link to comment Share on other sites More sharing options...
PDCWolf Posted June 12, 2013 Share Posted June 12, 2013 I'm getting a lot of lag with b9 parts. It takes some second before the scene fully loads to start lagging, and happens only with b9 parts.Click runway, select any ship that uses b9 parts, the scene loads and I can start the flight. 10 seconds after physics kick in, lag starts and it grows and grows till the game is barely playableClick SPH, start building anything, select a b9 part, place it, 10 seconds later everything starts to lag again.None of this happens if I keep it stock (or other parts that aren't b9. I'm using mapsat, some custom made parts, kspx, remotetech and kwrocketry and none of them seem to have trouble). Link to comment Share on other sites More sharing options...
ialdabaoth Posted June 12, 2013 Author Share Posted June 12, 2013 I had to uninstall this great mod It seems that it causes massive lag with any of my more unusual craft. Such as this:Or this: They are fine until the point they are put under stress from G-forces. Then the lag begins. I am using lots of mods and at first I thought perhaps it was a conflict, although none existed with the previous version. (RC4 I think?) However, Chestburster had a similar experience with stock craft. Anyway, I'll re-activate it and see if I can get some more substantial information through the logs.Update: Here's some more info from the logs:[code=](Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at System.String.memcpy4 (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at System.String.memcpy (System.Byte* dest, System.Byte* src, Int32 size) [0x00000] in <filename unknown>:0 at Krakensbane.GetFrameVelocityV3f () [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Thats repeated a lot throughout the logs. well then. Unfortunately, that's part of the process of determining the accurate velocity of the craft; this happens in every frame (not just under high-G loads), so it's unusual that it'd only start lagging under stress. I'm not sure if I can find a way around this, but I'll try. Link to comment Share on other sites More sharing options...
s20dan Posted June 13, 2013 Share Posted June 13, 2013 (edited) well then. Unfortunately, that's part of the process of determining the accurate velocity of the craft; this happens in every frame (not just under high-G loads), so it's unusual that it'd only start lagging under stress. I'm not sure if I can find a way around this, but I'll try. I scanned those logs for some more errors and found this:(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at DeadlyReentry.ModuleAeroReentry.CheckGeeForces () [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Its actually repeated more than the other error, I don't know how I missed it. I think the first error was appearing in the SPH and maybe this error was the one from during flight. Edited June 13, 2013 by s20dan Link to comment Share on other sites More sharing options...
ialdabaoth Posted June 13, 2013 Author Share Posted June 13, 2013 Update: I think I have a solution, but it'll take extensive testing to see if I haven't introduced a new bug. Link to comment Share on other sites More sharing options...
MR4Y Posted June 13, 2013 Share Posted June 13, 2013 Still trying to figure a way of breaking atmosphere at 2 Km/s without exploding. And by that I mean using a space plane and taking off from Kerbin. Link to comment Share on other sites More sharing options...
PDCWolf Posted June 13, 2013 Share Posted June 13, 2013 Update: I think I have a solution, but it'll take extensive testing to see if I haven't introduced a new bug.Tell us if there's any special area that requires testing. If it's just "test it till you break it" then I'm already doing that. Link to comment Share on other sites More sharing options...
s20dan Posted June 13, 2013 Share Posted June 13, 2013 Update: I think I have a solution, but it'll take extensive testing to see if I haven't introduced a new bug. Still getting the same lag with the update But thanks for getting a patch out so quickly anyway. Link to comment Share on other sites More sharing options...
Synthesis Posted June 13, 2013 Share Posted June 13, 2013 (edited) At the risk of sounding like an idiot, can someone tell me how to bring up the debug menu to adjust the reentry heat factor? I'm not familiar with Module Manager, so I didn't install the related folder or file. Alt+D doesn't seem to work, can anyone point it out? Edited June 13, 2013 by Synthesis Link to comment Share on other sites More sharing options...
ZobrAA Posted June 13, 2013 Share Posted June 13, 2013 Issue report: Bobcat's 6.25m Inflatable Heatshield has mass = 0.2 only and no ablator!Also I have a question: is there any hope for PlaCo Heatshields to be adapted to DR2? Link to comment Share on other sites More sharing options...
King Jareth Posted June 13, 2013 Share Posted June 13, 2013 (edited) At the risk of sounding like an idiot, can someone tell me how to bring up the debug menu to adjust the reentry heat factor? I'm not familiar with Module Manager, so I didn't install the related folder or file. Alt+D doesn't seem to work, can anyone point it out?It was Alt+D+R in 2.1 but no idea if its changed.If you don't add the module manager stuff it can't make the changes to stock parts max temperature setting though. Edited June 13, 2013 by King Jareth Link to comment Share on other sites More sharing options...
Chestburster Posted June 13, 2013 Share Posted June 13, 2013 Still getting the same lag with the update same here :-/ Link to comment Share on other sites More sharing options...
Fonso Posted June 13, 2013 Share Posted June 13, 2013 Still not getting engine damage as I did in 2.1, I'm starting to think I haven't installed it correctly, can anyone help me?-ModuleManager.dll -> KSP_win\Plugins-DeadlyReentry, ExsurgentEngineering, [moduleManagerSource]* folders -> KSP_win\GameData*Don't think moduleManagerSource folder is necessary, but just in case Link to comment Share on other sites More sharing options...
King Jareth Posted June 13, 2013 Share Posted June 13, 2013 I think modulemanager.dll goes in GameData. Link to comment Share on other sites More sharing options...
BigNose Posted June 13, 2013 Share Posted June 13, 2013 You reincluded the heat shield parts, you fixed the MM/B9 Bug...There is only one thing left which prevents me from getting this mod (I loved v1.3):The fact that all stock parts get 50% heat tolerance makes all mod parts overpowered considering heat resistance.I think it would have been a better idea to simply double the maximum heat caused by the atmosphere at all velocities and leave the maxheat values of all parts as is. That way, all modded parts won't seem out of place in the light of this great mod. Link to comment Share on other sites More sharing options...
StainX Posted June 13, 2013 Share Posted June 13, 2013 (edited) I agree with BigNose... the heating is a bit messed up... And its still far to easy... i don't even need a heatshield, i just use an engine to compensate the heat which i decouple when things start to cool down... Edited June 13, 2013 by StainX Link to comment Share on other sites More sharing options...
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