FlowerChild Posted December 21, 2013 Share Posted December 21, 2013 Remember they're SRBs, not SRMs. Nathan, just to return to this point: I took note of it and tried to do a little research online as to the difference between the two, and as far as I can tell, it's just a difference in nomenclature to designate a motor's usage within a particular rocket design rather than an actual physical difference.Am I wrong there? Is there some aspect of design (other than the obvious like decoupling method) which is different, that I am missing there? Quote Link to comment Share on other sites More sharing options...
Agarax Posted December 21, 2013 Share Posted December 21, 2013 Hmm, even when I change the heatProduction values to zero it still overheats and blows up. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2013 Share Posted December 21, 2013 FlowerChild: Yes, AFAIK it's exactly that. Although oddly the Titan's UA1205/7/etc solids were called SRMs, not SRBs. Perhaps to signify they had TVC?The main difference in practice (besides core-stage solids needing TVC much more dearly than boosters do) being probably that core-stage solids generally have longer burn times, so less peak thrust at burnout (although varying the grain, and the way it's packed, does a lot of that work).Agarax: what does? Quote Link to comment Share on other sites More sharing options...
FlowerChild Posted December 21, 2013 Share Posted December 21, 2013 FlowerChild: Yes, AFAIK it's exactly that. Although oddly the Titan's UA1205/7/etc solids were called SRMs, not SRBs. Perhaps to signify they had TVC?The main difference in practice (besides core-stage solids needing TVC much more dearly than boosters do) being probably that core-stage solids generally have longer burn times, so less peak thrust at burnout (although varying the grain, and the way it's packed, does a lot of that work).Ah, cool man, thanks for the response. Just wanted to make sure I wasn't missing some crucial distinction in adding in my own solid rockets Quote Link to comment Share on other sites More sharing options...
Agarax Posted December 22, 2013 Share Posted December 22, 2013 Agarax: what does?Sorry, that was a wee bit vague.I'm running .23 with DRE and FAR. I decided to strap two of the new RAPIERs onto the Aries 4 stock plane and give it a wirl.Even after adjusting the heatProduction values like you mentioned in your previous post, the modules keep exploding once I reach 1kms at about 20km up. That seems a bit slow (the RW SABREs are supposed to work on air breathing mode up to 1.7 kms).I even zeroed out the heatProduction alues and it still explodes at ~20km.Two questions:Is this just me/am I missing something (i.e. it's designed that way or I installed something wrong)?Is there some way to have DRE whitelist certain parts against destruction? Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 22, 2013 Share Posted December 22, 2013 I had trouble with the RAPIERs exploding around 20km, but the F3 window tells me they exploded from g-forces, not heat. I flew a slower profile (throttling down when necessary) and they didn't blow up, even though they got very, very hot. Quote Link to comment Share on other sites More sharing options...
somnambulist Posted December 22, 2013 Share Posted December 22, 2013 @NathanKell -- could you add an additional key command to trigger the debug menu? EditorTools uses Alt-R and intercepts Alt-DR. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 22, 2013 Share Posted December 22, 2013 The GUI only works in flight, and Editor Extensions (I don't think EdTools even works anymore) only uses Alt+R in the VAB/SPH. Quote Link to comment Share on other sites More sharing options...
Soda Popinski Posted December 22, 2013 Share Posted December 22, 2013 (edited) Does anybody NOT have exploding RAPIERs with Deadly Re-entry? I tried halving the Heat Production, and it still exploded, but later. I guess I can try quartering it.Edit: Update. Quartering the heatProduction did the trick. No more explody on take off. Though this is the first time I've tried putting together a space plane (mostly done rockets), so I may be screwing things up royally. Edited December 22, 2013 by Soda Popinski Quote Link to comment Share on other sites More sharing options...
KerbMav Posted December 22, 2013 Share Posted December 22, 2013 Something completely different: For keeping in line with the intended career tech advancement - and as the MK1 pod has its own heat shield - maybe the heat shields could be moved to the same tech node as the stock decouplers, as they can be "abused" as decouplers. Quote Link to comment Share on other sites More sharing options...
frozenbacon Posted December 23, 2013 Share Posted December 23, 2013 Does anybody NOT have exploding RAPIERs with Deadly Re-entry? I tried halving the Heat Production, and it still exploded, but later. I guess I can try quartering it.Edit: Update. Quartering the heatProduction did the trick. No more explody on take off. Though this is the first time I've tried putting together a space plane (mostly done rockets), so I may be screwing things up royally.Mine explode when I try to make the climb to orbit at 1km/s. They explode because of g force tolerance... but makes no sense because I am not making large attitude changes at all. Quote Link to comment Share on other sites More sharing options...
titpocalypse Posted December 23, 2013 Share Posted December 23, 2013 I have noticed a problem with the DRE heat shield for the Mk. 1-2 pod, it causes any decouplers below it to fail. Any possible fixes? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 23, 2013 Share Posted December 23, 2013 frozenbacon: keep your eyes on the g-meter. It's not so much large changes in attitude that can induce high accelerations, but rather large changes in drag. Quote Link to comment Share on other sites More sharing options...
SirJodelstein Posted December 23, 2013 Share Posted December 23, 2013 I have a problem with how KSP decides where to focus the camera on after destruction of the root part of a ship. Does anyone have a working solution for this kind of setup? I basically built my probe inverted, so that i can attach the probe to a mothership. Problem: As soon as the root part burns up (intended!), the camera stops tracking the remaining parts of the probe. They are still in the map view, and i can switch to them, but obviously they are moving on rails until i get the chance to switch to them, making everything worsedecoupler<<<roottank + radial drive (intended to burn up)heatshieldheatshield (yes, another one just to be safe, first one might burn up)probechute (no radial chutes available) Quote Link to comment Share on other sites More sharing options...
Soda Popinski Posted December 23, 2013 Share Posted December 23, 2013 frozenbacon: keep your eyes on the g-meter. It's not so much large changes in attitude that can induce high accelerations, but rather large changes in drag.I also run FAR, so there's not a lot of drag with my engines, and I had explosions too. If drag is the real reason, why did NathanKell's temp fix of cutting heatProduction down work for me? Quote Link to comment Share on other sites More sharing options...
BubbaWilkins Posted December 23, 2013 Share Posted December 23, 2013 I also run FAR, so there's not a lot of drag with my engines, and I had explosions too. If drag is the real reason, why did NathanKell's temp fix of cutting heatProduction down work for me?Because heat production is also product of drag (friction)? Quote Link to comment Share on other sites More sharing options...
landeTLS Posted December 23, 2013 Share Posted December 23, 2013 Probably been reported before but dr breaks the rapier engines(havent tried without far tho) they overheat no matter how low trust you use. Im thinking its some issue with the multi mode engine module introduced with ksp v0.23 Quote Link to comment Share on other sites More sharing options...
Soda Popinski Posted December 23, 2013 Share Posted December 23, 2013 Because heat production is also product of drag (friction)?The engines are in the back of my ship. I would think they experience the least amount of drag, compared to stuff on the front in the air stream. I can check the drag on them, but it seems unrealistic for them to explode when I'm only doing 1000 m/s at 15km or so. Plus, nothing else is over heating. I've even tried a version of a the craft with RAPIERs and TurboJets, and only the RAPIERS explode.I'm pretty sure this is a bug.Does the heatProduction setting have anything to do with heat production from drag? Or only from engine output? If it's engine output only, drag friction heat shouldn't have an effect. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 23, 2013 Share Posted December 23, 2013 (edited) I have a problem with how KSP decides where to focus the camera on after destruction of the root part of a ship. Does anyone have a working solution for this kind of setup? I basically built my probe inverted, so that i can attach the probe to a mothership. Problem: As soon as the root part burns up (intended!), the camera stops tracking the remaining parts of the probe. They are still in the map view, and i can switch to them, but obviously they are moving on rails until i get the chance to switch to them, making everything worsedecoupler<<<roottank + radial drive (intended to burn up)heatshieldheatshield (yes, another one just to be safe, first one might burn up)probechute (no radial chutes available)That would seem to be WAD --however could try sneaking yet another probe/remote core in the mix and do the "control from here" command before losing the primary one? [edit n/m, I thought you were letting your initial probe core burn up]Perhaps it's assumed that it would always be the primary cockpit / command module. The "root part" seems to have some magical properties for no reason, otherwise. Edited December 23, 2013 by Beetlecat reading comprehension. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 23, 2013 Share Posted December 23, 2013 heatProduction in a ModuleEngines[FX] is only applied, lerp'd, when the engine is on. It shouldn't have anything to do with drag force.That the parts are overGing, then, implies that it's not the culprit. Kraken attack? KSP's G meter is weird...I'll check as soon as possible (and also fix it to recognize ModuleEnginesFX, and RealChutes).SirJodelstein: That's a KSP "feature": if the root part dies, so does that vessel. Frankly, I'm impressed the other parts didn't just explode; that often happens too.Use SelectRoot to make something survivable your root part. Quote Link to comment Share on other sites More sharing options...
gunnyfreak Posted December 24, 2013 Share Posted December 24, 2013 so I want to play RSS DRE without realism overhaul, do I need to change the heat shields in any way? What do I need to do? Quote Link to comment Share on other sites More sharing options...
tntristan12 Posted December 24, 2013 Share Posted December 24, 2013 Okay, so what gives? When I used the default settings, DR works just fine. However, I changed the settings to be "more challenging" (I'll throw in my current .cfg file below), and ended up with this:Either Kerbin has the strangest atmosphere I've ever seen, or I'm doing something wrong. Can somebody help fix my .cfg settings?REENTRY_EFFECTS{ name = Default shockwaveMultiplier = 1.09 shockwaveExponent = 1 heatMultiplier = 25 temperatureExponent = 1.0 densityExponent = 0.85 startThermal = 250 fullThermal = 1150 gToleranceMult = 2.5 crewGClamp = 30 crewGPower = 4 crewGMin = 5 crewGWarn = 300000 crewGLimit = 600000 crewGKillChance = 0.75 // any part with a maxTemp over this value will have its maxTemp multiplied // by maxTempScale. ridiculousMaxTemp = 2500 maxTempScale = 0.5}RESOURCE_DEFINITION{ name = AblativeShielding density = 0.001 flowMode = NO_FLOW transfer = NONE}@PART[StandardCtrlSrf]{ @maxTemp = 1700}@PART[CanardController]{ @maxTemp = 1700}@PART[noseCone]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 }}@PART[AdvancedCanard]{ @maxTemp = 1700}@PART[deltaWing]{ @maxTemp = 1700}@PART[noseConeAdapter]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0.707, -0.707 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[rocketNoseCone]{ @maxTemp = 1700}@PART[smallCtrlSrf]{ @maxTemp = 1700}@PART[standardNoseCone]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full surface coating reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[sweptWing]{ @maxTemp = 1700}@PART[tailfin]{ @maxTemp = 1700}@PART[wingConnector]{ @maxTemp = 1700}@PART[winglet]{ @maxTemp = 1700}@PART[R8winglet]{ @maxTemp = 1700}@PART[winglet3]{ @maxTemp = 1700}@PART[Mark1Cockpit]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0.15, 0.9 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[Mark2Cockpit]{ @maxTemp = 1700}@PART[Mark1-2Pod]{ @maxTemp = 1700}@PART[advSasModule]{ @maxTemp = 1700}@PART[asasmodule1-2]{ @maxTemp = 1700}@PART[avionicsNoseCone]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full surface coating reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[crewCabin]{ @maxTemp = 1450}@PART[cupola]{ @maxTemp = 1700}@PART[landerCabinSmall]{ @maxTemp = 1700}@PART[mark3Cockpit]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0.15, 0.9 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[mk1pod]{ @maxTemp = 1700 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 }}@PART[mk2LanderCabin]{ @maxTemp = 1700}@PART[probeCoreCube]{ @maxTemp = 1550}@PART[probeCoreOcto]{ @maxTemp = 1600}@PART[probeCoreOcto2]{ @maxTemp = 1600}@PART[probeCoreSphere]{ @maxTemp = 1600 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full surface coating reflective = 0.1 }}@PART[probeStackLarge]{ @maxTemp = 1700}@PART[probeStackSmall]{ @maxTemp = 1700}@PART[sasModule]{ @maxTemp = 1700}@PART[seatExternalCmd]{ @maxTemp = 1450}@PART[rtg]{ @maxTemp = 1500}@PART[batteryBank]{ @maxTemp = 1600}@PART[batteryPack]{ @maxTemp = 1600}@PART[ksp.r.largeBatteryPack]{ @maxTemp = 1600}@PART[largeSolarPanel]{ @maxTemp = 1600}@PART[solarPanels1]{ @maxTemp = 1600}@PART[solarPanels2]{ @maxTemp = 1600}@PART[solarPanels3]{ @maxTemp = 1600}@PART[solarPanels4]{ @maxTemp = 1600}@PART[solarPanels5]{ @maxTemp = 1600}@PART[JetEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 350 }}@PART[engineLargeSkipper]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 175 }}@PART[ionEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 0 }}@PART[liquidEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 200 }}@PART[liquidEngine1-2]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 250 }}@PART[liquidEngine2]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 200 }}@PART[liquidEngine2-2]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 150 }}@PART[liquidEngine3]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 150 }}@PART[microEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 15 }}@PART[nuclearEngine]{ @maxTemp = 2000 @MODULE[ModuleEngines] { @heatProduction = 300 }}@PART[radialLiquidEngine1-2]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 175 }}@PART[sepMotor1]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 275 }}@PART[smallRadialEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 75 }}@PART[solidBooster]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 275 }}@PART[solidBooster1-1]{ @maxTemp = 1950 @MODULE[ModuleEngines] { @heatProduction = 200 }}@PART[toroidalAerospike]{ @maxTemp = 1700 @MODULE[ModuleEngines] { @heatProduction = 275 }}@PART[turboFanEngine]{ @maxTemp = 1800 @MODULE[ModuleEngines] { @heatProduction = 200 }}@PART[MK1Fuselage]{ @maxTemp = 1500}@PART[Mk1FuselageStructural]{ @maxTemp = 1500}@PART[RCSFuelTank]{ @maxTemp = 1450}@PART[RCSTank1-2]{ @maxTemp = 1450}@PART[fuelTank]{ @maxTemp = 1450}@PART[fuelTank1-2]{ @maxTemp = 1450}@PART[fuelTank2-2]{ @maxTemp = 1450}@PART[fuelTank3-2]{ @maxTemp = 1450}@PART[fuelTank4-2]{ @maxTemp = 1450}@PART[fuelTankSmall]{ @maxTemp = 1450}@PART[fuelTank.long]{ @maxTemp = 1450}@PART[fuelTank_long]{ @maxTemp = 1450}@PART[miniFuelTank]{ @maxTemp = 1450}@PART[mk2Fuselage]{ @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[mk2SpacePlaneAdapter]{ @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0.15, 0.9 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[mk3Fuselage]{ @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, -1 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[mk3spacePlaneAdapter]{ @maxTemp = 1500 MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle }}@PART[radialRCSTank]{ @maxTemp = 1450}@PART[toroidalFuelTank]{ @maxTemp = 1450}@PART[xenonTank]{ @maxTemp = 1450}@PART[nacelleBody]{ @maxTemp = 1450}@PART[radialEngineBody]{ @maxTemp = 1450}@PART[smallHardpoint]{ @maxTemp = 1600}@PART[stationHub]{ @maxTemp = 1600}@PART[structuralIBeam1]{ @maxTemp = 1600}@PART[structuralIBeam2]{ @maxTemp = 1600}@PART[structuralIBeam3]{ @maxTemp = 1600}@PART[structuralMiniNode]{ @maxTemp = 1600}@PART[structuralPanel1]{ @maxTemp = 1600}@PART[structuralPanel2]{ @maxTemp = 1600}@PART[structuralPylon]{ @maxTemp = 1600}@PART[structuralWing]{ @maxTemp = 1700}@PART[strutConnector]{ @maxTemp = 1800}@PART[strutCube]{ @maxTemp = 1500}@PART[strutOcto]{ @maxTemp = 1500}@PART[trussAdapter]{ @maxTemp = 2500}@PART[trussPiece1x]{ @maxTemp = 2500}@PART[trussPiece3x]{ @maxTemp = 2500}@PART[CircularIntake]{ @maxTemp = 1700}@PART[landingLeg1]{ @maxTemp = 1450}@PART[landingLeg1-2]{ @maxTemp = 1450}@PART[RCSBlock]{ @maxTemp = 1800}@PART[stackDecoupler]{ @maxTemp = 1700}@PART[airScoop]{ @maxTemp = 2500}@PART[commDish]{ @maxTemp = 1500}@PART[decoupler1-2]{ @maxTemp = 1700}@PART[dockingPort1]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // all directions reflective = 0.25 // 25% of heat is ignored when closed adjustCollider = 0.25 // the attachNode is kinda funky } MODULE { name = ModuleAnimation2Value animationName = dockingring valueName = maxTemp valueCurve { key = 0 1700 0 0 key = 0.1 1500 0 0 key = 1 1450 0 0 } } MODULE { name = ModuleAnimation2Value animationName = dockingring moduleName = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.25 0 0 key = 0.1 0 0 0 key = 1 -1.5 0 0 // don't leave the shield open. } }}@PART[dockingPort2]{ @maxTemp = 1450}@PART[dockingPort3]{ @maxTemp = 1450}@PART[dockingPortLarge]{ @maxTemp = 1450}@PART[dockingPortLateral]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // all directions reflective = 0.15 // 15% of heat is ignored when closed } MODULE { name = ModuleAnimation2Value animationName = dockingporthull valueName = maxTemp valueCurve { key = 0 1700 0 0 key = 0.1 1500 0 0 key = 1 1450 0 0 } } MODULE { name = ModuleAnimation2Value animationName = dockingporthull moduleName = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.15 0 0 key = 0.1 0 0 0 key = 1 -.25 0 0 } }}@PART[fuelLine]{ @maxTemp = 1800}@PART[ladder1]{ @maxTemp = 1600}@PART[largeAdapter]{ @maxTemp = 1450}@PART[largeAdapter2]{ @maxTemp = 1450}@PART[launchClamp1]{ @maxTemp = 2500}@PART[linearRcs]{ @maxTemp = 1700}@PART[longAntenna]{ @maxTemp = 1500}@PART[miniLandingLeg]{ @maxTemp = 1450}@PART[parachuteDrogue]{ @maxTemp = 1150}@PART[parachuteLarge]{ @maxTemp = 1150}@PART[parachuteRadial]{ @maxTemp = 1150}@PART[parachuteSingle]{ @maxTemp = 1150}@PART[radialDecoupler]{ @maxTemp = 1600}@PART[radialDecoupler1-2]{ @maxTemp = 1600}@PART[radialDecoupler2]{ @maxTemp = 1600}@PART[ramAirIntake]{ @maxTemp = 1700}@PART[roverBody]{ @maxTemp = 600}@PART[sensorAccelerometer]{ @maxTemp = 1600}@PART[sensorBarometer]{ @maxTemp = 1600}@PART[sensorGravimeter]{ @maxTemp = 1600}@PART[sensorThermometer]{ @maxTemp = 1600}@PART[spotLight1]{ @maxTemp = 1600}@PART[spotLight2]{ @maxTemp = 1600}@PART[stackBiCoupler]{ @maxTemp = 1700}@PART[stackDecouplerMini]{ @maxTemp = 1700}@PART[stackPoint1]{ @maxTemp = 1700}@PART[stackSeparator]{ @maxTemp = 1700}@PART[stackSeparatorBig]{ @maxTemp = 1700}@PART[stackSeparatorMini]{ @maxTemp = 1700}@PART[stackTriCoupler]{ @maxTemp = 1700}@PART[telescopicLadder]{ @maxTemp = 1600}@PART[telescopicLadderBay]{ @maxTemp = 1600}@PART[SmallGearBay]{ @maxTemp = 1800}@PART[roverWheel1]{ @maxTemp = 1800}@PART[roverWheel2]{ @maxTemp = 1800}@PART[roverWheel3]{ @maxTemp = 600}@PART[wheelMed]{ @maxTemp = 1800} Quote Link to comment Share on other sites More sharing options...
Aknar Posted December 24, 2013 Share Posted December 24, 2013 There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? I might be wrong, but I believe engines can cope with the heat as they have rings of pipes through which flow liquid oxidizer. This supply of liquid oxidizer turns to gas and is consumed with the fuel, so it empties with the fuel and can no longer cool the engines. Between the heat that is under the form of plasma and the engine that only supports heat in one location, not plasma, going onto the sides and behind it. We also have to add the friction to which the engine isn't exposed to during lift-off. Some way, must be found to keep engines more resistant than other pieces while making them vulnerable to reentry and without lowering their exhaust max temperature. Quote Link to comment Share on other sites More sharing options...
iornfence Posted December 24, 2013 Share Posted December 24, 2013 There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? I might be wrong, but I believe engines can cope with the heat as they have rings of pipes through which flow liquid oxidizer. This supply of liquid oxidizer turns to gas and is consumed with the fuel, so it empties with the fuel and can no longer cool the engines. Between the heat that is under the form of plasma and the engine that only supports heat in one location, not plasma, going onto the sides and behind it. We also have to add the friction to which the engine isn't exposed to during lift-off. Some way, must be found to keep engines more resistant than other pieces while making them vulnerable to reentry and without lowering their exhaust max temperature.I can't code, but would it be possible to just lower the heat tolerance on engines and make the engine cool itself down while firing? It wouldn't be perfect, but it would mean that your engines would be fine on ascent but not act as heatshields for reentry. Quote Link to comment Share on other sites More sharing options...
Agarax Posted December 24, 2013 Share Posted December 24, 2013 There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? ...SpaceX is planning on using the high heat tolerance of their engines as a heat shield for their reusable Falcon's, so it's entirely realistic. Quote Link to comment Share on other sites More sharing options...
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