NathanKell Posted October 2, 2014 Share Posted October 2, 2014 smunisto: as Starwaster says, it's not out yet. We (ferram, Ippo, and I) hope to have it ready soon after .25 though.ModZero: yes, RealHeat models emission.Starwaster: RF models boiloff because that's something to do with fuel. The cryogenic tank in RF, for the record, has a much, much, much lower boiloff rate than the S-IVB did (in fact, I think even the Default, non-Cryogenic tank does!) so I don't think it unfair to still have boiloff in RF, besides which if one does use RF, one is quite likely to use RealHeat too.DaMichel: undercoveryankee (hah, love that name) has about the size of it. We certainly won't be supporting/overriding KSPI out of the box, but it would be a shame not to integrate to some extent down the road.biohazard15: I will check again in case I somehow broke the packaging of it. Meanwhile, is it broken for anyone else?John FX: Yep. In fact, since it's being co-written by ferram, the connection is quite close. Quote Link to comment Share on other sites More sharing options...
Kalista Posted October 2, 2014 Share Posted October 2, 2014 NEAR shouldn't matter.Did you follow the instructions on the front page and delete the old Deadly Reentry first? (optionally retaining custom.cfg if you want, which contains your personal settings if you made changes)If you haven't then please completely delete your Deadly Reentry folder and reinstall fresh from the downloaded files.If it still doesn't work then please provide a log file:The LogsThese are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logNOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.logAlso, are you playing stock Kerbin or Real Solar System?Been having the exact same error heat shield doesn't really break the freezing mark till its floating down to the ground. Not using RSS on my end and alot of these mods I have that are now throwing errors weren't in the previous version.https://drive.google.com/file/d/0BwYzqg0314S0UDVudFBlOXlzT0U/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 Been having the exact same error heat shield doesn't really break the freezing mark till its floating down to the ground. Not using RSS on my end and alot of these mods I have that are now throwing errors weren't in the previous version.https://drive.google.com/file/d/0BwYzqg0314S0UDVudFBlOXlzT0U/edit?usp=sharingHi, only just now getting a chance to sit down with this. Quote Link to comment Share on other sites More sharing options...
Kalista Posted October 3, 2014 Share Posted October 3, 2014 Hi, only just now getting a chance to sit down with this.Watching the fraps video I made of that run ( FYI cooking and attempting to fly a rocket at the same time doesn't work out very well) the only times the temps went over freezing was Ambient spiked at 2c @38km then ran quickly down to -58c and didn't break 0 again till 2200 when it jumped up to the normal 19c. Reg temp didn't break freezing till 1200m. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 Watching the fraps video I made of that run ( FYI cooking and attempting to fly a rocket at the same time doesn't work out very well) the only times the temps went over freezing was Ambient spiked at 2c @38km then ran quickly down to -58c and didn't break 0 again till 2200 when it jumped up to the normal 19c. Reg temp didn't break freezing till 1200m.I think I see the time you reentered and you have massive errors (over 4700+) from scansat. Try removing that and see if the problem persists. Quote Link to comment Share on other sites More sharing options...
Kalista Posted October 3, 2014 Share Posted October 3, 2014 (edited) I think I see the time you reentered and you have massive errors (over 4700+) from scansat. Try removing that and see if the problem persists.No change same altitude for temp plateau still never saw the reg temp break freezing till 1200m.https://drive.google.com/file/d/0BwYzqg0314S0XzFoYmNEeTdpdGc/view?usp=sharingedit: Encoding the video of my test and will post a link here soon as I got it up on youtube.This is also the order of events that I did to my game from yesterday to today ( yesterday other than out of memory errors on long sessions worked like it should). Updated Real Fuels and DRE also changed MM file from 2.4.4 to the 2.4.5 one included with DRE now DRE is going nuts which leads me to believe its either a bug with the new version of DRE or MM.videohttp://youtu.be/Z-rSG_NnsIM Edited October 3, 2014 by Kalista Quote Link to comment Share on other sites More sharing options...
ModZero Posted October 3, 2014 Share Posted October 3, 2014 ModZero: yes, RealHeat models emission.Starwaster: RF models boiloff because that's something to do with fuel. Great! As for boiloff, I was talking about deliberate evaporation of a coolant, it was used during some stages of flight in the shuttles, for example . Though admittably that's quite niche. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted October 3, 2014 Share Posted October 3, 2014 (edited) NEAR shouldn't matter.Did you follow the instructions on the front page and delete the old Deadly Reentry first? (optionally retaining custom.cfg if you want, which contains your personal settings if you made changes)If you haven't then please completely delete your Deadly Reentry folder and reinstall fresh from the downloaded files.If it still doesn't work then please provide a log file:The LogsThese are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logNOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.logAlso, are you playing stock Kerbin or Real Solar System?Yes, I reinstalled by deleting the old version. I play stock system.Log: https://drive.google.com/file/d/0B-l1kSh8cSSAX2Nfc1ZOcUU5Mmc/view?usp=sharingMy DRE behaves just like that in Kalista's video - no heat except ambient and that from engines. Edited October 3, 2014 by biohazard15 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 (edited) OK I don't think the errors you're seeing are an issue. DRE is most likely working as it should but its settings defaults seem to have changed.That's not entirely unexpected because Nathan made changes as to how temperature is calculated but it might be making things too 'chilly' in stock Kerbin.Edit: No, still looking into it.Edit #2: Seems like there's some bit of wonkiness going on with re-entry. No temperature rise during high velocity in the atmosphere during ascent, it might actually be the settings like I initially thought. But during reentry (which really shouldn't behave differently but is) it seems like it's thinking it's still in vacuum right up until about 5km altitude.... Edited October 3, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Typrix Posted October 3, 2014 Share Posted October 3, 2014 I can't seem to get it to work either. I thought it was some conflict with other mods so I tried removing every other mod and running DREC on stock KSP. However, the reentry effects still do not show up. Quote Link to comment Share on other sites More sharing options...
Typrix Posted October 3, 2014 Share Posted October 3, 2014 (edited) Deleted . Edited October 3, 2014 by Typrix duplicate Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 3, 2014 Share Posted October 3, 2014 I haven't tried reentering yet, but is there a place, where we can get the old releases in case 5.3 is not working? Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted October 3, 2014 Share Posted October 3, 2014 I haven't tried reentering yet, but is there a place, where we can get the old releases in case 5.3 is not working?Here you go: https://github.com/NathanKell/DeadlyReentry/releasesQuestion to Nathan about his upcoming RealHeat - would that require RSS\RO\FAR\other realism mod, or it would be compatible with stock (or semi-stock, like NEAR)? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 I can't seem to get it to work either. I thought it was some conflict with other mods so I tried removing every other mod and running DREC on stock KSP. However, the reentry effects still do not show up.Yeah I don't think it's a conflict with anything else. Looking into it and I'll get with Nathan later.I did successfully get chutes to burn up though Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 3, 2014 Share Posted October 3, 2014 So, back to 5.2 for now Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 (edited) Found the problem.I'll post a fixed dll in a bit; official update will have to wait until Nathan is available.Edit:Wow, so while I was poking at the settings before (thinking maybe that was why things weren't getting nice and toasty) I had previously set them all to 55. All of them. Multipliers... exponents.... you name it.So I'm sitting here waiting for MechJeb to get my Kerbal into orbit so I can send him back into reentry and I'm reading messages on my phone when I hear an Kerbin shattering kaboom. I look at the screen and the rocket had evaporated into smoke.... I'm blaming Cable TV. Edited October 3, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
S1gmoid Posted October 3, 2014 Share Posted October 3, 2014 Found the problem.I'll post a fixed dll in a bit; official update will have to wait until Nathan is available.Good to hear, I just wanted to say that 5.3 didn't work for me either (FAR + KIDS + RealChutes). Quote Link to comment Share on other sites More sharing options...
John FX Posted October 3, 2014 Share Posted October 3, 2014 Just to say I came here to say I was getting no reentry effects or heat with the latest release. I see it is under control.I`ll revert to 5.2 until the patch is out. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 No further reports needed, NOBODY is getting reentry effects or heat unless they managed to build their rocket entirely out of chutes Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2014 Author Share Posted October 3, 2014 Sorry for the delay, I was playing with the reentry FX exponent but I've dropped that for now. Reentry FX are probably going to be a little sparse, at least in stock Kerbin. I suspect it wont be as much of an issue in RSS. I tried adjusting it but was getting reentry flames way too low during ascent so it was a little finicky. I've got an idea about it that I'll revisit later. (if you want to try adjusting it yourselves, it's FX Density Exp in the DRE menu (alt+D+R) or in the custom.cfg it's afxDensityExponentOk so here it is. Just a hotfix, proper update laterhttps://www.dropbox.com/s/1xm97oycbsddfda/DeadlyReentry_5.3.hotfix.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 3, 2014 Share Posted October 3, 2014 Thanks for that! I'll roll out an official this evening.I must have done something right before release, because when Taverius and I tested it (he was on IRC at the time, and therefore prime guinea pig) it worked >.> Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 4, 2014 Share Posted October 4, 2014 Thanks again, Starwaster (there's a reason you're continuing this, you fix not only other users' problems, but mine )Repack uploaded. Should be good now. Quote Link to comment Share on other sites More sharing options...
Typrix Posted October 4, 2014 Share Posted October 4, 2014 Has anyone tried the fixed version? I still don't seem to be able to get it to work. Same issue as before. Quote Link to comment Share on other sites More sharing options...
John FX Posted October 4, 2014 Share Posted October 4, 2014 I couldn`t get the patched .dll from starwaster to work myself (nothing changed from 5.3, no burnup or heat). I`ll try the repack and report back. Quote Link to comment Share on other sites More sharing options...
Renegrade Posted October 4, 2014 Share Posted October 4, 2014 Thanks again, Starwaster (there's a reason you're continuing this, you fix not only other users' problems, but mine )Repack uploaded. Should be good now.I really wish we could have gone with a new version number here :/Oh well, thanks for the update, I'll give it a shot (I'm calling my local version 5.3.1 though) Quote Link to comment Share on other sites More sharing options...
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