Jump to content

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


Starwaster

Recommended Posts

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:

http://i1378.photobucket.com/albums/ah120/craigmotbey/screenshot92_zps177bbd1b.png

What am I missing?

Sorry, I forgot: You have to be in flight mode to access the debug menu. The debug menu code predates the toolbar and was always limited to flight mode. It's on my to-do list to eventually eliminate that

Be careful changing anything that says 'exponent' under actual reentry conditions because the text entry has the annoying quirk that you can't type a decimal after the number and it's easy to accidentally enter a large number that could destroy your ship. You have to move the cursor between numbers and then put your decimal

Link to comment
Share on other sites

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?

Oops sorry, missed this one.

density exponent of 0.6 - 0.5 (this pushes the beginning of serious heating into the upper atmosphere. Small values for exponent mean higher altitude heating because you are dealing with density values of less than one)

shockwave exponent OR multiplier IMO is dangerous because it increases the temperature of the otherwise harmless shockwaves to lethal levels. I prefer to play around with density exponent when trying to increase difficulty.

Link to comment
Share on other sites

Oops sorry, missed this one.

density exponent of 0.6 - 0.5 (this pushes the beginning of serious heating into the upper atmosphere. Small values for exponent mean higher altitude heating because you are dealing with density values of less than one)

shockwave exponent OR multiplier IMO is dangerous because it increases the temperature of the otherwise harmless shockwaves to lethal levels. I prefer to play around with density exponent when trying to increase difficulty.

Sounds good, thanks!

Link to comment
Share on other sites

Hi guys! I'm using "Deadly Reentry" with FAR, but i think that something is not working, because the "ablative shield" (resources) simply doesn't decrease. The difficult is on "hard" so the shockwave multiplier at 1.12 even increasing that, or increasing the temperature exponent nothing change.

I've also noticed something else. There is a double part-menu with different stats, you can see the difference from the picture. Is the mod working properly or there is something wrong?

https://www.dropbox.com/sh/qr2rgv6llbmt2y4/AAApUrP4RxidGhhJaztYxRtva?dl=0

Link to comment
Share on other sites

Hi, as one of the many users afflicted by that damned red message, I have a very simple solution for this:

Have a config option to disable the message, and all it does is replace the string values from whatever they happen to be, to "".

For example, the error messages from lines 902 and 903 of DeadlyReentry.cs would be overwritten as:

chuteWarningMsg = new ScreenMessage("", 1f, ScreenMessageStyle.UPPER_CENTER, warningMessageStyle);

crewGWarningMsg = new ScreenMessage("", 1f, ScreenMessageStyle.UPPER_CENTER, warningMessageStyle);

This way you don't screw with the rest of your code, you give those of us that want this feature a way to have it, and you can come back to it later for a better workaround when you're ready to.

Link to comment
Share on other sites

Hi guys! I'm using "Deadly Reentry" with FAR, but i think that something is not working, because the "ablative shield" (resources) simply doesn't decrease. The difficult is on "hard" so the shockwave multiplier at 1.12 even increasing that, or increasing the temperature exponent nothing change.

I've also noticed something else. There is a double part-menu with different stats, you can see the difference from the picture. Is the mod working properly or there is something wrong?

https://www.dropbox.com/sh/qr2rgv6llbmt2y4/AAApUrP4RxidGhhJaztYxRtva?dl=0

You mean it's not decreasing enough. (because your picture does show it decreasing)

Look at this post here: http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-4-0-Dec-16-2014?p=1676709&viewfull=1#post1676709

Follow its instructions

Link to comment
Share on other sites

OK, I'm gonna cause a load of hate, but could someone tell me how to apply the 64bit .dll? I've replaced the regular one with it, but the reentry is still safe as always - even if I plunge into the atmosphere head on... :(

Link to comment
Share on other sites

Try to search forum for it. Someone has write nice tutorial recently about this. Sorry, can't recall exact link.

You will need at least some knowlage of programming and get yourself Visual Studio to be able to change anything. Keep in mind that you will be on your own for that.

Linux 64bit should be already supported, so you will not have to recompile for that.

Link to comment
Share on other sites

OK, I'm gonna cause a load of hate, but could someone tell me how to apply the 64bit .dll? I've replaced the regular one with it, but the reentry is still safe as always - even if I plunge into the atmosphere head on... :(

It goes in DeadlyReentry/Plugins

Just copy it over like you would any other file and overwrite if asked

If you did that properly then the plugin is working and you have a different problem. Try increasing the difficulty level using the menu. If that's not good enough, read the past couple of pages, a bunch has been posted on the subject of difficulty.

Link to comment
Share on other sites

You mean it's not decreasing enough. (because your picture does show it decreasing)

Look at this post here: http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-4-0-Dec-16-2014?p=1676709&viewfull=1#post1676709

Follow its instructions

Thanks for the help, but that's the problem. I've set the settings like the post say: "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", but just nothing change. I've tried to increase the temperature exponent, and when the temperature reached 1700 degrees the shield start burning up than over the max temp of 1800 all explode, but the ablative shield doesn't decrease (enough) it don't go to zero (before all explode). I've even try to set to zero the ablative shield resource, and during the reentry everything it's gone fine.

Another thing, now with this setting during a standard launch at 200m/s at 3000m some parts start heating up and explode, and this shouldn't appends (I think).

But the thing that i wanna know if I'm the only one that see the double part-menu (right click to the part, just to be clear) or it's some kind of bug, because it shows up 2 different temperature.

Edited by Vitasalato
Link to comment
Share on other sites

Thanks for the help, but that's the problem. I've set the settings like the post say: "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", but just nothing change. I've tried to increase the temperature exponent, and when the temperature reached 1700 degrees the shield start burning up than over the max temp of 1800 all explode, but the ablative shield doesn't decrease (enough) it don't go to zero (before all explode). I've even try to set to zero the ablative shield resource, and during the reentry everything it's gone fine.

Another thing, now with this setting during a standard launch at 200m/s at 3000m some parts start heating up and explode, and this shouldn't appends (I think).

But the thing that i wanna know if I'm the only one that see the double part-menu (right click to the part, just to be clear) or it's some kind of bug, because it shows up 2 different temperature.

Turn off Alternate Density Calc. That was only meant to be used with the previous Hard settings.

Also, yes, your menus look exactly the way they're supposed to look. You actually have up to three temperatures showing for various items. (when the debug menu is enabled)

Out of order, you have

Ambient = This is the temperature of the air outside. It affects atmospheric density which in turn affects heating

Shockwave = Your capsule is compressing the air in its bow wake or bow shock. That compression is what causes reentry heating. The temperature of that compressed air is roughly equal to your velocity in meters per second.

Temperature = This is the actual temperature of your heat shield which is being exposed to the shockwave.

Link to comment
Share on other sites

I've yet to really try and pin it down, but DRE appears to be making my framerate tank in certain conditions during launch. And it's no more than a hunch, but I suspect the chute alert text.

EDIT: Confirmed that removing the DRE DLL removes the issue. If this isn't already a known issue I can look into it more.

Edited by cantab
Link to comment
Share on other sites

I've yet to really try and pin it down, but DRE appears to be making my framerate tank in certain conditions during launch. And it's no more than a hunch, but I suspect the chute alert text.

Do other pop up text alerts lag you? (i.e. stock messages like crew deaths)

Link to comment
Share on other sites

Deadly Reentry 6.5.0 Beta

This is a beta release to test a new heating model. Some fixes from Taniwha merged in and the option to disable chute warning messages is in.

The new heating model is enabled by default <-- Ooops, this part might not be enabled after all. Go into the settings menu and click Alternate Heating Model

This is extremely beta so if you're not interested in testing the new system then you probably shouldn't download it. (unless you just absolutely cannot live without the option to disable the chute warning messages)

Because this is very very beta, some of the options in the debug menu might not be applicable to the new heating system

*Alternate heating system. Instead of trying to accurately model heat transfer in a game system that has no concept of it, this uses a system adapted from an empirical formula meant for graphing heating over time.

*Added useAlternateHeatModel and ablationMetric to config files to support new system.

*ablationMetric scales ablation rate. A value has been determined based on a reentry from Munar orbit. If Real Solar System is detected then a Module Manager config will apply a 10 minute metric. (plus an added safety margin)

*Added config files from Kerbas Ad Astra to support Mk2 Essentials, MkIV Essentials, BahamutoD Ports and TTSP.

*Engines temporarily exempt from max temp alteration until bug involving Real Fuels engine configs is addressed.

*Merged bug fixes and chute message disabling option from Taniwha. (note that the option to disable chute messages must be applied per difficulty setting)

*Ablation is controlled directly by part temperature now instead of being estimated from the shockwave temperature.

Again, this is for testing and feedback of the new system, or for those who lost the will to live after the chute warning messages were put in.

Link:

https://github.com/Starwaster/DeadlyReentry/releases/tag/v6.5.0-beta.1

Another Caveat:

Because the primary purpose of this release is the testing of the new heating system, some settings like heat multiplier were set to 1, which is way too low if Alternate Heating is disabled.

Edited by Starwaster
Link to comment
Share on other sites

Header on the Github Release page section for 6.5.0 says "Deadly Reentry version 6.4.0".

It lies.

Don't trust what that header says; you don't know where it's been.

Edit:

BTW, the three difficulty config files contain ablationMetric which controls the rate of ablation. The main config file (DeadlyReentry.cfg) contains an override that kicks in for RealSolarSystem users.

Currently, the config files are the only way to adjust that setting

The metric I'm aiming for is 2.5 minutes for a stock Kerbin reentry and 10 minutes for a Real Solar System Kerbin / Earth (assumes full size, not 6.4x or other sizes)

The current values don't work as the shield should be close to (but not fully) depleted on a Munar reentry. The current values don't seem to come nearly close enough so they still need adjusting. And full depletion might be too harsh as it would prevent reentry from other planets and might be too harsh for returning probes such as those mimicking Stardust reentries. So the metric is still being revised and any input from testers is appreciated. The ultimate goal there is to allow shields to deplete at a rate which varies according to what sort of mod environment DRE is operating in. Ultimate control is via the config files.

Also, an undocumented change in behavior that wasn't in the change log!

Ablation is controlled directly by part temperature now instead of being estimated from the shockwave temperature. (I'll add that to the log)

Edited by Starwaster
Link to comment
Share on other sites

Turn off Alternate Density Calc. That was only meant to be used with the previous Hard settings.

Alright I'll test it later.

Deadly Reentry 6.5.0 Beta

And from the moment that I have 3 kerbals in a high elliptic reentry orbit (standard kerbin size), I'll test the Beta too.

-Update- Ok now it works fine! With 3.2 Km/s reentry velocity at 60 km of altitude, the ablation is of 444/1000 2,5 m heatshield. with the new heating model. Disabling this option the ablation is about 24/1000. Don't know if you need of this data that probably you already have. Of course using the Beta.

Edited by Vitasalato
Link to comment
Share on other sites

Hey I am having a problem with DRE in RSS with the recommended mods and I think it might have been happening in a heavily modded stock Kerbin install too. During reentry the heat on the shield increases to around 651 C then does not increase further. Anyone seen this problem or know of a quick fix? I looked back through the last few pages of posts and couldn't see anything about it. Appreciate any help given. Thanks

dars

Link to comment
Share on other sites

Hey I am having a problem with DRE in RSS with the recommended mods and I think it might have been happening in a heavily modded stock Kerbin install too. During reentry the heat on the shield increases to around 651 C then does not increase further. Anyone seen this problem or know of a quick fix? I looked back through the last few pages of posts and couldn't see anything about it. Appreciate any help given. Thanks

dars

There's been quite a bit of posting on the last few pages of posts about DRE being too hot or too cold.

And on the very same page of your post there's notification of a new beta with new heating model to test. Maybe you'd like to try that....

Link to comment
Share on other sites

Question/Issue: While I use the RSS plugin, I use the 1/10th scale config, would this cause the RSS overrides to kick in and change various settings for the scaled up RSS, making reentry ridiculously easy?

As an example, I just performed a suborbital mission which basically dropped a capsule from an altitude of 200km, the heatshield got up to about 500C but no ablation occurred.

Link to comment
Share on other sites

I went poking through the thread to find the answer, but I didn't. Forgive me if this has been asked already.

In your Pre-release notes for 6.5.0, you say:

*Engines temporarily exempt from max temp alteration until bug involving Real Fuels engine configs is addressed.

Is this only with RF/RSS installed, or is it just across the board? And am I correct in thinking that you plan not to move this from pre-release to release until that bug is fixed?

Link to comment
Share on other sites

Question/Issue: While I use the RSS plugin, I use the 1/10th scale config, would this cause the RSS overrides to kick in and change various settings for the scaled up RSS, making reentry ridiculously easy?

As an example, I just performed a suborbital mission which basically dropped a capsule from an altitude of 200km, the heatshield got up to about 500C but no ablation occurred.

right now it kicks in if RSS is installed. I'll figure out something more robust later.

Suborbital seriously? Yes that's normal. Don't expect any serious heating.

Is this only with RF/RSS installed, or is it just across the board? And am I correct in thinking that you plan not to move this from pre-release to release until that bug is fixed?

all engines. Yes the bug will be fixed

Edited by Starwaster
Link to comment
Share on other sites

right now it kicks in if RSS is installed. I'll figure out something more robust later.

Suborbital seriously? Yes that's normal. Don't expect any serious heating.

Ah, ok. I was under the impression that Ablation began at 300C. As far as getting around the RSS thing, maybe make a toggle?

Link to comment
Share on other sites

Ah, ok. I was under the impression that Ablation began at 300C. As far as getting around the RSS thing, maybe make a toggle?

Starts at 650 and peaks .... at 3000. The RO versions peak at somewhere over 6000 but some of the changes I made to DRE make that unnecessary, instead opting to just increase the dissipation rate. (actually even 3000 is probably too high. ablation shields that we've used peak at ~1500C

ablationMetric toggle: No, I can make it automated. Maybe even just from Module Manager configs. (the more recent versions let you grab values from outside of whatever config node you're working in and do math on them through variables.... or I might do it from the plugin internally)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...