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


Starwaster

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Unlikely that your PC isn't powerful enough. The calculations it does are pretty much the same as what stock KSP does, and those don't even run while DRE is installed. (basically it overrides them)

Run the game with DRE installed, and do things that makes your FPS tank. Then quit the game and find your output_log.txt file. If you're not sure where, see next line:

These 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.log

NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log

Seems like it's spewing this line:

MissingMethodException: Method not found: 'ModularFI.ModularFlightIntegrator.get_PartThermalDataList'.

UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

DeadlyReentry.ModuleAeroReentry:FixedUpdate()

Here's the full log:

https://drive.google.com/file/d/0B-Ygs3rUb405WHozZGRkc0NTYTg/view?usp=sharing

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Alright so I have been trying DRE for a bit today, and I have a problem. The way I have tested it, is to make a very small craft. 1 Mk1 Command pod, with 1 of the smallest Mk1 sized fuel tanks, with a heat shield below that. Brought into orbit and then on lowered the periapsis to just over the surface with HyperEdit, and let the craft reenter. No matter what size of heat shield i use, the fuel tank explodes at about 60k altitude, with no ablator used at all on the heat shield. Whats going on here?

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Seems like it's spewing this line:

MissingMethodException: Method not found: 'ModularFI.ModularFlightIntegrator.get_PartThermalDataList'.

UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

DeadlyReentry.ModuleAeroReentry:FixedUpdate()

Here's the full log:

https://drive.google.com/file/d/0B-Ygs3rUb405WHozZGRkc0NTYTg/view?usp=sharing

CKAN is pulling down an outdated file.

Replace ModularFlightIntegrator with this https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/

I spoke with Sarbian and he's done CKAN pull request to fix the problem

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CKAN is pulling down an outdated file.

Replace ModularFlightIntegrator with this https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/

I spoke with Sarbian and he's done CKAN pull request to fix the problem

It works now :)

However, after putting some science parts onto the ship I'm building, it's now spewing this:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

My FPS also dropped by 10 frames due to this (I think).

Log file:

https://drive.google.com/file/d/0B-Ygs3rUb405UzVuZHVESlFlQlk/view?usp=sharing

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It works now :)

However, after putting some science parts onto the ship I'm building, it's now spewing this:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

My FPS also dropped by 10 frames due to this (I think).

Log file:

https://drive.google.com/file/d/0B-Ygs3rUb405UzVuZHVESlFlQlk/view?usp=sharing

Does it consistently do that? Even if you restart the game?

Is the craft all stock or if not can you still reproduce it with an all stock craft and then send me the craft file please?

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I don't know what to do. I can not get any ablator use with the Tanters Almach capsule. From the number I can see it just looks like the capsule is dissipating heat too fast? I don't think flux should be using scientific notation for the amount of heat being lost. My pod is actually cooling on re entry and skin temp stays locked at a absurdly low temp. i pulled the heatshield module from my cache maybe something is off with it.


MODULE
{ name = ModuleHeatShield
ablativeResource = Ablator
lossExp = -9000
lossConst = 20
pyrolysisLossFactor = 10000
reentryConductivity = 0.01
ablationTempThresh = 400
reentryConductivity = 0.12
}

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I don't know what to do. I can not get any ablator use with the Tanters Almach capsule. From the number I can see it just looks like the capsule is dissipating heat too fast? I don't think flux should be using scientific notation for the amount of heat being lost. My pod is actually cooling on re entry and skin temp stays locked at a absurdly low temp. i pulled the heatshield module from my cache maybe something is off with it.

MODULE
{ name = ModuleHeatShield
ablativeResource = Ablator
lossExp = -9000
lossConst = 20
pyrolysisLossFactor = 10000
reentryConductivity = 0.01
ablationTempThresh = 400
reentryConductivity = 0.12
}

http://imgur.com/a/74Cnl

Looks like all the symptoms of excessively low thermal mass and possibly emissiveConstant too high.

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Looks like all the symptoms of excessively low thermal mass and possibly emissiveConstant too high.

So what should I do? The emmisive constant for the capsule is the standard 0.2 I saw in MM cache.

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Thanks. I've a pretty good idea what's going on here already btw, and basically there are some bad combinations of settings that trigger a bug. Basically there needs to be some sanity checking on temperature gain because it's possible with sufficiently low thermal mass to pick up so much energy that a part radiates more energy away than it had. I'm sure you can appreciate the logical impossibility at work.

It's a tricky situation because we have to give a part the opportunity to radiate heat before testing it for destruction, even if it absorbed enough to destroy it outright. The answer is probably that I need to cap heat gain to the lowest of either maxTemp or thermal equilibrium. (temperature can NEVER reach higher than one of those two and if thermal equilibrium temperature is higher than maxTemp then it would be destroyed before reaching equilibrium)

Edit: Yeah, here's the problem:

mass = 0.7

thermalMassModifier = 0.001

Even if I fix the bug, those are bad numbers

I have to mull this over

Edited by Starwaster
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Thanks. I've a pretty good idea what's going on here already btw, and basically there are some bad combinations of settings that trigger a bug. Basically there needs to be some sanity checking on temperature gain because it's possible with sufficiently low thermal mass to pick up so much energy that a part radiates more energy away than it had. I'm sure you can appreciate the logical impossibility at work.

It's a tricky situation because we have to give a part the opportunity to radiate heat before testing it for destruction, even if it absorbed enough to destroy it outright. The answer is probably that I need to cap heat gain to the lowest of either maxTemp or thermal equilibrium. (temperature can NEVER reach higher than one of those two and if thermal equilibrium temperature is higher than maxTemp then it would be destroyed before reaching equilibrium)

Edit: Yeah, here's the problem:

mass = 0.7

thermalMassModifier = 0.001

Even if I fix the bug, those are bad numbers

I have to mull this over

Glad to help where I can. That makes sense I thought it felt like it was somehow pushing out way more heat than it was taking in like you said, cooling it. Good luck I am sure you can figure something out. Thanks for the help!

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Because DRE has always used that as its resource.

No.

I have no idea, you're in a better position to answer that than I or anyone else participating in this thread. You've had a few weeks now to play with the stock thermal system in place. Are you happy with it? If so then please stick with it.

If you're not happy with it then you should try Deadly Reentry.

But if you ask me a question like that I can only answer from the perspective of one Kevin Starwaster.

And *I* needed Deadly Reentry installed because I was not happy with the stock system. Seriously I would have been thrilled if Squad had left me with one less mod to maintain but their system was lacking and didn't feel very dangerous to me. That doesn't mean they did a bad job of it per se; I happen to know who the code came from and 90% of it is pretty good but it needed a little something extra to let me inflict a huge amount of heat on a vessel without heating up the entire vessel, and that's the way the stock system is right now.

It's either all or nothing. If you want to heat up one of a rocket's parts, the entire part is heated up through and through. And that's what Deadly Reentry version 7.0 brings to the table. The concept of a 'skin' or 'hull' (hull is the better term and I wish I'd thought of it a month ago). So part of the rocket can heat up to over 1500K and decide based on that temperature that the craft survived or did not survive. Without heating the whole part. That means a few things

  • It's easier to heat up to lethal levels
  • If it survived then the entire part didn't reach that temperature and that may matter to other mods such as Real Fuels where tank temperature matters because your cryogenic fuels could boil off
  • Life Support mods could in the future make internal temperatures matter to Kerbal survival.

But bottom line is this. YOU TELL ME. Do you need this mod or are you happy with the stock system?

I don't know. The thing is, I really don't have many megabytes to play around with. A DRE install would imply I had to remove some visual effects from other mods. Visual or "proper" heating. I really have no clue what to choose.

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After removing FAR, FlightModularIntegrator, and reinstalling only DRE, the problem changes. Now a simple LKO reentry goes like this: You reinter, the ablator gets used, you eventually slow down to about 300 m/s, plenty of Ablator left, and the fuel tank then explodes, just as seemingly without a reason as before.

I can not figure out why this is happening, and I have spend all day on it now.

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I am curious, it seems the MK1 pod is very to destroy on reentry, with or without ablation. How would I change the config files to make the mk1 pod more vulnerable, more comparable to a lander pod with heat shield slapped on?

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After removing FAR, FlightModularIntegrator, and reinstalling only DRE, the problem changes. Now a simple LKO reentry goes like this: You reinter, the ablator gets used, you eventually slow down to about 300 m/s, plenty of Ablator left, and the fuel tank then explodes, just as seemingly without a reason as before.

I can not figure out why this is happening, and I have spend all day on it now.

could be stored heat leaking through. Maybe jettison the shield since at 300m/s you don't need it now.

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could be stored heat leaking through. Maybe jettison the shield since at 300m/s you don't need it now.

So I'm guessing this is happening due to some sort of limitation in my understanding of how the mod works. Still it seems extremely silly, especially with no way of determining this. Could you give a comprehensive explanation of how heat works with this mod, like in detail. If not I understand completely understand, you must be very busy :) However as it is atm, I might just be too simple to use this mod, and will have to leave it (for the first time since... well ever) for now.

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There are three means by which heat is transferred.

Convection - this is reentry heat. Caused by passage through a fluid or the air.

Radiation: hot things radiate into space.

Conduction: this is what killed your fuel tank probably. Unless it was exposed to convection heat. Basically all that heat the shield soaked has to go somewhere and eventually it spreads to adjacent parts.

- - - Updated - - -

There are three means by which heat is transferred.

Convection - this is reentry heat. Caused by passage through a fluid or the air.

Radiation: hot things radiate into space.

Conduction: this is what killed your fuel tank probably. Unless it was exposed to convection heat. Basically all that heat the shield soaked has to go somewhere and eventually it spreads to adjacent parts.

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@Starwaster

I'm not sure if this is intended or a kracken. I updated last night from DRE 7.0.1 to 7.0.3 and I have a few things happening during accent that wern't before. First off all my engines that are attached to decouples and have the fairing around them are taking damage this starts at about 2k meters with a velocity under 200m/s. I'm using Mech jeb so I lowered my max acceleration to 15 m/sec at about 29k meters all the engines have taken quite a bit of dammage and some smoke puffs out of the craft. When this happens my tanks start refilling one at a time all the oxidizer and liquid fuel go back to max one engine at a time. It doesn't take too much longer and the engines explode in the decouplers and things go downhill from there.

Not sure if you or anyone else can offer advice or suggestions. This craft works perfectly fine in 7.0.1. I have done clean installs both time deleting all the folders related to DRE. Let me know if you would like any information.

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So I'm guessing this is happening due to some sort of limitation in my understanding of how the mod works. Still it seems extremely silly, especially with no way of determining this. Could you give a comprehensive explanation of how heat works with this mod, like in detail. If not I understand completely understand, you must be very busy :) However as it is atm, I might just be too simple to use this mod, and will have to leave it (for the first time since... well ever) for now.

Also want to add that many real life probes discard their heatshield as soon as it isn't needed not just for the weight savings but also to avoid heat conduction issues like this. At least I seem to remember reading that somewhere though of course I have long since forgotten the source.

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@Starwaster

I'm not sure if this is intended or a kracken. I updated last night from DRE 7.0.1 to 7.0.3 and I have a few things happening during accent that wern't before. First off all my engines that are attached to decouples and have the fairing around them are taking damage this starts at about 2k meters with a velocity under 200m/s. I'm using Mech jeb so I lowered my max acceleration to 15 m/sec at about 29k meters all the engines have taken quite a bit of dammage and some smoke puffs out of the craft. When this happens my tanks start refilling one at a time all the oxidizer and liquid fuel go back to max one engine at a time. It doesn't take too much longer and the engines explode in the decouplers and things go downhill from there.

Not sure if you or anyone else can offer advice or suggestions. This craft works perfectly fine in 7.0.1. I have done clean installs both time deleting all the folders related to DRE. Let me know if you would like any information.

I have NO idea... are you saying the resources filled back up...? Wow I have no idea.

Also want to add that many real life probes discard their heatshield as soon as it isn't needed not just for the weight savings but also to avoid heat conduction issues like this. At least I seem to remember reading that somewhere though of course I have long since forgotten the source.

Just so... however, I'll go through the configs and make sure that the conduction factors (insulation) are properly set.

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