Miller Posted October 24, 2013 Share Posted October 24, 2013 (edited) It seems like procedural fairing do not heat up at all, just the base does.EDIT: Well it seems like just one half doesn't while the the other does. Edited October 24, 2013 by Miller Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 24, 2013 Share Posted October 24, 2013 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. Quote Link to comment Share on other sites More sharing options...
DXTFantom Posted October 24, 2013 Share Posted October 24, 2013 Maybe make the Horizontal G Red? i hear that blood russis to your brain and makes your eyes red Quote Link to comment Share on other sites More sharing options...
Ralathon Posted October 24, 2013 Share Posted October 24, 2013 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. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 24, 2013 Share Posted October 24, 2013 There's deployment speed in the ModuleParachute entry in the part CFG. Try changing those values. Quote Link to comment Share on other sites More sharing options...
Ratzap Posted October 24, 2013 Share Posted October 24, 2013 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. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 24, 2013 Share Posted October 24, 2013 Alt+D+RSet 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. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted October 24, 2013 Share Posted October 24, 2013 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). Quote Link to comment Share on other sites More sharing options...
Hodo Posted October 24, 2013 Share Posted October 24, 2013 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 modLast 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. Quote Link to comment Share on other sites More sharing options...
Ratzap Posted October 24, 2013 Share Posted October 24, 2013 Alt+D+RSet 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. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 24, 2013 Share Posted October 24, 2013 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. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 24, 2013 Share Posted October 24, 2013 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... Quote Link to comment Share on other sites More sharing options...
sumghai Posted October 24, 2013 Share Posted October 24, 2013 Delicious, delicious fun.It seems that my SDHI Heatshield performed quite well, both at the recommended 20km periapsis aerobraked reentry and a sloppy MechJeb Landing Guidance-based ballistic reentry at KSC. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted October 25, 2013 Share Posted October 25, 2013 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[LOG 20:17:57.459] Parsing int[LOG 20:17:57.461] Parsing int[LOG 20:17:57.462] Parsing bool[LOG 20:17:57.464] Parsing bool[LOG 20:17:57.465] Parsing bool[LOG 20:17:57.467] Parsing int[LOG 20:17:57.468] Parsing bool[LOG 20:17:57.470] Parsing bool[LOG 20:17:57.471] Parsing int[LOG 20:17:57.473] Parsing int[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[LOG 20:17:57.482] Parsing int[LOG 20:17:57.483] Parsing bool[LOG 20:17:57.485] Parsing bool[LOG 20:17:57.486] Parsing bool[LOG 20:17:57.725] Parsing int[LOG 20:17:57.726] Parsing int[LOG 20:17:57.728] Parsing int[LOG 20:17:57.729] Parsing bool[LOG 20:17:57.730] Parsing bool[LOG 20:17:57.732] Parsing bool[LOG 20:17:57.733] Parsing bool[LOG 20:17:57.735] Parsing int[LOG 20:17:57.736] Parsing int[LOG 20:17:57.738] Parsing bool[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[LOG 20:17:57.748] Parsing int[LOG 20:17:57.749] Parsing vector2[LOG 20:17:57.751] Parsing bool[LOG 20:17:57.752] Parsing bool[LOG 20:17:57.754] Parsing vector2[LOG 20:17:57.755] Parsing int[LOG 20:17:57.757] Parsing int[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. Quote Link to comment Share on other sites More sharing options...
jpinard Posted October 25, 2013 Share Posted October 25, 2013 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? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 25, 2013 Share Posted October 25, 2013 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. Quote Link to comment Share on other sites More sharing options...
jpinard Posted October 25, 2013 Share Posted October 25, 2013 (edited) oops double post.Sorry, I somehow missed the other post. Going to download v2! Thanks Edited October 25, 2013 by jpinard Quote Link to comment Share on other sites More sharing options...
Frayne Posted October 25, 2013 Share Posted October 25, 2013 Thanks for supporting this Nathan. I have the mark 2 pod but the heatshield is not showing up under structural... is it a different tech? I can't see the tech required in the part configs. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 25, 2013 Share Posted October 25, 2013 Frayne: thanks for the catch! I forgot to include the file, tarnation.The techs are in DeadlyReentry/DeadlyReentryTechTree.cfgI have reuploaded to the same location v2.1. It also includes a 0.625m heatshield as a bonus. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted October 26, 2013 Share Posted October 26, 2013 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....Okay, I'll try again: here you go, on Skydrive. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2013 Share Posted October 26, 2013 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. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted October 26, 2013 Share Posted October 26, 2013 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). Quote Link to comment Share on other sites More sharing options...
MAKC Posted October 26, 2013 Share Posted October 26, 2013 (edited) 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 October 26, 2013 by MAKC Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2013 Share Posted October 26, 2013 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. Quote Link to comment Share on other sites More sharing options...
Visari Posted October 27, 2013 Share Posted October 27, 2013 (edited) 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 October 27, 2013 by Visari Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.