Starwaster Posted February 26, 2014 Author Share Posted February 26, 2014 First, let me thank you for great mod. But I would also like to know if someone could help me out. I have also installed Kerbin Shuttle Orbiter System and Deadly Reentry conflicts with the shuttle mod somehow as flying shuttle with Deadly Reentry installed makes shuttle heavy and unresponsive. I would greatly appreciate information whether this two mods could be made compatible or what should i change in the files to make it so.They are compatible. I've used that shuttle with DREC installed and it doesnt affect control. I suppose it would be heavier though if you're using one of the ablative shield configs. ablative material is a resource with mass.IMO it should use a reflective value of 20-25 with no ablative material assigned Quote Link to comment Share on other sites More sharing options...
Aurelius Posted February 26, 2014 Share Posted February 26, 2014 They are compatible. I've used that shuttle with DREC installed and it doesnt affect control. I suppose it would be heavier though if you're using one of the ablative shield configs. ablative material is a resource with mass.IMO it should use a reflective value of 20-25 with no ablative material assignedThanks, but now for dumb question. Where can I find non-ablative config? In KSO download there is only one DREC config (dre_KSO) which apparently use ablative shielding. And as you said, mass of that shielding make shuttle fall like a rock. Quote Link to comment Share on other sites More sharing options...
logo12307 Posted February 26, 2014 Share Posted February 26, 2014 Ok, i´ll ask.I´ve read many pages in this threat and searched it but still could´t find anything.I got deadly reentry now with Ferram aerospace and since i´m using ferram my debris never burns up during reentry.In previous missions i droped empty stages, fairings and so on into the athmosphere, so they didn´t stay in space, but i also dont want to have them splashing down.My question: What can i do that debris will burn up again, but vessels with headshields survive the reentry? I´ve read something about heatmultiplers and things like that. That way?You are doing an AWSOME Job NathanKell! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 26, 2014 Author Share Posted February 26, 2014 Thanks, but now for dumb question. Where can I find non-ablative config? In KSO download there is only one DREC config (dre_KSO) which apparently use ablative shielding. And as you said, mass of that shielding make shuttle fall like a rock.I think I might have one... it'll be awhile before I can dig it out.... Quote Link to comment Share on other sites More sharing options...
Aurelius Posted February 26, 2014 Share Posted February 26, 2014 I think I might have one... it'll be awhile before I can dig it out....Please do... I would really apreciate it. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 26, 2014 Author Share Posted February 26, 2014 Please do... I would really apreciate it.Give this one a try. I've a few concerns about it but I think it should do... unless it's for RSS? Not sure if it will do for that.https://www.dropbox.com/s/o9n4d9g6e7u6jbr/dre_KSO.cfg Quote Link to comment Share on other sites More sharing options...
pokeman Posted February 27, 2014 Share Posted February 27, 2014 Does anyone have any idea why changes made in the custom config would be reseting themselves ingame? The text file stays the same but the numbers in the debug change back to default values once I reload/start the game. I would love a way to have a challenge without having to bring up the settings prior to every reentry Quote Link to comment Share on other sites More sharing options...
Aurelius Posted February 27, 2014 Share Posted February 27, 2014 Give this one a try. I've a few concerns about it but I think it should do... unless it's for RSS? Not sure if it will do for that.https://www.dropbox.com/s/o9n4d9g6e7u6jbr/dre_KSO.cfgThank you very much! It works like a charm. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 27, 2014 Share Posted February 27, 2014 pokeman: do you have any other cfgs lying around that modify DRE? Like maybe BTSM? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 3, 2014 Author Share Posted March 3, 2014 Latest version of RealChute seems to have broken DREC. While trying to land my space plane I generated a 280 MB output_log.txt file (which, needless to say I will not be posting)280 MB of THIS:InvalidCastException: Cannot cast from source type to destination type. at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
Inconvenience Posted March 3, 2014 Share Posted March 3, 2014 I'm getting a bug where nuclear engines overheat almost instantly, unless I keep the throttle on 50%. This happens even in space. I'm not using orange tanks. Quote Link to comment Share on other sites More sharing options...
BigNose Posted March 4, 2014 Share Posted March 4, 2014 Latest version of RealChute seems to have broken DREC. While trying to land my space plane I generated a 280 MB output_log.txt file (which, needless to say I will not be posting)280 MB of THIS:InvalidCastException: Cannot cast from source type to destination type. at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 Can confirm this. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted March 4, 2014 Share Posted March 4, 2014 We need a fix for that RC problem .... I want to use DRE and RC 1.0 together Quote Link to comment Share on other sites More sharing options...
Hodo Posted March 5, 2014 Share Posted March 5, 2014 What settings should I set my DREC to for the RSS scale? Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted March 5, 2014 Share Posted March 5, 2014 What settings should I set my DREC to for the RSS scale?Get realism overhaul and it will be done automatically Quote Link to comment Share on other sites More sharing options...
Hodo Posted March 5, 2014 Share Posted March 5, 2014 Get realism overhaul and it will be done automaticallyI am running the RSS+DREC+FAR+RT2 and a few other mods listed in my sig, but is it in the Realism overhaul plugin? Everything in that thread kind of links me to the plugins I would need. Not really changing anything as far as I can tell. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted March 5, 2014 Share Posted March 5, 2014 Realism Overhaul is really needed for RSS. Check Nathans signature on the OP. RO is listed there Quote Link to comment Share on other sites More sharing options...
ophetious Posted March 5, 2014 Share Posted March 5, 2014 Can confirm this.I can also confirm this... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 5, 2014 Author Share Posted March 5, 2014 Re: DREC errors for latest RealChutes. I've had this fixed for myself for a few days and thought I'd share it with everyone else until Nathan shows up. https://www.dropbox.com/s/e86pz9cv8i65o2l/DeadlyReentry.zipIt's a two line fixfrom string mainDeployState = (string)rCType.GetField("deploymentState").GetValue(realChute); string secDeployState = (string)rCType.GetField("secDepState").GetValue(realChute);to string mainDeployState = (string)rCType.GetField("depState").GetValue(realChute); string secDeployState = (string)rCType.GetField("secDepState").GetValue(realChute); Quote Link to comment Share on other sites More sharing options...
diomedea Posted March 5, 2014 Share Posted March 5, 2014 Re: DREC errors for latest RealChutes. I've had this fixed for myself for a few days and thought I'd share it with everyone else until Nathan shows up. Thanks for sharing! Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 6, 2014 Share Posted March 6, 2014 Re: DREC errors for latest RealChutes. I've had this fixed for myself for a few days and thought I'd share it with everyone else until Nathan shows up. https://www.dropbox.com/s/e86pz9cv8i65o2l/DeadlyReentry.zipIt's a two line fixfrom-snip-Yep, that would be the fix I was expecting Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted March 6, 2014 Share Posted March 6, 2014 Re: DREC errors for latest RealChutes. I've had this fixed for myself for a few days and thought I'd share it with everyone else until Nathan shows up. https://www.dropbox.com/s/e86pz9cv8i65o2l/DeadlyReentry.zipIt's a two line fixfrom string mainDeployState = (string)rCType.GetField("deploymentState").GetValue(realChute); string secDeployState = (string)rCType.GetField("secDepState").GetValue(realChute);to string mainDeployState = (string)rCType.GetField("depState").GetValue(realChute); string secDeployState = (string)rCType.GetField("secDepState").GetValue(realChute);I just downloaded Deadly Reentry for the first time and ive had RealChutes ( just updated it ). So what is this fix for? Is is crucial? ( if so, what cfg is that line in? I cant find it in DR or RealChute )And what brings me here... now sorry if this is a dead horse im beating, but how do I add heatshield functionality to pods? If I have too.. for instance BobCat's Orion pod.. the built in heatshieid on that is just a texture so it will not function, yes? How do I tweak that? Quote Link to comment Share on other sites More sharing options...
HoneyFox Posted March 6, 2014 Share Posted March 6, 2014 I just downloaded Deadly Reentry for the first time and ive had RealChutes ( just updated it ). So what is this fix for? Is is crucial? ( if so, what cfg is that line in? I cant find it in DR or RealChute )And what brings me here... now sorry if this is a dead horse im beating, but how do I add heatshield functionality to pods? If I have too.. for instance BobCat's Orion pod.. the built in heatshieid on that is just a texture so it will not function, yes? How do I tweak that?This fix allows the deployed chute to get heated very fast even the chute pack itself is behind the heat-shield. This will disallow players to use parachute during re-entry, if you do, the chute will get heated very fast and might explode several seconds after. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 6, 2014 Share Posted March 6, 2014 Starwaster, thanks so much! I'll post an official v4.4 tomorrow night (I hope) but until then I encourage you all to use Starwaster's fix. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted March 6, 2014 Share Posted March 6, 2014 This fix allows the deployed chute to get heated very fast even the chute pack itself is behind the heat-shield. This will disallow players to use parachute during re-entry, if you do, the chute will get heated very fast and might explode several seconds after.Ohh I see thanks. But what cfg is this line in? string mainDeployState = (string)rCType.GetField("deploymentState").GetValue(realChute); string secDeployState = (string)rCType.GetField("secDepState").GetValue(realChute);Also... my other inquiries about adding a heatshield to Bobcat's Orion. Or adding heatsheilds in general without adding a heatsheild part. For instance it says for the stock 1 man pods its built in... I don't use stock. I need every capsule that has a modeled heatshield to function as such. If they don't already. Forgive my ignorance. Quote Link to comment Share on other sites More sharing options...
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