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


Starwaster

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Excellent, this is the next direction I was going to go.

Suggestion: Rather than having a damage warning, determine which crew members are "active" and have the entire screen brightness drop as a fraction of their damage_counter, to simulate blackout.

Brilliant!

Though that should probably only apply on vertical Gs? I thought you didn't black out on horizontal Gs, it just hurt like hell.

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Does anyone know if parachute deployment could be made less violent? Right now I'm getting necksnapping 15G spikes during the deployment. The resulting groaning and creaking isn't very pleasant for my paranoia. I think increasing the drag coefficient linearly over 2 seconds instead of an instant step would smooth things out a bit, but I have no idea how to do this.

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Just out of interest is there a way to disable the mod without quitting KSP? It'd be useful to be able to keep my current save going without DRE due to the amount of flights already going and start a new one with it on. Being able to switch between them without a full restart would be advantageous.

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Synthesis, try deleting your DeadlyReentry directory and re-unzipping. Let VetTech handle the tech placement for now. See if that works. If it still doesn't, launch the game, go to VAB, quit, and post your KSP.log.

All right, I'll give it a try--it's not urgent for me (the one shield I need is there courtesy of SDHI, and then when KOSMOS is finally brought up to 0.22, I'll probably need to make the module itself ablative).

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And im not tallking about the real world it was just a reqeast and i dont need you agruing with me about a god dam mod

Last I checked, in the last flight sim I played, FreeFalcon 5.0, a F-16 Falcons max frame G load was less than 12Gs. Anything more and your wings will snap off.

I know in real life its a bit higher than that, but only a bit.

And in KSP, with DRE if you pull 12gs and your craft is put together with spit and gum, it will fly apart like a bad pinata at a south Texas middle school.

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Alt+D+R

Set temp multiplier to 0.

set g tolerance multiplier to 9999999 or something.

That should do it. It won't be disabled in theory, but it sure as heck will in practice.

Cheers, I'll pop that in my notepad till I remember it.

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Note, it depends on axis the G-force is applied on. Vertical G tolerance (the one that matters during turns) would be about 12Gs. Axial G tolerance (the one that matters during proper reentry) would be higher, because most materials are more resistant to compressing than to flexing.

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Ratzap, Y/w.

And if you get a div zero, try 0.00000001 instead of zero. But you get the drift. :)

Synthesis: cool. Let me know. And for the VA capsule, you should be able to just copy-paste the shield stats (module + resource) from the 2.5m HS.

Dragon01: Yup. And as mentioned above I hope to implement detection of that...

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Synthesis: cool. Let me know. And for the VA capsule, you should be able to just copy-paste the shield stats (module + resource) from the 2.5m HS.

That was what I was planning to do. And I come bearing information (re-installed the mod, didn't work).


[LOG 20:17:51.985] Flight State Captured
[LOG 20:17:51.990] Saving Achievements Tree...
[LOG 20:17:51.993] Saving Achievements Tree...
[LOG 20:17:51.995] Saving Achievements Tree...
[LOG 20:17:52.077] Game State Saved as persistent
[LOG 20:17:54.087] Flight State Captured
[LOG 20:17:54.089] Saving Achievements Tree...
[LOG 20:17:54.091] Saving Achievements Tree...
[LOG 20:17:54.093] Saving Achievements Tree...
[LOG 20:17:54.182] Game State Saved as persistent
[WRN 20:17:54.184] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR =====================
[LOG 20:17:57.066] AddonLoader: Instantiating addon component 'FixMaxTemps' from assembly 'DeadlyReentry, Version=2.1.5044.31549, Culture=neutral, PublicKeyToken=null'
[LOG 20:17:57.071] AddonLoader: Instantiating addon component 'KASAddonEditContainer' from assembly 'KAS, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
[LOG 20:17:57.076] AddonLoader: Instantiating addon component 'PartCatalogBehavior' from assembly 'PartCatalog, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null'
[LOG 20:17:57.079] ****Loading PartCatalog****
[LOG 20:17:57.449] Parsing int
[LOG 20:17:57.451] Parsing int
[LOG 20:17:57.452] Parsing int
[LOG 20:17:57.454] Parsing bool
[LOG 20:17:57.455] Parsing bool
[LOG 20:17:57.457] Parsing bool
[LOG 20:17:57.458] Parsing bool
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[LOG 20:17:57.464] Parsing bool
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[LOG 20:17:57.470] Parsing bool
[LOG 20:17:57.471] Parsing int
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[LOG 20:17:57.474] Parsing vector2
[LOG 20:17:57.476] Parsing bool
[LOG 20:17:57.477] Parsing bool
[LOG 20:17:57.479] Parsing vector2
[LOG 20:17:57.480] Parsing int
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[LOG 20:17:57.725] Parsing int
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[LOG 20:17:57.729] Parsing bool
[LOG 20:17:57.730] Parsing bool
[LOG 20:17:57.732] Parsing bool
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[LOG 20:17:57.735] Parsing int
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[LOG 20:17:57.739] Parsing bool
[LOG 20:17:57.741] Parsing bool
[LOG 20:17:57.742] Parsing int
[LOG 20:17:57.744] Parsing bool
[LOG 20:17:57.745] Parsing bool
[LOG 20:17:57.746] Parsing int
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[LOG 20:17:57.749] Parsing vector2
[LOG 20:17:57.751] Parsing bool
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[LOG 20:17:57.755] Parsing int
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[LOG 20:17:57.758] Parsing bool
[LOG 20:17:57.760] Parsing bool
[LOG 20:17:57.761] Parsing bool
[LOG 20:17:57.764] ****Loaded PartCatalog****
[LOG 20:17:57.835] ------------------- initializing editor mode... ------------------
[LOG 20:17:57.837] editor started
[LOG 20:17:57.951] Untitled Space Craft - Untitled Space Craft
[EXC 20:17:58.014] NullReferenceException: Object reference not set to an instance of an object
[LOG 20:18:01.310] Game State Saved as persistent
[WRN 20:18:01.312] [HighLogic]: =========================== Scene Change : From EDITOR to SPACECENTER =====================
[LOG 20:18:03.311] AddonLoader: Instantiating addon component 'KASAddonAddModule' from assembly 'KAS, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
[WRN 20:18:03.315] [KAS] AddModule(AddModule) - KASModuleGrab already added to linearRcs
[LOG 20:18:03.318] [KAS] AddGrabModule(AddModule) Module successfully configured on linearRcs
[WRN 20:18:03.320] [KAS] AddModule(AddModule) - KASModuleGrab already added to RCSBlock
[LOG 20:18:03.322] [KAS] AddGrabModule(AddModule) Module successfully configured on RCSBlock
[WRN 20:18:03.324] [KAS] AddModule(AddModule) - KASModuleGrab already added to roverWheel2
[LOG 20:18:03.326] [KAS] AddGrabModule(AddModule) Module successfully configured on roverWheel2
[WRN 20:18:03.328] [KAS] AddModule(AddModule) - KASModuleGrab already added to batteryPack
[LOG 20:18:03.330] [KAS] AddGrabModule(AddModule) Module successfully configured on batteryPack
[WRN 20:18:03.332] [KAS] AddModule(AddModule) - KASModuleGrab already added to spotLight1
[LOG 20:18:03.335] [KAS] AddGrabModule(AddModule) Module successfully configured on spotLight1
[WRN 20:18:03.337] [KAS] AddModule(AddModule) - KASModuleGrab already added to spotLight2
[LOG 20:18:03.339] [KAS] AddGrabModule(AddModule) Module successfully configured on spotLight2
[WRN 20:18:03.341] [KAS] AddModule(AddModule) - KASModuleGrab already added to telescopicLadder
[LOG 20:18:03.343] [KAS] AddGrabModule(AddModule) Module successfully configured on telescopicLadder
[WRN 20:18:03.346] [KAS] AddModule(AddModule) - KASModuleGrab already added to telescopicLadderBay
[LOG 20:18:03.348] [KAS] AddGrabModule(AddModule) Module successfully configured on telescopicLadderBay
[WRN 20:18:03.350] [KAS] AddModule(AddModule) - KASModuleGrab already added to solarPanels1
[LOG 20:18:03.352] [KAS] AddGrabModule(AddModule) Module successfully configured on solarPanels1
[WRN 20:18:03.354] [KAS] AddModule(AddModule) - KASModuleGrab already added to solarPanels2
[LOG 20:18:03.357] [KAS] AddGrabModule(AddModule) Module successfully configured on solarPanels2
[WRN 20:18:03.359] [KAS] AddModule(AddModule) - KASModuleGrab already added to solarPanels3
[LOG 20:18:03.361] [KAS] AddGrabModule(AddModule) Module successfully configured on solarPanels3
[WRN 20:18:03.363] [KAS] AddModule(AddModule) - KASModuleGrab already added to solarPanels4
[LOG 20:18:03.365] [KAS] AddGrabModule(AddModule) Module successfully configured on solarPanels4
[WRN 20:18:03.367] [KAS] AddModule(AddModule) - KASModuleGrab already added to solarPanels5
[LOG 20:18:03.370] [KAS] AddGrabModule(AddModule) Module successfully configured on solarPanels5
[WRN 20:18:03.372] [KAS] AddModule(AddModule) - KASModuleGrab already added to rtg
[LOG 20:18:03.374] [KAS] AddGrabModule(AddModule) Module successfully configured on rtg
[WRN 20:18:03.376] [KAS] AddModule(AddModule) - KASModuleGrab already added to seatExternalCmd
[LOG 20:18:03.378] [KAS] AddGrabModule(AddModule) Module successfully configured on seatExternalCmd
[WRN 20:18:03.380] [KAS] AddModule(AddModule) - KASModuleGrab already added to smallRadialEngine
[LOG 20:18:03.383] [KAS] AddGrabModule(AddModule) Module successfully configured on smallRadialEngine
[WRN 20:18:03.385] [KAS] AddModule(AddModule) - KASModuleGrab already added to radialEngineMini
[LOG 20:18:03.387] [KAS] AddGrabModule(AddModule) Module successfully configured on radialEngineMini
[WRN 20:18:03.389] [KAS] AddModule(AddModule) - KASModuleGrab already added to radialRCSTank
[LOG 20:18:03.392] [KAS] AddGrabModule(AddModule) Module successfully configured on radialRCSTank
[WRN 20:18:03.394] [KAS] AddModule(AddModule) - KASModuleGrab already added to xenonTankRadial
[LOG 20:18:03.396] [KAS] AddGrabModule(AddModule) Module successfully configured on xenonTankRadial
[WRN 20:18:03.398] [KAS] AddModule(AddModule) - KASModuleGrab already added to strutCube
[LOG 20:18:03.400] [KAS] AddGrabModule(AddModule) Module successfully configured on strutCube
[WRN 20:18:03.402] [KAS] AddModule(AddModule) - KASModuleGrab already added to sensorAccelerometer
[LOG 20:18:03.405] [KAS] AddGrabModule(AddModule) Module successfully configured on sensorAccelerometer
[WRN 20:18:03.407] [KAS] AddModule(AddModule) - KASModuleGrab already added to sensorBarometer
[LOG 20:18:03.409] [KAS] AddGrabModule(AddModule) Module successfully configured on sensorBarometer
[WRN 20:18:03.411] [KAS] AddModule(AddModule) - KASModuleGrab already added to sensorGravimeter
[LOG 20:18:03.414] [KAS] AddGrabModule(AddModule) Module successfully configured on sensorGravimeter
[WRN 20:18:03.416] [KAS] AddModule(AddModule) - KASModuleGrab already added to sensorThermometer
[LOG 20:18:03.418] [KAS] AddGrabModule(AddModule) Module successfully configured on sensorThermometer
[WRN 20:18:03.420] [KAS] AddModule(AddModule) - KASModuleGrab already added to commDish
[LOG 20:18:03.422] [KAS] AddGrabModule(AddModule) Module successfully configured on commDish
[WRN 20:18:03.424] [KAS] AddModule(AddModule) - KASModuleGrab already added to longAntenna
[LOG 20:18:03.426] [KAS] AddGrabModule(AddModule) Module successfully configured on longAntenna
[WRN 20:18:03.429] [KAS] AddModule(AddModule) - KASModuleGrab already added to parachuteRadial
[LOG 20:18:03.431] [KAS] AddGrabModule(AddModule) Module successfully configured on parachuteRadial
[LOG 20:18:09.106] Flight State Captured
[LOG 20:18:09.107] Saving Achievements Tree...
[LOG 20:18:09.109] Saving Achievements Tree...
[LOG 20:18:09.111] Saving Achievements Tree...
[LOG 20:18:09.192] Game State Saved as persistent
[WRN 20:18:09.194] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU =====================

If I didn't post the right part, just let me know, the KSP.log is mostly a long mystery to me, like the Income Tax Code or the Bible.

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Nathan - I so hope you can help me figure out this bug. I made a video that shows how I got to blow myself up.

Skip to 11:30 for the ending.

As I mentioned in another thread, I don't reset the mission... so the Kerbal dies. After everything blows up, you can go back to the space center just fine. But from there you can't do anything else except "exit to the main menu". Once at the main menu, you can't click on any icons so your only recourse is to ctrl-alt-del to manually shut down the game. Is there anything I can do to help you figure this out?

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Synthesis, put the whole log on dropbox or pastebin or something; I need to see the part where all the parts are loading, and it's Looooong....

jpinard, I know about the bug. It happens when DRE destroys your last part. As I've said, you can avoid it if you can get back to the VAB and launch again. Which you can do if you revert to VAB and launch again, then revert again.

I'm not sure why that happens; I know it occurs in stock KSP, as others have said when you last brought it up. There's nothing DRE does hackishly about that; it just tells parts to explode using stock functionality. So I'm not sure there's anything I can do. I will look at it though, but I make no promises :(

V2 uploading now, adds the G effects, the tech nodes (thanks Specialist 290), and the added delay on prelaunch.

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Synthesis, I'm afraid I find myself stumped. I see nothing on that log that would indicate a failure to compile the parts.

1. Do the show up in Sandbox?

2. Have you tried running without Vet-Tech, and checking if they show up in Sandbox?

Were you, like, trying to load KSP in the background or something? You're getting a lot of GfxDevice Lost log entries. That's bad for KSP, IIRC.

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Synthesis, I'm afraid I find myself stumped. I see nothing on that log that would indicate a failure to compile the parts.

1. Do the show up in Sandbox?

2. Have you tried running without Vet-Tech, and checking if they show up in Sandbox?

Were you, like, trying to load KSP in the background or something? You're getting a lot of GfxDevice Lost log entries. That's bad for KSP, IIRC.

That time, yes, but it doesn't effect the outcome (or my stability--surprisingly, I don't get crashes if I minimize out of KSP).

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Anyone got a realistic config for Real Solar System? At reentry speeds of 8 km/s the ablative shield is barely heating up, stopping at around ~1000 celsius.

Edited by MAKC
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MAKC: part of the problem is DREC doesn't yet model detached shockwaves. So it makes everything easier by having a low enough heat mult that everything can survive. I encourage you to experiment and try to find good settings...I honestly spend so much time coding I don't have much time to play and try things out.

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I found a multiplier of 15 to be good.

Stuff that isn't shielded will blow up in shallow entries.

semi-shielded stuff seems to be able to survive if your craft has enough lift (think of spaceplanes).

Steep entries will kill crew due to G forces about as fast as dying to heat if shielded.

The only thing missing here is the ablative shielding being used up if the entries are too shallow.

would it be possible (for us?) to change the rate at which the ablative shielding goes woosh?

Edited by Visari
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