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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021


Starwaster

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Hello Folks,

How do I add active directional Heatshield capabilities to Procedural Wings and Controll Surfaces?

PWings should work without tweaking it. Regardless of that, look at the B9 cfg in the Deadly Reentry folder. All you should have to do is add the module. But that's no guarantee that it'll work properly because PWings changes the parts. Just adding the ModuleHeatShield module to it might not work. Or it might. Or it might only work partially.

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First time I'm useing imgur embedded function here, hope it works.

PWings should work without tweaking it. Regardless of that, look at the B9 cfg in the Deadly Reentry folder. All you should have to do is add the module. But that's no guarantee that it'll work properly because PWings changes the parts. Just adding the ModuleHeatShield module to it might not work. Or it might. Or it might only work partially.

As you see from the Screenshots my spaceplane still burns up, and it seems to start with the procedural wings and controll surfaces, after the plane spins out of controll the rest explodes due to G-Forces. I'm trying to do a authentic X-15 replica with what the game and mods offer me.

Edit: I wasn't able to embed my Imgur album here. How do I do that? (fixed, thank you)

Edited by BombastixderTeutone
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http://imgur.com/a/yCnE4

As you see from the Screenshots my spaceplane still burns up, and it seems to start with the procedural wings and controll surfaces, after the plane spins out of controll the rest explodes due to G-Forces. I'm trying to do a authentic X-15 replica with what the game and mods offer me.

Try this then:

@PART[Proceduralwing2]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}
@PART[Proceduralwing2EndPiece]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}
@PART[ProceduralAllMovingWing]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}
@PART[ProceduralwingBac9]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}
@PART[pCtrlSrf1]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}
@PART[B9_Aero_Wing_ControlSurface_SH_4mProcedural]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}

Putting that in it's own cfg file might, and I stress might make the PWings more resilient on reentry. Or it might not work at all.

Edited by phoenix_ca
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First off, Thanks for the help and the quick response phoenix_ca and Starstrider42.

Ok the wings seem to be fixed and didn't burn up. But one controll surface, the landing gear, the RCS ports and the nosecone didn't make it.

Do you know how I can give all of them Omnidirectional Heatshields?

Can I just write down the name from the Part list in the VAB and make the same line of code how you did it or are the parts somehow differently named in the Code? Is there a way to give eversy B9 Part omnidirectional Heatshield, so I don't have too look up every one of them?

Edited by BombastixderTeutone
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http://imgur.com/a/yTP6u

First off, Thanks for the help and the quick response phoenix_ca and Starstrider42.

Ok the wings seem to be fixed and didn't burn up. But one controll surface, the landing gear, the RCS ports and the nosecone didn't make it.

Do you know how I can give all of them Omnidirectional Heatshields?

Can I just write down the name from the Part list in the VAB and make the same line of code how you did it or are the parts somehow differently named in the Code? Is there a way to give eversy B9 Part omnidirectional Heatshield, so I don't have too look up every one of them?

Caveat: I have not gone through every single B9 part to verify that this is true for all of them. But as long as every B9 part's name (which is a unique identifier) starts with B9, then this should work.


@PART[B9*]
{
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}

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Correction to Starwaster's code so duplicates don't get added.

@PART[B9*]:HAS[!MODULE[ModuleHeatShield]]:Final
{
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}

For ablative, you'd want to change the above module to look like the ablative version of the module (see DeadlyReentry.cfg where it's added to the Mk1 pod for example) and then also add a RESOURCE block adding AblativeShielding.

I wouldn't expect RCS ports to survive; I rather doubt they did IRL.

Zidane: will read.

phoenix_ca:

shockwave temperature (heat of the air outside your vessel) = ((actual shockwave temperature) ^ shockwaveExponent) * shockwaveMultiplier

heatMultiplier = measure of how fast shockwave heat is applied.

temperatureExponent = exponent to how much heat is applied

densityExponent = how much heat is a applied is a function of (atmo density ^ densityExponent)

startThermal = m/s speed where the orange thermal FX starts

fullThermal = m/s speed when it goes to full stretngh

gToleranceMult = multiplier to how tolerant parts are to gForce. Roughly equal to this * (sqrt(impact tolerance * 6))

Overjay: do you still need the .23 DLL?

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Thanks for the help everyone.

I'm still figuring out what the best flight profile for my X-15 is.

The later version of the X-15, the A2 had an ablative surface. How do I attach ablative shielding to B9 and Procedural Wing parts?

I'd lower reflection for starters. I'm thinking 5% (0.05) ? If you happen to know otherwise feel free to substitute.

Then it needs ablative to be set to the ablation resource to be consumed + some keys to tell it when to start ablating, how much heat shield to ablate away and how much heat to dissipate. dissipation is heat dissipation and I'm not sure if the value below is high enough for your needs. If you find it is not then increase it. (just the second key.

This is just the module code, not the part filter. If you're doing this to the B9 parts just replace the module section with this.


MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored
ablative = AblativeShielding
loss
{ // loss is based on the shockwave temperature (also based on density)
key = 650 0 // start ablating at 650 degrees C
key = 1000 64 // peak ablation at 1000 degrees C
key = 3000 80 // max ablation at 3000 degrees C
}
dissipation
{ // dissipation is based on the part's current temperature
key = 300 0 // begin ablating at 300 degrees C
key = 500 180 // maximum dissipation at 500 degrees C. (500 is the shockwave temperature. If you play with Real Solar System, increase to 800. Increase value from 180 if you're burning up)
}
}

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It meas that that amount of heat will not be transferred to the part each frame. Non-ablative shields have high reflective values because that's the *only* way they shield from heat. Ablative shields have ablative shielding, so they don't need high reflective values.

Check the difference in DeadlyReentry.cfg between the shielding applied to the Mk1 pod and Mk1 cockpit.

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Nathan there is something strange occuring. The B9 MK 2 Nosecone burns up (It doesn't disintegrate through G-forces] during reentry at temperatures of about 1400°(Is that Fahrenheit or Celsius?). With the help of the others here I created a cfg with this command

@PART[B9*]:HAS[!MODULE[ModuleHeatShield]]:Final
{
@maxTemp = 2000
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored
}
}

You see I set the max temp to about 2000°. I have no clue why that happens

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Ive been trying out more settings of vsync for about an hour now. I had not originally seen the option in my gpu settings to cut the refresh rate to half. And also "Every Other Vblank" in the application does the same. Runs the game at 30 frame per second... And the skipping reentry effects are gone. Its.."smooth" now.

But being locked at 30fps is just.. horrible. So now that im able to narrow down the culprit.. to an extent id like to hope atleast. Maybe now I can work towards a proper solution to run this mod at 60fps. So the more fps the worse the skipping effect. There MUST be a solution somewhere here. I simply cannot be the only person having this problem. Again stock there is no issue, but is it possible the changes to the dynamics can relate to this?

Im sorry, but I wish to bump this comment I made awhile back. I tried again today to see if maybe some changes were made in hope that this... bug I guess would be gone. Its not. I am simply dying to use this mod.. I REALLY want this mod. But this skipping effects/audio is just killing it for me. So like I said in that comment it seems to be a vsync issue. The lower the frames per second. The better it is.

I ask this.. how many of you have pc's powerful enough to peg this game at 60fps? Are you noticing these skipping effects?I mean every youtube video I see using DRE doesn't have this.. the effects are as smooth as stock. But.. as I learned. Fraps has difficulty capturing the phenomenon. So.. is everyone just.. ignoring it? Not noticing it? Lol.. wtf could be going on on my end. That's so radically different from everyone else...

The only thing I can think of is.. my monitor. Which isn't a monitor. I play on a 50" Samsung plasma screen. But.. how different could it be? Its running at 60hz no problem.

Edited by Motokid600
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I have been having problems trying to reenter and cannot seem to get it to work. I have been testing by starting at a 80km by 80km orbit and deorbiting to between 30-45km periapsis, but every time that I get to the middle layer of Kerbin's atmosphere, the temperature goes up too fast for the shield to get rid of the heat. The shield overheats and explodes with in a minute of entering the middle layer. I have been able to get down safely before with these same trajectories but I don't know what is going wrong. Also, most times that I load a craft onto the launchpad many of the modules load showing nearly full overheat bars that immediately start to reduce and usually my parachutes explode immediately upon the load. Can some one help me figure out what is going on and how to fix it.

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The only thing I can think of is.. my monitor. Which isn't a monitor. I play on a 50" Samsung plasma screen. But.. how different could it be? Its running at 60hz no problem.

Plasma and LCD displays are very, very different. There could be a problem with how the 60Hz source video is being interpolated into a 240Hz-or-more signal. Or other wacky things might be happening. You should see if you get the same effect with an LCD at 60Hz.

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I keep loosing the landing gear on my KSO when I re-enter. Any pr0 tips? I'm coming in from 200k ish orbit at about 3.3km/s in my RSS config.

If you're using standard settings and don't have it protected with a heat shield drop your alt to reduce your heat buildup. set your orbit to 100k before attempting reentry or entry via aerobreak with a 20-30k Pe

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Regarding the G-Force effects, has it been considered or is it even feasible to incorporate the way KeepFit ( http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-28 ) addresses long and short terms G loads and presents the information to the user? The fitness part may or may not be something appropriate to this mod, but the GUI option does seem very useful and fits well here.

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Request for modellers:

Would anyone be willing to re-do the heat shield models so that they have (short) auto-shrouds? It'd allow us to remove the extra decouplers, and just use standard decoupler parts.

This would be especially cool for the inflatable shield.

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Hi there !

I've installed a most of Scott Manley's mod list and Deadly Reentry is of course part of it but now I can't even do a suborbital flight with the Mk1 command pod ! I've set the shockwave exponent to 1.12 and even when I do a 100km apoapsis and then reenter directly, the pod just burst into flame without the heat bar even appearing ! The heat shield is facing retrograde and heat is just starting to appear around the ship before it just blows up !

What do you think ?

Thanks for your help !

Robin

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