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


Starwaster

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  • 3 weeks later...

Current version interacts poorly with MakingHistory. Below patch should fix the heat shields on the Vostok pods and the added 63 cm and 185 cm heat shields:

@PART[kv1Pod|kv2Pod|kv3Pod]:FOR[DeadlyReentry]
{
	%maxTemp = 850
	%skinMaxTemp = 2700
	%skinInternalConductionMult = 0.0001
	%emissiveConstant = 0.85

	@MODULE[ModuleAblator]
	{
		@name = ModuleHeatShield
		%lossExp = -7500
		%lossConst = 1.6
		%pyrolysisLossFactor = 6000
		%reentryConductivity = 0.001
		%ablationTempThresh = 500
		%depletedMaxTemp = 1200
		%charMin = 1
		%charMax = 1
		%charAlpha = 1
		%useNode = true
		%nodeName = bottom
	}
}

@PART[HeatShield0|HeatShield1p5]:FOR[DeadlyReentry]
{
	%leaveTemp = true
	@MODULE[ModuleAblator]
	{
		@name = ModuleHeatShield
		@reentryConductivity = 0.001
		@lossConst = 1
		@pyrolysisLossFactor = 6000
		depletedMaxTemp = 1200
	}
}

It works on my own (heavily modded) game, but I have not tested on a clean install.

If you want the Vostoks to survive an insertion from low orbit to an Earth-sized Kerbin purely on their own heat shield, you'll also need to up their ablator volume to at least 60.

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On 12/5/2022 at 11:01 PM, Starwaster said:

handled by RO

I'm using RSS + RO + RP1 and all default settings, my chutes always burn up even when returning from a LEO like 200 km with 0 km periapsis facing perfectly retrograde, I'm afraid it wasn't properly handled, do I need to reinstall it or maybe delete some configs? I installed DeadlyReentry after RSS/RO/RP

ps I've tried higher periapsis around 60km, but it didn't help

Edited by olegst90
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  • 3 weeks later...
On 12/11/2022 at 10:17 AM, olegst90 said:

I'm using RSS + RO + RP1 and all default settings, my chutes always burn up even when returning from a LEO like 200 km with 0 km periapsis facing perfectly retrograde, I'm afraid it wasn't properly handled, do I need to reinstall it or maybe delete some configs? I installed DeadlyReentry after RSS/RO/RP

ps I've tried higher periapsis around 60km, but it didn't help

Please clarify: is the chute part itself being destroyed? If it’s just the chute failing after deployment then you’re deploying too early

16 hours ago, New Horizons said:

Is this mod still needed for Real Solar System?

Yes. 
If there’s an official response to your query in the RO thread, obviously go with that. I don’t know what that means either that they pulled it out of the required or recommended list either. 
 

I’ve been out of touch with any of the RO guys for over a year. Supposedly they’ve tried to contact me several times in that period but they haven’t. 

Edited by Starwaster
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  • 2 weeks later...
  • 3 weeks later...
  • 4 weeks later...

Hey i have a strange problem. I run a heavily modded game version on 1.12.2. When i install deadly reentry the 1.25m stock heat shield does not use ablator upon reentry. But all the other heatshield sizes do. In the part information ist says "Loss at 2000K 0.1 units/sec". The heat shields added by deadly reentry all dont work. Their part info says "Loss at 2000K 0.00 units/s". The description for the other heatshields seems correct though. I dont have any of the dlcs and I'm a little confused why only the 1.25m stock and the deadly reentry heatshields are affected but not the other ones. Did anyone maybe had the same problem and know how to fix it. Below is the list of mods i use.

[x] Science! Continued (xScienceContinued 6.0.1.3)
Action Groups Extended (AGExt 1:2.4.1.3)
Astronomer's Visual Pack (AstronomersVisualPack 3:v4.13)
Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.13)
AT Utils (AT-Utils v1.10.1)
B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.44.0)
B9 Part Switch (B9PartSwitch v2.20.0)
BetterBurnTime (BetterBurnTime 1.10)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13)
BonVoyage (BonVoyage 1:1.4.1)
Chatterer (Chatterer 0.9.99)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
Community Category Kit (CommunityCategoryKit v112.0.1)
Community Resource Pack (CommunityResourcePack v112.0.1)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.5)
Configurable Containers (ConfigurableContainers 2.6.2.1)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8.3)
Connected Living Space (ConnectedLivingSpace v2.0.2.0)
Contract Configurator (ContractConfigurator v2.2.2.0)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4)
Contract Pack: Research Advancement Division (ResearchAdvancementDivision 1.2.1)
Contract Pack: Tourism Expanded (TourismExpanded 1.0.2)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Crowd Sourced Science (CrowdSourcedScience v6.0)
Cryo Tanks (CryoTanks 1.6.5)
Cryo Tanks Core (CryoTanks-Core 1.6.5)
Cryogenic Engines (CryoEngines 1:2.0.6)
Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6)
Custom Barn Kit (CustomBarnKit 1.1.22.0)
Deployable Engines Plugin (DeployableEngines 1.3.1)
Distant Object Enhancement /L (DistantObject v2.1.1.11r2)
Distant Object Enhancement /L default config (DistantObject-default v2.1.1.11r2)
DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
Docking Cam (DockingCamKURS 1.3.8.5)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.1)
Final Frontier (FinalFrontier 1.10.0-3485)
Firespitter Core (FirespitterCore v7.17)
Global Construction Core (GroundConstruction-Core 2.7.1)
Harmony 2 (Harmony2 2.2.1.0)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.2)
IndicatorLights (IndicatorLights 1.8.2)
Infernal Robotics - Next (InfernalRoboticsNext v3.1.9)
Interstellar Fuel Switch (InterstellarFuelSwitch 3.30.0)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.30.0)
Interstellar Redistributable  (InterstellarRedistributable 1.4)
Karbonite (Karbonite 1:v112.0.1)
Kerbal Actuators (KerbalActuators v1.8.5)
Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0)
Kerbal Atomics (KerbalAtomics 1:1.3.3)
Kerbal Atomics - Liquid Fuel Only (KerbalAtomics-NTRsUseLF 1.3.3)
Kerbal Attachment System (KAS 1.12)
Kerbal Changelog (KerbalChangelog v1.4.2)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Inventory for All (KerbalInventoryForAll 1:1.2.2)
Kerbal Inventory System (KIS 1.29)
Kerbal Inventory System - No Fun (KerbalInventorySystemNoFun 1:0.1.11.0)
Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.19)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.16)
Konstruction (Konstruction v112.0.1)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-157)
KSP Community Fixes (KSPCommunityFixes 1.24.6)
KSP Interstellar Extended (KSPInterstellarExtended 1.29.6)
KSP Recall (KSP-Recall v0.3.0.10)
KSPBurst (KSPBurst v1.5.5.1)
Malemute Rover (MalemuteRover v112.0.1)
Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0)
MechJeb 2 (MechJeb2 2.14.2.0)
MOAR Station Science (MOARStationScience v2.6.1.3)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.2)
Near Future Aeronautics (NearFutureAeronautics 2.1.1)
Near Future Construction (NearFutureConstruction 1.3.1)
Near Future Electrical (NearFutureElectrical 1.2.3)
Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3)
Near Future Electrical Core (NearFutureElectrical-Core 1.2.3)
Near Future Exploration (NearFutureExploration 1.1.2)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0)
Near Future Propulsion (NearFuturePropulsion 1.3.5)
Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.5)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
Outer Planets Mod (OuterPlanetsMod 2:2.2.10)
Patch Manager (PatchManager 0.0.17.6)
PersistentRotation Upgraded (PersistentRotationUpgraded 1.9.1.7)
Photon Sailor (PhotonSailor 1.7.3)
Pood's Deep Star Map Skybox (PoodsDeepStarMap v.1.3.0)
Precise Maneuver (PM) by Morse (PreciseManeuver 2:2.4.99.0-adoption)
Procedural Fairings (ProceduralFairings 1:v6.3.0)
Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.3.0)
Procedural Parts (ProceduralParts v2.4.3)
RasterPropMonitor (RasterPropMonitor 1:v0.31.11.1)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.11.1)
Real Plume (RealPlume 2:v13.3.2)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8)
RealChute Parachute Systems (RealChute v1.4.8.3)
Reasonable Science Return (ReasonableScienceReturn v0.1.0)
Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1)
RemoteTech (RemoteTech v1.9.12)
ReStock (ReStock 1.4.3)
ReStock+ (ReStockPlus 1.4.3)
SCANsat (SCANsat v20.4)
Scatterer (Scatterer 3:v0.0838)
Scatterer Default Config (Scatterer-config 3:v0.0838)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0838)
SimpleConstruction! (SCON) by matterbeam (SimpleConstruction 1:4.0.2.7)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
SpaceTux Library (SpaceTuxLibrary 0.0.8.5)
SpaceY Expanded (SpaceY-Expanded 1.4)
SpaceY Heavy Lifters (SYL) by NecroBones (SpaceY-Lifters 1:1.9.99.0-adoption)
StageRecovery (StageRecovery 1.9.6.1)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10)
Strategia (Strategia 1.8.0)
TextureReplacer (TextureReplacer v4.5.3)
The Janitor's Closet (JanitorsCloset 0.3.7.9)
Toolbar (Toolbar 1:1.8.0.8)
Toolbar Controller (ToolbarController 1:0.1.9.9)
Trajectories (Trajectories v2.4.3)
Transfer Window Planner (TransferWindowPlanner v1.8.0.0)
TriggerAu Flags (TriggerAu-Flags v2.11.0.0)
TweakScale - Rescale Everything! (TweakScale v2.4.6.23)
TweakScale Redistributable (TweakScale-Redist v2.4.6.23)
Universal Storage II Finalized (UniversalStorage2 4.0.0.8)
USI Asteroid Recycling Technologies (USI-ART 1:v112.0.1)
USI Core (USI-Core v112.0.1)
USI Exploration Pack (USI-EXP v112.0.1)
USI Freight Transport Technologies (USI-FTT v112.0.1)
USI Kolonization Systems (MKS/OKS) (UKS 1:v112.0.1)
USI Life Support (USI-LS v112.0.1)
USI Tools (USITools v112.0.1)
WasdEditorCameraContinued (WasdEditorCameraContinued 0.7.3.3)
Waterfall Core (Waterfall 0.9.0)
WaypointManager (WaypointManager 2.8.3.5)

 

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  • 7 months later...
4 hours ago, CanOmer said:

I like the built-in heatshield of this mod but my spaceplanes keep exploding in atmosphere even with radiators. Is there guide for spaceplanes using deadly reentry mod?

Sorry, there isn’t a guide. Are you sure you have the upgrade for spaceplanes? (If in sandbox, you also have to enable the option to apply upgrades since there is no research of tech)

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1 hour ago, Starwaster said:

Sorry, there isn’t a guide. Are you sure you have the upgrade for spaceplanes? (If in sandbox, you also have to enable the option to apply upgrades since there is no research of tech)

Which upgrade? I couldn't find it. I play career mode.

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43 minutes ago, CanOmer said:

my spaceplanes keep exploding in atmosphere even with radiators.

No radiator can be used to deal with reentry heat, for at least 2 reasons: Thermodynamics says hell no, and radiators have a weird and stupid behavior in KSP. They become useless specifically in thin atmosphere.

2 hours ago, CanOmer said:

Which upgrade? I couldn't find it. I play career mode.

Starwater means it's a difficulty option that you (might only) have access to at the moment of save creation. If you have enough understanding, you can edit the save file and turn it on if it doesn't appear in the difficulty settings at the KSC view.

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  • 2 weeks later...
On 10/11/2023 at 5:55 PM, JadeOfMaar said:

No radiator can be used to deal with reentry heat, for at least 2 reasons: Thermodynamics says hell no, and radiators have a weird and stupid behavior in KSP. They become useless specifically in thin atmosphere.

Starwater means it's a difficulty option that you (might only) have access to at the moment of save creation. If you have enough understanding, you can edit the save file and turn it on if it doesn't appear in the difficulty settings at the KSC view.

No, you just go into settings while you have a sandbox game loaded up and change the option for upgrades in sandbox. I forget its exact wording but it's easily done without having to edit any files. Doesn't matter though: Irrelevant because he's using career mode.

As for the radiator... not sure what you're talking about with thin atmospheres. Although any radiator whether in KSP or IRL will be less effective when you lose convection as a means of cooling the radiator. That's normal and to be expected. But that's not what's going on with KSP radiators.  ModuleActiveRadiator only cools a part when that part's temperature is higher than the external temperature.  So no matter how hot the part is, it cannot move heat into the radiator until it gets hotter than the reentry shockwave. (totally unrealistic solution to radiators originally being overpowered during reentries. Fixed in my mod Real Active Radiators)

On 10/11/2023 at 3:25 PM, CanOmer said:

Which upgrade? I couldn't find it. I play career mode.

It's under Hypersonic flight, it's named Ceramic Tile

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4 hours ago, Starwaster said:

when that part's temperature is higher than the external temperature -snip- until it gets hotter than the reentry shockwave

I see. That's... not quite right, and now it makes me want to ask questions, some of which are hopefully solved by my knowledge of how System Heat works.

4 hours ago, Starwaster said:

not sure what you're talking about with thin atmospheres.

It's the behavior where, assuming you have a vessel ascending into space and you turn on the radiator while in thin air, it doesn't do anything, but once you cross the atmosphere edge, then it starts cooling and starts glowing brightly, like it was waiting to reach the vacuum. Similarly, if you turn on the radiator while descending, it waits until an apparent ambient pressure threshold is reached (for the glow, at least).

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15 hours ago, JadeOfMaar said:

It's the behavior where, assuming you have a vessel ascending into space and you turn on the radiator while in thin air, it doesn't do anything, but once you cross the atmosphere edge, then it starts cooling and starts glowing brightly, like it was waiting to reach the vacuum. Similarly, if you turn on the radiator while descending, it waits until an apparent ambient pressure threshold is reached (for the glow, at least).

It’s got nothing to do with atmospheric pressure. It’s what I said earlier, it’s the external temperature that’s in play in the scenario you’re describing. The radiator module code simply will not move heat out of a part if that part’s temperature is lower than the external temperature. And above supersonic, external temperature (kelvin) is roughly equivalent to velocity in meters per second. (That’s a rough estimate and in stock, convective heating is boosted to make reentry more challenging)

the reason why the radiator suddenly starts working when you cross into space is external temperature changed to 4K so now the part temps are higher than external and the radiator will cool them. 
 

again, I have a mod that fixes that behavior and introduces realistic power consumption when heat has to be moved from a part cooler than the radiator.

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On 10/21/2023 at 10:24 PM, Starwaster said:

It's under Hypersonic flight, it's named Ceramic Tile

Thanks, I didn't unlock that tech yet. So, will this tech improve heat resistance for wing parts, fuel tank parts..etc?

Edited by CanOmer
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12 hours ago, CanOmer said:

Thanks, I didn't unlock that tech yet. So, will this tech improve heat resistance for wing parts, fuel tank parts..etc?

Depends on where the parts originally unlocked.  If they unlock in Hypersonic they're already configured as having tiles. Certain other spaceplane/shuttle  parts from 3rd party mods get the tile treatment as soon as they unlock. (Mk4, KSO, OPT, etc)

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  • 2 months later...
5 hours ago, Bizobinator said:

How well does this mod play with Kerbalism?

I'm not aware of any specific issues with Kerbalism. I don't use Kerbalism myself though and have not tested it with Deadly Reentry.

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The ablative barely being consumed on a ~3000m/s reentry when DRE is installed, is it suppose to happen ?

I have a sigma dimension rescaled (3.7x) system, should there's be special config for this kind of system size ?

 

Edited by Iso-Polaris
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