RaccoonTOF Posted November 21, 2013 Share Posted November 21, 2013 I too just had a small craft totally unsuitable for reentry survive the atmospheric fires. It had no shielding at all, reached 930C peak, and made it intact to splashdown. 48-7S, FL-T200, small solar panel, small radial battery, and docking coupler.The weird thing about my return was not so much that it survived (though that was unexpected), but that it was not actually getting any re-entry heat at all apparently. Totally engulfed in re-entry effects, and the temp was still showing as -11C. Structural girders seem to behave...oddly. Quote Link to comment Share on other sites More sharing options...
Kulebron Posted November 21, 2013 Share Posted November 21, 2013 But - what is the practical value of fixing such an edge case in a mod that aims to simulate violent reentries?As I said, IRL, the smaller temperature difference the slower it changes, which is not the case, and I ask if objects cool down too quickly. Quote Link to comment Share on other sites More sharing options...
nothke Posted November 21, 2013 Share Posted November 21, 2013 Hi, I am making a DRE part that is very fragile to impact, but not on gforce. The problem is that if I reduce impact tolerance, I reduce the g force tolerance also, which I dont want. I have seen the gToleranceMult in custom.cfg but I cant get it to work for only my part.Is there a way to increase tolerance for just one part? Quote Link to comment Share on other sites More sharing options...
FlowerChild Posted November 21, 2013 Share Posted November 21, 2013 (edited) If you're playing on default sized Kerbin, and want a gamey feel with challenging reentries (but not crazily so) I'd recommend looking back a few pages for some of my tweaked values. After a lot of experimentation and testing, I'm working on an shockwaveExponent of 1.09 (I find 1.08 to be rather too easy with a lot of stock parts surviving reentry unshielded), and have tweaked a number of the ablative shields already to match as I work on my own career progression mod that has DR as a required install to go along with it. When adjusting the exponent, you also have to adjust the heat shield values as while it will make reentry trickier, and cause regular parts to burn up on reentry, it will also make the default heat shield values almost entirely ineffective.Still working on that on additional tweaking, and I'll make my values for the other shields known here as I get to them in my own mod's tech progression. Edited November 21, 2013 by FlowerChild Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 21, 2013 Share Posted November 21, 2013 I assume you're using FAR. I don't use FAR and want to turn up the SWE. Do you think 1.09 or 1.08 would be too much?If you're playing on default sized Kerbin, and want a gamey feel with challenging reentries (but not crazily so) I'd recommend looking back a few pages for some of my tweaked values. After a lot of experimentation and testing, I'm working on an shockwaveExponent of 1.09 (I find 1.08 to be rather too easy with a lot of stock parts surviving reentry unshielded), and have tweaked a number of the ablative shields already to match as I work on my own career progression mod that has DR as a required install to go along with it. When adjusting the exponent, you also have to adjust the heat shield values as while it will make reentry trickier, and cause regular parts to burn up on reentry, it will also make the default heat shield values almost entirely ineffective.Still working on that on additional tweaking, and I'll make my values for the other shields known here as I get to them in my own mod's tech progression. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 21, 2013 Share Posted November 21, 2013 nothke: not yet. I was planning to add it though, and I'll push that higher up the todo list; it'll be in the next DREC. Quote Link to comment Share on other sites More sharing options...
nothke Posted November 21, 2013 Share Posted November 21, 2013 nothke: not yet. I was planning to add it though, and I'll push that higher up the todo list; it'll be in the next DREC.Thanks, I have finished modeling a TPS pack and now Im adjusting config. I need the reinforced carbon carbon pieces to be very fragile.As soon as you publish an update with gtolerance, Ill publish the parts =)And sorry for triple post i am using an old phone and it didnt say I was resubmitting the post on refresh =( Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 21, 2013 Share Posted November 21, 2013 Sweet!Hey, a request: can you do them in even-meter sizes too? I'm releasing a big Realism Tweaks mod that has the pods at their RL scale (2m and 4m)... Quote Link to comment Share on other sites More sharing options...
FlowerChild Posted November 21, 2013 Share Posted November 21, 2013 (edited) Sweet!Hey, a request: can you do them in even-meter sizes too? I'm releasing a big Realism Tweaks mod that has the pods at their RL scale (2m and 4m)...Nathan, you can very easily scale existing part models to create new parts with a different radius. This is actually a trick I picked up in the DR part file for the 0.625m heat shield For example, in my mod I have batteries which are using the stock Xenon tank model rescaled. In the part files I just have this: MODEL { model = Squad/Parts/FuelTank/xenonTank/model scale = 2.0, 1.0, 2.0 }Which turns the 0.625m model into a 1.25m (vertically thin, hence the 1.0 on the y axis) one. Depending on the part you may also have to rescale the attachment nodes to match the new part size.Anyways, just thought I'd pass that along in case it helps you out with your part rescaling in general. Edited November 21, 2013 by FlowerChild Quote Link to comment Share on other sites More sharing options...
FlowerChild Posted November 22, 2013 Share Posted November 22, 2013 Oh, and one other thing worth mentioning:Earlier today one of the members on my forums put up a detailed explanation of how ablative shielding works in response to the concerns I raised here about them mostly burning off at low altitude and serving to rapidly decrease part temperature.I suspect it'll be of interest to you, so you can find it here: http://www.sargunster.com/btwforum/viewtopic.php?f=8&t=8146&start=375#p136411Based on this, it does indeed sound like the DR ablative shielding is working correctly. Quote Link to comment Share on other sites More sharing options...
Olsson Posted November 22, 2013 Share Posted November 22, 2013 Could anyone help me modify the .cfg to something harder? I went to the mun and then just escaped the SOI for a kerbin encounter with a periapsis of 30 000km, meaning I was at around 3100m/s when I got into the atmosphere. I had no problems at all, the heatshield went up to 1/3 of the bar. Seems a little too easy (FOR ME). Quote Link to comment Share on other sites More sharing options...
iornfence Posted November 22, 2013 Share Posted November 22, 2013 Even with the shockwave exponent set to 1.17 using real sized kerbin, with all other settings default, all of my launches get overheated on ascent and explode. Is this piloting error with me turning too early in atmosphere, or do I have something set wrong? Quote Link to comment Share on other sites More sharing options...
nothke Posted November 22, 2013 Share Posted November 22, 2013 Sweet!Hey, a request: can you do them in even-meter sizes too? I'm releasing a big Realism Tweaks mod that has the pods at their RL scale (2m and 4m)...I am working in 1.0 scale and then I rescale to 1.25 in .cfg, so you can also just rescale in cfg to whatever you scale you needAlso would it be possible to incorporate a texture swapper, like the one snjo made for firespitter, that switches texture according to ablation level? I made some nice before/after textures, but I am using snjo's plugin for now so the player needs to switch them manually. Quote Link to comment Share on other sites More sharing options...
ferram4 Posted November 22, 2013 Share Posted November 22, 2013 @iornfence: Setting the shockwave exponent to 1.17 is for real-life-level heating on stock-sized Kerbin. Reset it back to 1 and you will have proper temperatures for RSS. Quote Link to comment Share on other sites More sharing options...
pina_coladas Posted November 22, 2013 Share Posted November 22, 2013 @iornfence: Setting the shockwave exponent to 1.17 is for real-life-level heating on stock-sized Kerbin. Reset it back to 1 and you will have proper temperatures for RSS.Request: make this more clear in the op please Nathan. That one got me too at one point. Quote Link to comment Share on other sites More sharing options...
jrandom Posted November 22, 2013 Share Posted November 22, 2013 For the 1.17 shockwave exponent on stock Kerbin, do we alter that in DeadlyReentry.cfg, custom.cfg, or all of the .cfg files that contain this setting? Quote Link to comment Share on other sites More sharing options...
nothke Posted November 22, 2013 Share Posted November 22, 2013 Nathan, you can very easily scale existing part models to create new parts with a different radius. This is actually a trick I picked up in the DR part file for the 0.625m heat shield For example, in my mod I have batteries which are using the stock Xenon tank model rescaled. In the part files I just have this: MODEL { model = Squad/Parts/FuelTank/xenonTank/model scale = 2.0, 1.0, 2.0 }Which turns the 0.625m model into a 1.25m (vertically thin, hence the 1.0 on the y axis) one. Depending on the part you may also have to rescale the attachment nodes to match the new part size.Anyways, just thought I'd pass that along in case it helps you out with your part rescaling in general.this is a more complicated method because you scale the model separately from the attachment points, so then you need to rescale them too.If you want to rescale the entire part (for example twice), it is just enough to type in:rescaleFactor = 2.5this will rescale both the model and the attachments, super useful.it's 2.5 because the basic rescaleFactor is always 1.25, unless it is specified, for example rescaleFactor = 1.0, in what case 2.0 would be the doubleJust be sure not to confuse it with "Scale" which scales the attachment points Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 22, 2013 Share Posted November 22, 2013 I do use the MODEL method* for the 0.625m heatshield in DRE (and rescaleFactor for the UP99s), and I've spent the last few days duplicating like 80% of stock parts along with Medieval Nerd. What the question was more about was (a) it's not polite, even if the license allows [which many don't] to release rescaled versions of a modder's parts, and ( hoping you (nothke) would do the work for me. :]*Note that as IIRC Greys found out, due to a bug in the code, rescaleFactor is applied twice to each scale axis in the MODEL node. So for any rescaleFactor r, you need a line scale = 1/r, 1/r, 1/r in the MODEL. Otherwise you'll need to use rF = 1.0 and move the nodes yourself (scale = x is unreliable).OP Edited with clarifying remarks on shockwave exponent. When I do finally release the Realism Tweaks pack (it includes tweaked heatshields) I will add the link. Quote Link to comment Share on other sites More sharing options...
Dante80 Posted November 22, 2013 Share Posted November 22, 2013 (edited) A question. When using this with FAR re-entries are much easier, how can I tweak it to provide more of a challenge? There is a post in the previous page from FC, but I don't know if he used FAR before testing. Edited November 22, 2013 by Dante80 Quote Link to comment Share on other sites More sharing options...
Jasmir Posted November 22, 2013 Share Posted November 22, 2013 Hi NathanKell,there are things still exploding and "burning up" on the launchpad. Would you like to have a deeper look in it? It's happen only from time to time and immediately after the "black loading screen". (So the physics has _not_ kicked in at this time. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 22, 2013 Share Posted November 22, 2013 jasmir: I am sadly very aware of the problem. Now that the latest MFS/RO/RSS/ST are released this is my next project.Speaking of which, for all the people who wanted RSS-compatible configs. Grab the Realism Overhaul release..It applies :Final changes to DREC heatshields. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 22, 2013 Share Posted November 22, 2013 Is there a list of planets and moons in ksp, somewhere online or someone can provide, that gives me an idea of each one of their Deadliness I guess for reentry. Like something in advance before traveling there, I can prepare my landing parts with heat shields or not. I am fairly a noob with this mod. Quote Link to comment Share on other sites More sharing options...
sluismaster Posted November 22, 2013 Share Posted November 22, 2013 As the user before me, I am also a noob at this mod. I have the following problem: Deadly Reentry is too deadly for m! Whether I come in to the atmosphere of Kerbin with only a MkI capsule and a heatshield or with some science stuff attached, I always explode.. (And yes I am pointing my shield to 'the flames'.). I come in from a 100-120km orbit with a periapsis of about 22-30km. Scott Manley did this in his latest video series as well, and he managed to "not explode".. Still, when I reach around 25-30 km altitude (about 2000 m orbital velocity) my shield overheats and blows up. The temperature is about 1000 degrees Celsius then.My question: Am I doing something wrong (angle or something like that) or I the mod somehow set wrong in my game?If I am doing something wrong, can you then suggest me what to do to make it work? I really like a challenge, but this I cannot do.Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Razorcane Posted November 22, 2013 Share Posted November 22, 2013 Nathan, did you ever figure out how to turn off re-entry effects when ascending into orbit? I remember a few weeks ago a lot of my vehicles were blowing up because they ascended through the atmosphere too fast. Quote Link to comment Share on other sites More sharing options...
asmi Posted November 22, 2013 Share Posted November 22, 2013 Why do you think going up should cause less heat than going down? Heating depends on velocity and atmospheric density, not direction of travel.The solution is simple - don't go that fast low in atmosphere. Quote Link to comment Share on other sites More sharing options...
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