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


Starwaster

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I found a post a few pages back by a user named SpeederAlpha that has the exact same problem as me.

This is his post:

I saw other people post this issue but no reproductions or resolutions.

If you inflate the heat shield in the VAB, ModuleAnimateGeneric/Status becomes permanently set to "Fixed" and you end up with it inflated whenever you reload the craft or try to launch it. (Very bad when you are using procedural fairings, :huh::wink:)

Deflating the heat shield in the VAB returns it to its original state but the status always remains as "Fixed".

It also saves the animation state if you click save in the middle of the animation...

Thanks for a great mod!

I'm wondering if this problem is truly impossible to fix? or has there been progress on this?

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It requires the original model's source files and a 3D modeling program. I don't have the former and am not even sure what it is about the animation that triggers the problem.

Do not expect a solution or you will be disappointed. Use the ADEPT deployable that I linked to in the OP

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Hi, first post.

Is it me, or has DRE become easier in .90. I'm using FAR, everything is on default, and I swear that reentry profiles that would previously cook me are letting me through fine. I'm not using Interstellar with this game, so maybe its heating function was making DRE more difficult on the .25 game?

Thanks,

Doxie

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FAR changed some things so that at high altitudes the drag is a lot higher. That's probably contributing to the ease of reentry.

Still, that might not be all. I can do a reentry straight from Minimus with a 20km periapsis and only use ~60 units of the 1.25m ablative heatshield, carrying not only the mk1 pod but also 3 Science Jr.s and 3 Mystery Goos.

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Hi, first post.

Is it me, or has DRE become easier in .90. I'm using FAR, everything is on default, and I swear that reentry profiles that would previously cook me are letting me through fine. I'm not using Interstellar with this game, so maybe its heating function was making DRE more difficult on the .25 game?

As Jovus says, it's due to the changes in FAR. Unless you adjust the back-end settings to substantially crank the difficulty (just selecting the hard toggle is not enough), DRE is basically irrelevant. I used to have fun melting canards on a regular basis; since the changes to FAR, I haven't even managed to generate a high temperature warning.

They're both acting realistically, it's just that Kerbin is too small to generate serious reentry heating without the soupmosphere.

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For stock size that surely is true, but getting spaceplanes/shuttles safely to ground in an 64k install is quite challenging! Absolutely recommended if you want more challenging reentries while preserving a stock feeling.

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For stock size that surely is true, but getting spaceplanes/shuttles safely to ground in an 64k install is quite challenging! Absolutely recommended if you want more challenging reentries while preserving a stock feeling.

Just curious, can you define what a "64k" install is?

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Quick question. Can this mod change the criteria for re-entry effects? I'm using KSP 6.4x and I'm getting re-entry effects way before the heat shield even begins to take the heat. Or should I really be getting re-entry effects at 60km on a re-entry from only 200km

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Quick question. Can this mod change the criteria for re-entry effects? I'm using KSP 6.4x and I'm getting re-entry effects way before the heat shield even begins to take the heat. Or should I really be getting re-entry effects at 60km on a re-entry from only 200km

Sounds like density exponent doesn't match aero FX exponent. In debug settings. They should be the same. Or aero FX slightly higher is ok (ie density exponent 0.5 / aero FX exponent 0.6 works.

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As stated previously, drogue chutes are not treated any differently with regards to velocity by Deadly Reentry.

Also, 350 m/s is in the area of the maximum possible safe velocity for drogues.

In real life they're probably deploying at even slower velocities than that.

(so, no. They should NOT be able to work at faster velocities. 350 is already pushing the envelope of what would be realistic)

Yea, but in the game by 350m/s main chutes can pretty much do the same thing in the predeployed state.

I have some input on this that might be relevant; I was playing the game while an acquaintance of mine who is into skydiving watched. His immediate reaction when seeing the chutes pre-deploy was "DOH! cut it! cut it! do you have spares?!"

As I explained how it works in the game he went on a rant about air pressure and sailing into the wind; how if the chute ends up like that it likely won't deploy and get tangled, or worse partially deploy "and send you into the tumbler". I don't know if the circumstances when skydiving can really be compared to re-entry, in particular the masses involved, but perhaps the problem is how pre-deployed chutes work?

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How come there still isn't any explanation in the original post of how to alter the settings for traditional/realistic heating when using FAR/NEAR? Using them on default DRE makes re-entry heating ridiculously high.

There's a section up near the very top that talks about altering difficulty. Is there some way that you feel it could be made clearer? Also, have you tried changing the difficulty setting to Easy? That will provide immediate relief.

I have some input on this that might be relevant; I was playing the game while an acquaintance of mine who is into skydiving watched. His immediate reaction when seeing the chutes pre-deploy was "DOH! cut it! cut it! do you have spares?!"

As I explained how it works in the game he went on a rant about air pressure and sailing into the wind; how if the chute ends up like that it likely won't deploy and get tangled, or worse partially deploy "and send you into the tumbler". I don't know if the circumstances when skydiving can really be compared to re-entry, in particular the masses involved, but perhaps the problem is how pre-deployed chutes work?

I'm not 100% sure what's confusing your friend; is it the predeploy animation itself?

What we call 'pre-deployed' corresponds to a real life condition called reefing. The chutes are restricted from opening immediately, allowing them to inflate gradually. In real life, disreefing (using Apollo as a baseline; chutes for other craft may vary) took 10 seconds for the drogues. The mains had a 2 stage disreefing process that took 6+10 seconds.

The only thing unusual about the stock pre-deploy is how long they spend in the predeployed state. I assume he didn't see it take that long though since I altered deployment times for all chutes in DRE.

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I'm not 100% sure what's confusing your friend; is it the predeploy animation itself?

What we call 'pre-deployed' corresponds to a real life condition called reefing. The chutes are restricted from opening immediately, allowing them to inflate gradually. In real life, disreefing (using Apollo as a baseline; chutes for other craft may vary) took 10 seconds for the drogues. The mains had a 2 stage disreefing process that took 6+10 seconds.

The only thing unusual about the stock pre-deploy is how long they spend in the predeployed state. I assume he didn't see it take that long though since I altered deployment times for all chutes in DRE.

Ah, no that clears it up-- it was likely the animation; I was showing him stock behaviour, with the wobbling and all that. Also, his reference is 'recreational' skydiving and as I understand it, the drogue (or is it called a pilot; that's the word he used) deploys the chute rather quickly by comparison there. Also, terminal velocity for a human is about 55 m/s! If I can get him to sit still again, I'll show him the DRE animation :)

Edited by SSR Kermit
uncertainty
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How come there still isn't any explanation in the original post of how to alter the settings for traditional/realistic heating when using FAR/NEAR? Using them on default DRE makes re-entry heating ridiculously high.

That's odd. I get the exact opposite effect at the moment while running FAR with DRE on Hard. Can't get things to burn up, and it's starting to irk me. Heh.

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That's odd. I get the exact opposite effect at the moment while running FAR with DRE on Hard. Can't get things to burn up, and it's starting to irk me. Heh.

Set it to Hard and click on the Debug Menu item in the settings menu. Set the top 4 items to 1 except for shockwave exponent. Set that to 1.12. Set [heat] multiplier to 20

Hope you like your Kerbals well done. Season to taste. (I mean, change those settings according to preference)

But statements like yours and thereverofdarkness bring up an interesting point about the mod: Everyone's experience with it is highly subjective. Partly due to skill and partly due to circumstance. And not to mention the fact that if you're playing on Stock Kerbin then your reentries are going to be a lot cooler than they would be on Earth simply because your reentry velocity is a lot lower. That said, sometimes you just have to consider that when you do things right then your reentry should be survivable regardless of difficulty settings, unless you set something so outrageously out of bounds that it's not survivable no matter what. (i.e. density exponent of 0.1 & shockwave exponent of 10 = cremated Kerbals as soon as they touch the first molecule of air)

Is there a way to add a custom part to be shielded manually in the config files? I want to make karbonite engines shielded.

Create a config file with this text in it anywhere in your GameData folder:


@PART[<partname>]
{
MODULE
{
name = ModuleHeatShield
reflection = 0.25
}
}

That's your basic heat resistant part that does not use ablation.

Replace <partname> with the name of the part as seen in its part config file.

Edited by Starwaster
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I seem to be missing the 2.5 meter heat shield. The 1.25m Heatshield and the 3.75m Heatshield appear in the structural parts list along with the 6.25m inflatable, and the UP13, UP20, UP25, UP30, and UP40 decouplers are all there, but there is no 2.5m Heatshield part. This is strange because in the Parts folder, there is a folder for the 2.5m Heatshield part. Has this problem been identified before, and is there a fix?

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Hypothetical scenario:

In your opinion starwarster, what should my DR settings be with regards to density exponent, shock multiplier etc given the thick souposphere atmo in stock ksp?

I'm trying to tweak the settings of DR so that anything without thermal protection burns up in the atmo and haven't decided what settings I should touch. Should I just use the shockwave multiplier at 1.12 or should I look at a different value to attain what I am after?

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Set it to Hard and click on the Debug Menu item in the settings menu. Set the top 4 items to 1 except for shockwave exponent. Set that to 1.12. Set [heat] multiplier to 20

Hope you like your Kerbals well done. Season to taste. (I mean, change those settings according to preference)

Is there something wrong with my install, or am I just being really stupid? When I go into the DRE menu via the toolbar, this is all I see:

screenshot92_zps177bbd1b.png

What am I missing?

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