Albert VDS Posted April 15, 2014 Share Posted April 15, 2014 (edited) Is there a way to "refill" the heatshields or repair them so they can be reused?Edit: Found out that you can if you change "transfer = NONE" to "transfer = PUMP" in DeadlyReentry.cfg. Edited April 15, 2014 by Albert VDS Quote Link to comment Share on other sites More sharing options...
GavinZac Posted April 15, 2014 Share Posted April 15, 2014 Is there a way to "refill" the heatshields or repair them so they can be reused?Edit: Found out that you can if you change "transfer = NONE" to "transfer = PUMP" in DeadlyReentry.cfg.Hurray, nanobot repair systems Quote Link to comment Share on other sites More sharing options...
TerLoki Posted April 15, 2014 Share Posted April 15, 2014 I thought this was in reference to a stack chute. Oops.I'll do that.It is. Well, part of it is, the radial chutes were problem too, but the SDHI docking port/chute combo is also getting destroyed. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 15, 2014 Share Posted April 15, 2014 It probably needs a collider adjust too then, since other stack chutes are fine. Quote Link to comment Share on other sites More sharing options...
komodo Posted April 16, 2014 Share Posted April 16, 2014 We'll bring it over to the part maintainer then. Thank you for your fine mods Quote Link to comment Share on other sites More sharing options...
Zidane Posted April 16, 2014 Share Posted April 16, 2014 (edited) Couple of things i'd like to point out. I really enjoy this mod. First time it came out i found it too hard to use though and stock parts didn't play too nice with it. When i installed this one i found the opposite. I was testing 300km almost vertical falls in my sandbox and kerbals were only killed by G-forces. The craft would survive in great part. It kinda sucked when i wanted to destroy probes or stations on the atmosphere and i couldn't. I found a bit confusing the directions to up the difficulty. It points to RO but it doesn't say what to get there. Later on on page 126 the OP said the heatshields cfgs. However, on page 125 Starwaster releases a code which he calls a "blanket solution". I do believe this solution to be better. I may be wrong here, i've never coded anything for games or anything on unity for that matter so take this with the proverbial grain of salt. From what i've seen the code Starwasher published seems to address all parts with ModuleHeatShield, which includes both shields and B9 parts (and stock obviously). Were one to get only the shields cfg files, one would not have the B9 and stock parts configured for a higher challenge, only the heatshields, which would make it only effective for rocket missions.I'd also recommend to highlight page 50, where FlowerChild proposes a solution that makes the game harder, but not so hard that the stock parts become unbalanced for it, if i understood correctly. I spent a lot of hours digging through this post to understand how to up the difficulty correctly without posting dumb questions and honestly i'd find it easier if the above information was accessible. I suggest posting it on the OP: FlowerChild's post, Starwaster's post and the explanation of what to get from RO. I understand that somewhere in pages 1-50 you said you were gonna patch it up sometime soon, meanwhile posting those on the OP could do just fine.I'd like to suggest tweakable heat shielding at the expense of higher mass using the new tweaks menu on all parts (or most of them). This because we all know how we use small fuel tanks as a support for air intakes or side engines on space planes sometimes and these do not have shielding. Now a real world application would include shielding in those parts. Again i have no idea how feasible this actually is.Hope my feedback is useful and thanks for your work OP, much appreciated. Edited April 18, 2014 by Zidane Starwaster never washed stars. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) It is. Well, part of it is, the radial chutes were problem too, but the SDHI docking port/chute combo is also getting destroyed.I checked those out and I can't find a problem with them. Checked both ports (stock/chute combo and IACBM/chute combo). Both show up as shielded and survived the reentry. Could not reproduce.Couple of things i'd like to point out. I really enjoy this mod. First time it came out i found it too hard to use though and stock parts didn't play too nice with it. When i installed this one i found the opposite. I was testing 300km almost vertical falls in my sandbox and kerbals were only killed by G-forces. The craft would survive in great part. It kinda sucked when i wanted to destroy probes or stations on the atmosphere and i couldn't. I found a bit confusing the directions to up the difficulty. It points to RO but it doesn't say what to get there. Later on on page 126 the OP said the heatshields cfgs. However, on page 125 Starwasher releases a code which he calls a "blanket solution". I do believe this solution to be better. I may be wrong here, i've never coded anything for games or anything on unity for that matter so take this with the proverbial grain of salt. From what i've seen the code Starwasher published seems to address all parts with ModuleHeatShield, which includes both shields and B9 parts (and stock obviously). Were one to get only the shields cfg files, one would not have the B9 and stock parts configured for a higher challenge, only the heatshields, which would make it only effective for rocket missions.I'd also recommend to highlight page 50, where FlowerChild proposes a solution that makes the game harder, but not so hard that the stock parts become unbalanced for it, if i understood correctly. I spent a lot of hours digging through this post to understand how to up the difficulty correctly without posting dumb questions and honestly i'd find it easier if the above information was accessible. I suggest posting it on the OP: FlowerChild's post, StarWasher's post and the explanation of what to get from RO. I understand that somewhere in pages 1-50 you said you were gonna patch it up sometime soon, meanwhile posting those on the OP could do just fine.I'd like to suggest tweakable heat shielding at the expense of higher mass using the new tweaks menu on all parts (or most of them). This because we all know how we use small fuel tanks as a support for air intakes or side engines on space planes sometimes and these do not have shielding. Now a real world application would include shielding in those parts. Again i have no idea how feasible this actually is.Hope my feedback is useful and thanks for your work OP, much appreciated.Ok, firstly, please let the record show that I have never 'washed' a star. Especially not ever.Secondly, just to clarify, what I posted on page 125 doesn't increase difficulty, it provides tougher heat shields if you are playing with increased difficulty. You have to have already increased the difficulty.And the way you do that is by either:Going into the DeadlyReentry folder (<KSP Folder>\GameData\DeadlyReentry) and editing the custom.cfg file. Find the line that says @shockwaveExponent = 1 and change the 1 to 1.12While playing DREC press Alt+D+R and DREC's debug menu appears. Find Shockwave Exponent and change the 1 to 1.12. Click save. Close the DREC menu.Then you go download the RO files (keeping only the heat shield files if you don't want the rest) or use the solution I posted. IIRC, the problem with the solution I posted is that it applies the same amount of heat reduction to all affected parts regardless of their size so some parts might get too much protection. Edited April 16, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Zidane Posted April 16, 2014 Share Posted April 16, 2014 lol funny typo Have you ever wasted a star though? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 16, 2014 Author Share Posted April 16, 2014 lol funny typo Have you ever wasted a star though?I use every single part of the carcass! Quote Link to comment Share on other sites More sharing options...
Sage Posted April 16, 2014 Share Posted April 16, 2014 (edited) First, thanks for maintaining this mod, Nathan I wanted to report a little problem, that I've found while messing around with configs. Basically, in the Animation2Value module, you can specify the target module of the variable that you want to change, however in DRC config for the shielded port the name of the field seems to be wrong. You should change them from this: { name = ModuleAnimation2Value animationName = dockingring moduleName = ModuleHeatShield //this... valueName = reflective valueCurve { key = 0 0.25 0 0 key = 0.1 0 0 0 key = 1 -1.5 0 0 // don't leave the shield open. } } MODULEto { name = ModuleAnimation2Value animationName = dockingring valueModule = ModuleHeatShield //needs to be like this to work valueName = reflective valueCurve { key = 0 0.25 0 0 key = 0.1 0 0 0 key = 1 -1.5 0 0 // don't leave the shield open. } } MODULEAlso, in the inflatable shield config there is an animation curve inside the HeatShield module, which doesn't seem to do anything at all (even after peeking at the source code on GitHub). You can probably remove it and mimic it's intended effect with an animation2value module like this: { name = ModuleAnimation2Value animationName = heatshield valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.02 //not negative because the shield is there, just smaller key = 0.8 0.1 key = 1 0.25 //full reflection } } MODULEHope this help. If someone wants to use it now without touching the files I can make a MM tweak, feel free to ask. Edited April 16, 2014 by Sage clarity Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 Thank you so much for this! Fixed. I'll release a point release shortly. Quote Link to comment Share on other sites More sharing options...
ZooNamedGames Posted April 17, 2014 Share Posted April 17, 2014 I've got a problem guys..... I don't know if you've fixed it, but I want to know what I should do to fix it...Whenever I load up your mod (and it gets this simple) your mod and your mod ALONE causes my game to lag to below 1fps. It literally makes the craft unplayable, especially being a person who makes large crafts which lags the game slightly as is.... So please what must I do to KILL THIS LAG?? I've wanted to play with this mod for a long time, but I can't due to this major problem... Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 17, 2014 Share Posted April 17, 2014 Please post your output_log.txt Quote Link to comment Share on other sites More sharing options...
ZooNamedGames Posted April 17, 2014 Share Posted April 17, 2014 Update solved my problem. Something about one of your prior versions+.23 made the game unplayable. You fixed it in the most recent version. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 18, 2014 Author Share Posted April 18, 2014 The Real Chute bug strikes again! Quote Link to comment Share on other sites More sharing options...
kiwiak Posted April 18, 2014 Share Posted April 18, 2014 i felt that DR is too easy, judging from heatshields performance on kerbin orbit, so i changed shockwawe exponent to 1.12 as suggested in op post.well, reentry to eve atmosphere is quite impossible, at least from interplanetary trajectory. after about 30 seconds heatshield just explodes after reaching 1500 c. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 18, 2014 Share Posted April 18, 2014 Well yes: as the OP says, if you up the exponent like that, you also need different heatshields.EDIT: Ok, I really now believe I'm not stating things clearly enough in the OP. People who've been using this mod for a while and get the various options, what are your suggestions for clarifying the OP? Quote Link to comment Share on other sites More sharing options...
Zidane Posted April 18, 2014 Share Posted April 18, 2014 Well yes: as the OP says, if you up the exponent like that, you also need different heatshields.EDIT: Ok, I really now believe I'm not stating things clearly enough in the OP. People who've been using this mod for a while and get the various options, what are your suggestions for clarifying the OP?I had a couple suggestions in case you missed, check post #1281, the huge post on page 129. Quote Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 18, 2014 Share Posted April 18, 2014 Um...so...what exactly do these values in the config do? name = Default shockwaveMultiplier = 1.0 shockwaveExponent = 1.0 heatMultiplier = 25 temperatureExponent = 1.03 densityExponent = 0.85 startThermal = 750 fullThermal = 1150 gToleranceMult = 3.0I want to turn down some of the settings so I can push an SSTO a bit faster in atmo (the heating effects starting just above Mach 2 and being pretty extreme is just a little silly), but I'm not sure what to change. None of that seems to be commented or documented (unless it is in some post buried in this thread O.o ). Quote Link to comment Share on other sites More sharing options...
kiwiak Posted April 18, 2014 Share Posted April 18, 2014 Well yes: as the OP says, if you up the exponent like that, you also need different heatshields.oh, it seems i forgot that. Quote Link to comment Share on other sites More sharing options...
Overjay Posted April 19, 2014 Share Posted April 19, 2014 Where can I get DRE for KSP 0.23? Quote Link to comment Share on other sites More sharing options...
Thedas Posted April 19, 2014 Share Posted April 19, 2014 I saw in one of the replies earlier on that the exploding parts on the launchpad bug was fixed but it is not for me and I just redownloaded the mod. Also, no matter how shallow I try to make the reentry even at LKO speeds I overheat and explode very quickly as I descend into the middle layer of Kerbin's atmosphere. I have been able to successfully get down before with steeper trajectories and I can't figure out why it is not working. Can some one please help me? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 19, 2014 Author Share Posted April 19, 2014 I saw in one of the replies earlier on that the exploding parts on the launchpad bug was fixed but it is not for me and I just redownloaded the mod. Also, no matter how shallow I try to make the reentry even at LKO speeds I overheat and explode very quickly as I descend into the middle layer of Kerbin's atmosphere. I have been able to successfully get down before with steeper trajectories and I can't figure out why it is not working. Can some one please help me?By definition, burning up on reentry doesn't sound like the launchpad bug to me...Did you change anything in the config file such as shockwave exponent / multiplier? (especially if you upped the difficulty, you need RSS compatible heat shields)Or start playing with RSS and not use RSS heat shields? Quote Link to comment Share on other sites More sharing options...
Thedas Posted April 19, 2014 Share Posted April 19, 2014 I have not touched the configs. Also my parachutes explode often when the launchpad loads and most everything has an overheat bar on it. Then at the same time I am still having trouble getting down with out burning up when I am coming in at very shallow angles. Quote Link to comment Share on other sites More sharing options...
BombastixderTeutone Posted April 21, 2014 Share Posted April 21, 2014 Hello Folks,How do I add active directional Heatshield capabilities to Procedural Wings and Controll Surfaces? Quote Link to comment Share on other sites More sharing options...
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