Sokar408 Posted February 12, 2014 Share Posted February 12, 2014 For some reason when I reenter kerbin atmosphere, I get the reentry effect flickering between the fire one and the wind resistance one, instead of switching over from one to the other depending on speed. Is this a bug with KSP, DeadlyReentry, or has this been done on purpose? If so how do I fix/change it? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 12, 2014 Share Posted February 12, 2014 ToyToy: sounds like you didn't install it right. Follow the exact installation instructions as provided in the op. (That happens when you, for example, change the name of the DRE folder/install it to a different location)Sokar408, what other mods do you have installed? Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted February 12, 2014 Share Posted February 12, 2014 Oh dear... A lot xD. Beyond UI mods:KerbalJointReinformentKethaneFerramRemoteTech2B9KWKASKSP InterstellarMagicSmokeIndustriesKerbal EngineerI think thats it. I haven't had a problem running these mods together before, including DeadlyReentry which is why I'm so dumbfounded Quote Link to comment Share on other sites More sharing options...
a__gun Posted February 12, 2014 Share Posted February 12, 2014 Any graphical mods? Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted February 12, 2014 Share Posted February 12, 2014 Oh yeaActive Texture ManagementThough to my knowledge all this does is compress the textures of parts, so I don't thats the problem Quote Link to comment Share on other sites More sharing options...
Doctor Axel Posted February 12, 2014 Share Posted February 12, 2014 Actually I think that's just KSP, not DR - it determines which graphic to use by your current altitude, not speed. Quote Link to comment Share on other sites More sharing options...
ToyToy Posted February 12, 2014 Share Posted February 12, 2014 ToyToy: sounds like you didn't install it right. Follow the exact installation instructions as provided in the op. (That happens when you, for example, change the name of the DRE folder/install it to a different location)Thanks a lot for the help, it solved my problem !I was using a bad folder name indeed.I can enter the atmosphere strong angle again and again now ! Quote Link to comment Share on other sites More sharing options...
AbeS Posted February 13, 2014 Share Posted February 13, 2014 (edited) Nathan I had a SM survive reentry while coming from the moon. I burned all my fuel before reentering but my velocity was still like 7500 m/s! the UP decoupler was pointed prograde and the max temp it reached was like 1170.Because pic:this is the SM Edited February 13, 2014 by AbeS Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 13, 2014 Share Posted February 13, 2014 That's *really* weird. Can your repeat it? Was the SM shielded? (ALT+D+R to turn on debugging info, see if the shockwave line reports shielded). Quote Link to comment Share on other sites More sharing options...
MartGonzo Posted February 13, 2014 Share Posted February 13, 2014 Love this mod to bits, wouldn't play without it.I have a question hopefully someone here can answer.I sent a probe down to the sun and got within 1,000,000m I was half expecting the probe to burn up but there were no heat effects as far as I could tellSo my question is, does the sun have deadly reentry values applies and if not, is there any plans to implement that? Quote Link to comment Share on other sites More sharing options...
HoneyFox Posted February 13, 2014 Share Posted February 13, 2014 Love this mod to bits, wouldn't play without it.I have a question hopefully someone here can answer.I sent a probe down to the sun and got within 1,000,000m I was half expecting the probe to burn up but there were no heat effects as far as I could tellSo my question is, does the sun have deadly reentry values applies and if not, is there any plans to implement that?The Sun doesn't have atmosphere actually, so the only thing that will make your vessel burn up is the high temperature when getting closer to it. There's no "re-entry" happening here. Quote Link to comment Share on other sites More sharing options...
MartGonzo Posted February 13, 2014 Share Posted February 13, 2014 The Sun doesn't have atmosphere actually, so the only thing that will make your vessel burn up is the high temperature when getting closer to it. There's no "re-entry" happening here.ah ok, thanks for the reply HoneyFox Quote Link to comment Share on other sites More sharing options...
GavinZac Posted February 13, 2014 Share Posted February 13, 2014 Love this mod to bits, wouldn't play without it.I have a question hopefully someone here can answer.I sent a probe down to the sun and got within 1,000,000m I was half expecting the probe to burn up but there were no heat effects as far as I could tellSo my question is, does the sun have deadly reentry values applies and if not, is there any plans to implement that?Coincidentally I did the same thing a couple of days ago. I brought it down to 10,000 at first, and was quite disappointed that I'd pushed that big heatshield all the way to the Sun with Ion engines for the sake of 15 degrees celsius. The next orbit around I purposefully crashed into the Sun, and the 'stock' overheating just completely obliterated the craft in 1 second at 1,000m as usual, despite the temperature never 'really' going above 15 degrees. Quite disappointing.I would love to see proper massive heating coming from the Sun in DR. I know it's about atmospheric heating, but I think it should fit within the scope of the project. Even if it was just that the craft started to burn up before the 1,000m 'surface' explosion. Quote Link to comment Share on other sites More sharing options...
brooklyn666 Posted February 13, 2014 Share Posted February 13, 2014 Has anyone figured out a good procedure for a lifting entry with a capsule? (Apollo CM or Soyuz SA style).I've gotten pretty great at pure ballistic reentry, but I'd like to try and minimize Gs and and have some cross/downrange capability.My usually peak G load is somewhere between 7-9, sometimes a little higher, never lower. This is what you'd expect for a pure ballistic reentry, and my heat management is not a problem.AFAIK, the only way to do is is to offset the capsule's CoM, and add RCS transforms for control but I'm not sure how to do either of those things.Ideally, I'd like to achieve realistic G loads, so 4-5 for LKO return, and 7 for Munar return. Quote Link to comment Share on other sites More sharing options...
HoneyFox Posted February 13, 2014 Share Posted February 13, 2014 Has anyone figured out a good procedure for a lifting entry with a capsule? (Apollo CM or Soyuz SA style).I've gotten pretty great at pure ballistic reentry, but I'd like to try and minimize Gs and and have some cross/downrange capability.My usually peak G load is somewhere between 7-9, sometimes a little higher, never lower. This is what you'd expect for a pure ballistic reentry, and my heat management is not a problem.AFAIK, the only way to do is is to offset the capsule's CoM, and add RCS transforms for control but I'm not sure how to do either of those things.Ideally, I'd like to achieve realistic G loads, so 4-5 for LKO return, and 7 for Munar return.I simply pitch the pod by 10~15 degrees and that can generate some lift, though not big enough to raise the vertical velocity to >0 state, but it can extend the period of re-entry, thus lowering the peak G load and temperature afterwards. Quote Link to comment Share on other sites More sharing options...
brooklyn666 Posted February 13, 2014 Share Posted February 13, 2014 I simply pitch the pod by 10~15 degrees and that can generate some lift, though not big enough to raise the vertical velocity to >0 state, but it can extend the period of re-entry, thus lowering the peak G load and temperature afterwards.That's what I'm trying to do, but without an offset CoM, the capsule orients itself with 0 AoA, and since Pods have no RCS, I lose attitude control once I jettison my Service module.So how do I, or rather, can I even, add RCS transforms, and add a CoM offset? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 13, 2014 Share Posted February 13, 2014 CoM offset is easy to apply. RO does it to mk1-2 pod. You can just put mini RCS thrusters around the upper lip of the pod, they should be shielded then. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 13, 2014 Author Share Posted February 13, 2014 That's what I'm trying to do, but without an offset CoM, the capsule orients itself with 0 AoA, and since Pods have no RCS, I lose attitude control once I jettison my Service module.So how do I, or rather, can I even, add RCS transforms, and add a CoM offset?Yes, you can add transforms. If you have the Unity package and the KSP Part Tools you can add transforms even if you don't have access to an editable model.Just add the transforms to a game object with no mesh and export it to the folder of the part you want to add to.Then use a MODEL{} node to add the (meshless) model that you just exported. (if the part you're adding to doesn't already have a MODEL{} node for its mesh, that is if it says 'mesh = model' then you might need to convert that to MODEL{} or else bad things might happen)(without the original model, you're left with guessing as to where the transforms actually need to sit, but this system DOES work) Quote Link to comment Share on other sites More sharing options...
Jetman123 Posted February 13, 2014 Share Posted February 13, 2014 Jemtan123, Boomerang: are you playing career or sandbox? Did you install _exactly_ as specified in the readme, not changing directory names or anything?The 2.5m shield has an mbm rather than PNGs because...that's the way nhnifong decided to export textures. And it does not have duplicate top and bottom nodes, it has a pair commented out as well as the actual pair.Given that it is the only shield that uses a MODEL node, it will be the only shield affected by your not installing DRE in the right folder. So that's my guess as to what's going on: you renamed the DRE folder you extracted, or placed it inside another folder, or used that part sorting app that changes folder names, or something.Turns out I did indeed install incorrectly, after I misread the readme. My fault! Thank you for the troubleshooting. Quote Link to comment Share on other sites More sharing options...
Palec Posted February 13, 2014 Share Posted February 13, 2014 Hi,I love this mod, but I'm using Procedural Wings on most of my spaceplaces. Is there a way how to add thermal protection to them? DRC has support for B9 wings, but not for PW Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 13, 2014 Share Posted February 13, 2014 Add one of these blocks for each wing part's name into a new cfg file.@PART[DYJwingwhatever]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 }}Change the number after reflective to taste. You might need to go up to 0.5 or so. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted February 13, 2014 Share Posted February 13, 2014 (edited) What might have gone wrong if a plane is destroyed by g-forces just after take off and flying quite level?http://imgur.com/a/4o4Rw#0 Edited February 13, 2014 by KerbMav Quote Link to comment Share on other sites More sharing options...
CaptainKipard Posted February 14, 2014 Share Posted February 14, 2014 How can I add FAR and Heatshields to other pods like the FASA pods etc? Quote Link to comment Share on other sites More sharing options...
Scripto23 Posted February 14, 2014 Share Posted February 14, 2014 (edited) How can I add FAR and Heatshields to other pods like the FASA pods etc? For a nonablative heatshield can just do what Nathan posted. Ablative is it bit more complicated but will look something like what is posted below and you just need to tweak the values to what you want. Here's an example (set for RSS): @maxTemp = 1700 MODULE { 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 = 2000 160 // peak ablation at 2000 degrees C key = 5000 200 // max ablation at 5000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 800 480 // maximum dissipation at 800 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 }If I'm not mistaken, I don't think you can or have to add FAR to pods. As long as they don't have nodes tacked onto the sides then they should be good to go.Also, if you're looking for heatshields for FASA, Nathan posted a Realism Overhaul cfg of FASA in the second post of this thread. You can look through that to see what he did. Edited February 14, 2014 by Scripto23 Quote Link to comment Share on other sites More sharing options...
CaptainKipard Posted February 14, 2014 Share Posted February 14, 2014 Thanks for the quick response.Let's say I make the AblativeShielding amount really small. Will the pod burn up after the shield runs out?Also does the @ symbol make that value supersede the the default value? 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.