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


Starwaster

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It's no different than adding heat shielding to any other part, however DREC's code has a hard time telling if fairings protect the things inside them. (it fails at certain angles; I suspect a problem with the PF colliders)

If you have FAR installed that will help because DREC will detect that and ask FAR if an item is protected by a fairing.

Actually I'm thinking about removing FAR, since I never figured out how to let MJ launch my rockets and getting bored flying a launcher to orbit over and over again. But I still want my reentry hell :(

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Actually I'm thinking about removing FAR, since I never figured out how to let MJ launch my rockets and getting bored flying a launcher to orbit over and over again. But I still want my reentry hell :(

I've determined that telling MJ to use a custom ascent profile, beginning the turn at about 1,500m and the curve profile set to 70%, seems to work okay for most of my designs so far, presuming I have enough control authority in the lower atmosphere.

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Actually I'm thinking about removing FAR, since I never figured out how to let MJ launch my rockets and getting bored flying a launcher to orbit over and over again. But I still want my reentry hell :(

Launch isnt that hard once you know how.

Start your turn when your velocity is about 100m/s.

I cant remember what the launch curve needs to be but I set the curve end at 120km and an elevation of 5 degrees.

The curve percent should be whatever gives you a gradual gentle curve. If you turn too sharply you'll lose control.

The atmosphere ends at 180km so you still have quite a ways to go when you reach 120. You may need to throttle down at times. For MJ set your accelleration between 26-32 (26 may be a bit low for RSS but it's usually workable).

At 120km you can think about jettisoning your payload fairing. Atmosphere is thin enough to get Away with it both in terms of fairing safety and drag.

That launch profile is based on literature I've read on Orion and SLS and works for similarly designed rockets.

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okay, I went ahead and installed FAR. Been waffling on that for a long time anyway.

Here's what I've got for the fairings:

//Heatshield functionality for Procedural Fairings - Fairings and Fuselage

@PART[KzProcFairingSide1]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 800 240 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

@PART[KzProcFairingSide2]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 800 240 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

@PART[KzProcFairingFuselage1]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 800 240 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

The dissipation values I'm using are the same ones used in Flowerchild's tweak on page 50, which is what I play with. I used the other values from the 2.5m heatshield; I dunno if that'll make a difference with larger/smaller payloads. I think this will work, but I'm not sure. Does everything look right to you guys?

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yeah that got messed up a bit in the copy/paste; it looks much nicer in my cfg. the brackets are all set, though. mostly wanted a second set of eyes on the syntax and DREC settings.

Just did a couple of test flights. Once to confirm DREC is working as usual, another to try the heatshields. Jeb Bill and Bob died horribly the way they were supposed to, so DREC was definitely working. On the other flight, the fairings worked! They ran out of ablative shielding, however... that's probably because I tried to get fancy and do the 1/3rd fairing entry like in the Copernicus video. FAR didn't like that, and it went into a spin. Still, nothing overheated and exploded, so I think if I keep all the fairings on it should work just fine.

The above cfg file should work for Flowerchild's tweaked DREC settings. This should work for default DREC:

//Heatshield functionality for Procedural Fairings - Fairings and Fuselage

@PART[KzProcFairingSide1]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 500 90 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

@PART[KzProcFairingSide2]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 500 90 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

@PART[KzProcFairingFuselage1]
{
MODULE

{

name = ModuleHeatShield

direction = 0, 0, 0 // omnidirectional
reflective = 0.05 // 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{ // loss is based on the shockwave temperature (also based on density)


key = 650 0 0 0 // start ablating at 650 degrees C

key = 1000 320 0 0 // peak ablation at 1000 degrees C

key = 3000 400 0 0 // max ablation at 3000 degrees C

}

dissipation

{ // dissipation is based on the part's current temperature


key = 300 0 0 0 // begin dissipating at 300 degrees C

key = 500 90 0 0 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

Feel free to use 'em if you guys want. Both probably require FAR to actually shield payloads. I dunno what they'll do w/o it. Minimally tested at this point; I'm going to bed. If your ships blow up it ain't my fault!

Edited by loppnessmonsta
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Actually I'm thinking about removing FAR, since I never figured out how to let MJ launch my rockets and getting bored flying a launcher to orbit over and over again. But I still want my reentry hell :(

Try the following MJ Ascent profile

Start of turn: 0.150 km

End of turn 78 km

Final angle: 0 degrees

Turn percentage: 37.5%

It's my goto configuration for just about any launch after having tested it on some insanely wibbly wobbly self-destructy mun rockets I'd built.

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Try the following MJ Ascent profile

Start of turn: 0.150 km

End of turn 78 km

Final angle: 0 degrees

Turn percentage: 37.5%

It's my goto configuration for just about any launch after having tested it on some insanely wibbly wobbly self-destructy mun rockets I'd built.

OMG is marce on stock Kerbin???? For some reason I thought it was RSS Kerbin they were having trouble with hence why I gave them a profile that assumed such a high orbital altitude...

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Alright, thanks for all the input guys, won't quote each of you because lazy :)

Just for clarification: I have two installs, one RSS/RO and the other one stock size and I fail either way, so both inputs are valued :wink:

I was pretty sure that I tried about every configuration i could think of and MJ always managed to turn to sharp. I even have the bad feeling that I can turn more sharply when flying manually without problems, but if it's MJ it will always tip over (yeah that's a conspiracy theory I made up myself so I deeply believe in it). Anyway, I'll fire up KSP now and test some designs with the configs you recommended.

Something related: maybe my failure is using the wrong control surfaces. I'm not very interested in spaceplanes, so I don't have many additional aerodynamic parts installed and mostly use the stock stuff. Any advice for a good pack with control surfaces with focus on rockets only (I can delete parts of course, just need to know which ones from which pack) which should be 0.23.5 compatible without additional work (iirc there are some problems with B9 not being maintained, may very well be wrong).

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Alright, thanks for all the input guys, won't quote each of you because lazy :)

Just for clarification: I have two installs, one RSS/RO and the other one stock size and I fail either way, so both inputs are valued :wink:

I was pretty sure that I tried about every configuration i could think of and MJ always managed to turn to sharp. I even have the bad feeling that I can turn more sharply when flying manually without problems, but if it's MJ it will always tip over (yeah that's a conspiracy theory I made up myself so I deeply believe in it). Anyway, I'll fire up KSP now and test some designs with the configs you recommended.

Something related: maybe my failure is using the wrong control surfaces. I'm not very interested in spaceplanes, so I don't have many additional aerodynamic parts installed and mostly use the stock stuff. Any advice for a good pack with control surfaces with focus on rockets only (I can delete parts of course, just need to know which ones from which pack) which should be 0.23.5 compatible without additional work (iirc there are some problems with B9 not being maintained, may very well be wrong).

sorry but your theory is just wrong. :kiss: if MJ turns too sharp then increase your turn shape percentage.

it is also time to re-evaluate your rocket design techniques. control surfaces? Hah, what are those? the last heavy lifter I launched in an RSS+FAR environment had no fins. no rudders or elevons. just gimballed rocket motors. with the center one locked.

edit: Re B9. there are patches for B9 that fix its problems. updated plugins, etc. config patches for landing gear and control surfaces.

Edited by Starwaster
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control surfaces? Hah, what are those? the last heavy lifter I launched in an RSS+FAR environment had no fins. no rudders or elevons. just gimballed rocket motors. with the center one locked.

Don't worry we all started small, you'll learn :kiss:

OT: with AdmiralTigerclaw's config I just blasted 37t super-wobbly payload in an overwide fairing (the vessel looked a bit like the designs taniwha creates to annoy ferram, you know) into orbit without problems. I think my mistake was to always increase the turn angle (70%+) instead of lowering it. It now looks like it shouldn't fly, but does :D

Next is Starwaster's RSS config.

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Is the inflatable heat shield not intended to be balanced? It seems to have a max temperature of 10,000 degree. It seems pretty indestructible on reentry.

Try putting this in a *.cfg file. If you have a dedicated folder for cfg tweaks then put it there. Otherwise put it anywhere in your GameData folder

This fixes several things.

  • Fixes weird drag values that can unbalance a craft and cause it to flip when shield inflates
  • Changes base default shield reflective value to 0.02 (uninflated)
  • Changes max temp value to something more sane (2600.... still too high? I think it's ok)

I forget what else it might or might not do.

On retrospect I'm not satisfied with the drag fix. I should have set all drag values to normal stock values and increased drag coefficient when inflating... I think. This should work as is for you now.


@PART[6.25_Heatshield]:NEEDS[DeadlyReentry]:FINAL
{
@maximum_drag = 0.2
@minimum_drag = 0.2
@angularDrag = 2.0
@maxTemp = 2600

@MODULE[ModuleAnimation2Value],0
{
@valueCurve
{
@key,0 = 0 0.2
@key,1 = 0.8 0.5
@key,2 = 1.0 1.0
}
}
@MODULE[ModuleAnimation2Value],1
{
@valueCurve
{
@key,0 = 0 0.2
@key,1 = 0.8 0.5
@key,2 = 1.0 1.0
}
}
@MODULE[ModuleHeatShield]
{
@reflective = 0.02 // Make sure initial value matches uninflated value used by ModuleAnimation2Value
}
MODULE
{
name = ModuleAnimation2Value
animationName = heatshield
valueName = angularDrag
valueCurve
{
key = 0 2
key = 1 5
}
}
}

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Hello!

Where can I get shields capable of a real solar system entry or how can I configure my existing shields for that?

Thank you?

If you have RSS/RO/DRE, then they'll be under the structural tab. The old ones are still there! Keep going and the RSS-compatible ones will show up.

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Thank you for the cfg file for inflatable heat shields. I just wanted to check, is that reasonable for real-scale / real solar system kerbal?

BTW - is there a quick way to tell which heat shields are RSS/RO compatible, or just look at the numbers?

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Thank you for the cfg file for inflatable heat shields. I just wanted to check, is that reasonable for real-scale / real solar system kerbal?

BTW - is there a quick way to tell which heat shields are RSS/RO compatible, or just look at the numbers?

That's kind of iffy and it depends on how steep you're coming in. It's not an ablative shield and it uses the standard 25% reflection value that stock DREC reflection only shields use. Ablative shields that are RSS compatible do so by increasing the peak dissipation cap.

I havent seen any any reflector only shields that increase reflection so I did not touch them in that config. However, I have survived RSS reentries with them but that's usually with FAR where you can use lift to stay in the upper regions longer and decellerate more before coming in.

If you find that its not enough, increase reflection but not too much. Maybe to 30%-35%

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Sorry, if I do not want the whole Realism Overhaul, what mods from there do I need?

All you need is Deadly Reentry. Read item #2 in the very first post in this thread -- it contains a link to a separate config file that will give you the RSS heat shields. (It re-uses existing stock models so you don't need to install any parts, just the .cfg file). Remember to alter your Deadly Reentry config file with the numbers specified in that same item #2 from the first post.

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Sorry, what numbers? I do not mean any multipliers but the real size Earth and the real orbital speed as I am using the Real Solar System. Also, what is the temperature for a proper real life entry?

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Sorry, what numbers? I do not mean any multipliers but the real size Earth and the real orbital speed as I am using the Real Solar System. Also, what is the temperature for a proper real life entry?

You don't have to change anything for RSS unless you want to tone it down.

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Question. On the inflatable heat shield, what does the jettison button do? And what's up with the stability? That plug in the center is kind of tall. Even with just a ball probe on it, it wants to flip over. It's like the half angle is wrong. Does it not work in the Kerbin atmosphere?

Lee

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Question. On the inflatable heat shield, what does the jettison button do? And what's up with the stability? That plug in the center is kind of tall. Even with just a ball probe on it, it wants to flip over. It's like the half angle is wrong. Does it not work in the Kerbin atmosphere?

Lee

Try this

http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14?p=1225945&viewfull=1#post1225945

I have not tested that in non-Kerbin atmospheres. It should be ok though. Probably.

Is there a craft file that modifies the heat limits that ENGINES can take? Everytime I run my SSME's in RSS they overheat and explode unless I throttle down to 60 %.

DREC itself slashes max temps across the board. I mean, it would be great and all if we had materials that could withstand 3600K without warping or outright melting, but most materials will start slagging long before then.

Edited by Starwaster
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