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


Starwaster

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But then why add a new resource? Also the 1.25 shield from DR has twice the AblatorShielding as the 1.25 stock shield has of Ablator. Does this mean that AblatorShielding is half as effective at dissipating heat?

DR's shields continue to use the resource that they used before Squad created the stock system. Keeping both resources as workable options turned out to be easier to do without breaking things than a compatibility patch would be.

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Physics.cfg values are overridden by DRE. Some of those values don't appear in the debugging menu. If you changed something in the file that is overridden then the changes had no real impact. Some relevant values may not be getting overridden and some that are don't appear in the debug menu. (such as densityExponent which is being used to force reentry heating to begin earlier and higher)

Thanks, the missing = is obviously a typo. Corrected for the next update.

The 1/10th factor is obsolete as of the most recent update. I'm keeping the default of 1000 or shields will deplete too fast and possibly not dissipate enough heat.

Sorry for my ignorance, but isn't that what ModuleManager is for?

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What's the difference between having DRE installed now and increasing the Generation and Aero Heating Production factor in the debug menu, really? Do I even need to have DRE installed?

DRE adds the ability to make a part's "skin" a separate thermal zone from its structure, and retunes parts that need to be retuned for the multiple-zone approach. Without that feature, changing the physics multipliers won't give you the same results.

DRE also adds g-force limits for your kerbals.

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DRE adds the ability to make a part's "skin" a separate thermal zone from its structure, and retunes parts that need to be retuned for the multiple-zone approach. Without that feature, changing the physics multipliers won't give you the same results.

DRE also adds g-force limits for your kerbals.

So DRE does two things stock doesn't (only makes heat apply to the exposed area and introduce g-force limits)? That's it?
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So DRE does two things stock doesn't (only makes heat apply to the exposed area and introduce g-force limits)? That's it?

Yeah I mean not much only 2 things :rolleyes: you probably don't want or need this :)

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DR's shields continue to use the resource that they used before Squad created the stock system. Keeping both resources as workable options turned out to be easier to do without breaking things than a compatibility patch would be.

So basically I could delete all the heat shields with DR and just use stock, and get a 100% same result?

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Yeah I mean not much only 2 things :rolleyes: you probably don't want or need this :)

I'm just wondering, that's all. I've used DRE since maybe ~1½ year now, but since heating de facto is stock now, I really don't want more mods than I have to, in order to get a good gaming experience. KSP is still just 32 bit for Windows.

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I'm just wondering, that's all. I've used DRE since maybe ~1½ year now, but since heating de facto is stock now, I really don't want more mods than I have to, in order to get a good gaming experience. KSP is still just 32 bit for Windows.

If you want real use DR if you don't care about realism don't simple. That's what it has always been I really don't know what magic you expect to find.

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But then why add a new resource?

Because DRE has always used that as its resource.

Also the 1.25 shield from DR has twice the AblatorShielding as the 1.25 stock shield has of Ablator. Does this mean that AblatorShielding is half as effective at dissipating heat?

No.

What's the difference between having DRE installed now and increasing the Generation and Aero Heating Production factor in the debug menu, really? Do I even need to have DRE installed?

I have no idea, you're in a better position to answer that than I or anyone else participating in this thread. You've had a few weeks now to play with the stock thermal system in place. Are you happy with it? If so then please stick with it.

If you're not happy with it then you should try Deadly Reentry.

But if you ask me a question like that I can only answer from the perspective of one Kevin Starwaster.

And *I* needed Deadly Reentry installed because I was not happy with the stock system. Seriously I would have been thrilled if Squad had left me with one less mod to maintain but their system was lacking and didn't feel very dangerous to me. That doesn't mean they did a bad job of it per se; I happen to know who the code came from and 90% of it is pretty good but it needed a little something extra to let me inflict a huge amount of heat on a vessel without heating up the entire vessel, and that's the way the stock system is right now.

It's either all or nothing. If you want to heat up one of a rocket's parts, the entire part is heated up through and through. And that's what Deadly Reentry version 7.0 brings to the table. The concept of a 'skin' or 'hull' (hull is the better term and I wish I'd thought of it a month ago). So part of the rocket can heat up to over 1500K and decide based on that temperature that the craft survived or did not survive. Without heating the whole part. That means a few things

  • It's easier to heat up to lethal levels
  • If it survived then the entire part didn't reach that temperature and that may matter to other mods such as Real Fuels where tank temperature matters because your cryogenic fuels could boil off
  • Life Support mods could in the future make internal temperatures matter to Kerbal survival.

But bottom line is this. YOU TELL ME. Do you need this mod or are you happy with the stock system?

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Because DRE has always used that as its resource.

No.

I have no idea, you're in a better position to answer that than I or anyone else participating in this thread. You've had a few weeks now to play with the stock thermal system in place. Are you happy with it? If so then please stick with it.

If you're not happy with it then you should try Deadly Reentry.

But if you ask me a question like that I can only answer from the perspective of one Kevin Starwaster.

And *I* needed Deadly Reentry installed because I was not happy with the stock system. Seriously I would have been thrilled if Squad had left me with one less mod to maintain but their system was lacking and didn't feel very dangerous to me. That doesn't mean they did a bad job of it per se; I happen to know who the code came from and 90% of it is pretty good but it needed a little something extra to let me inflict a huge amount of heat on a vessel without heating up the entire vessel, and that's the way the stock system is right now.

It's either all or nothing. If you want to heat up one of a rocket's parts, the entire part is heated up through and through. And that's what Deadly Reentry version 7.0 brings to the table. The concept of a 'skin' or 'hull' (hull is the better term and I wish I'd thought of it a month ago). So part of the rocket can heat up to over 1500K and decide based on that temperature that the craft survived or did not survive. Without heating the whole part. That means a few things

  • It's easier to heat up to lethal levels
  • If it survived then the entire part didn't reach that temperature and that may matter to other mods such as Real Fuels where tank temperature matters because your cryogenic fuels could boil off
  • Life Support mods could in the future make internal temperatures matter to Kerbal survival.

But bottom line is this. YOU TELL ME. Do you need this mod or are you happy with the stock system?

Knowing that I'm not exactly the guy you made the long answer for, it definitely sounds like DRE are for me. However i'd still like to use the stock shields, as the "melt" better until the parts above it (very visible on the Mk1 Command Pod), not to mention preventing part clutter. As such I'd like to know in full, what the difference between the stock shields and the DRE shields are in DRE. Are the DRE better/worse/what, and if so, would making a MM patch for the the stock shields to make them use DRE Ablator be a better way to go, then just using them as is? :)

Thanks for all your hard work btw, you make KSP really worth playing for us code'fu'less mortals :)

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Damn still can't rep you starwaster :D. Thanks for that and for the update to fix to Deadly Launches. I mean the extra mod all in 1 was nice, but jeb does like to explode in space once in awhile.

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Knowing that I'm not exactly the guy you made the long answer for, it definitely sounds like DRE are for me. However i'd still like to use the stock shields, as the "melt" better until the parts above it (very visible on the Mk1 Command Pod), not to mention preventing part clutter. As such I'd like to know in full, what the difference between the stock shields and the DRE shields are in DRE. Are the DRE better/worse/what, and if so, would making a MM patch for the the stock shields to make them use DRE Ablator be a better way to go, then just using them as is? :)

Thanks for all your hard work btw, you make KSP really worth playing for us code'fu'less mortals :)

The DRE shields generally have more resource in them. Consumption isn't linear though so they won't last as long against stock shields as you might think from comparing the numbers.

Consumption is something like

shield.amount -= shield.amount * loss

(where loss is a percentage of loss. So in otherwords it takes off a percentage of the existing shield amount rather than loss representing a flat rate)

(that's probably a bad explanation but I'm keeping my explanation simple. The code governing loss is here)

https://github.com/Starwaster/DeadlyReentry/blob/master/Source/DeadlyReentry.cs#L854-L871

The stock shields should be left as is as a fallback. You don't want craft with the stock shield parts to break if you remove the mod.

If this mod fixes that really annoying problem of parts, such as science experiments and docking ports, overheating and exploding while in space, then this will be my go-to mod.

If that happens with this mod and you don't happen to be flirting with the sun then I'll probably consider it a bug fix it.

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It's either all or nothing. If you want to heat up one of a rocket's parts, the entire part is heated up through and through. And that's what Deadly Reentry version 7.0 brings to the table. The concept of a 'skin' or 'hull' (hull is the better term and I wish I'd thought of it a month ago). So part of the rocket can heat up to over 1500K and decide based on that temperature that the craft survived or did not survive. Without heating the whole part. That means a few things

  • It's easier to heat up to lethal levels
  • If it survived then the entire part didn't reach that temperature and that may matter to other mods such as Real Fuels where tank temperature matters because your cryogenic fuels could boil off
  • Life Support mods could in the future make internal temperatures matter to Kerbal survival.

But bottom line is this. YOU TELL ME. Do you need this mod or are you happy with the stock system?

You forgot to add one more thing:

In stock heat system Heat Shields are gaining temperature while still having Ablator. What in reality happens and is modeled by DRE: the ablative material carries all the heat away and heat shields never heat up while they have the resource. When heat shields are out of ablative material - they heat up and burn like any other part.

That's what I like about DRE, because in stock system player is never punished for having zero Ablator. It can as well be dumped from shields to get rid of excess mass, and shields will still work.

+ Stock shields have maxTemp out of this world, which is 3400, that temperature can't be reached under any dire circumstances (like 10km/s reentry), unless you're blowing a torch directly on your shield.

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Ok, update 7.0.3 is out

https://github.com/Starwaster/DeadlyReentry/releases

The main change is that ships won't spontaneously explode on the launch pad. Note that you will still see reentry effects for a brief moment but I'm at a loss at to what I can do about that. Bottom line is that for a single frame when a ship loads in, KrakensBane is using the last frame of data available, which if it happened to be from a ship that was in flight or in orbit, then you could see reentry FX or mach FX. It's a stock problem and the best I can do is to not let it blow up our ships.

The other big change is that even less of thermal mass is used for heating. And this part is dynamic, and it's based on the exposed area compared to total area. One interesting effect of this is that flying head on you will notice less incoming flux but your temperature is higher because even though the flux is less, there's also less surface area to take the heat. Fly a lifting reentry and you'll see more incoming flux but also more surface area to take it. Your temperature may go down as a result.

Changelog

  • Calculate what pecentage of skin is actually facing the shockwave and use only that percent for thermalMass
  • Add OnDestroy() and null the FlightIntegrator cache
  • Added additional check for part.ShieldedFromAistream
  • Buffed fuel tank maxTemp
  • Fixed typo in DRE heat shields
  • Fixed the Deadly Launch bug (for real this time. NO SERIOUSLY!)
  • Added depletedMaxTemp to heat shields. (if their resource is depleted, their maxTemp changes to this value. Default 1300)
  • skinHeatConductivity works properly now.

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For some reason, the new DRC cuts my FPS by half, which lead me to decide not to install it. :( Let me know what logs or screenshots you need to troubleshoot it, but most likely my PC isn't powerful enough for DRC's calculations.

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Starwaster -

KSP freezes during load if both DRE and the newest KW Rocketry are both installed. The only other DLLs installed are ModuleManager and ModuleAnimateEmissive (KW dependency).

FormatException: Unknown char
at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0

at System.Double.Parse (System.String s) [0x00000] in <filename unknown>:0

at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)

at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0

at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0

at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0

at Part+.MoveNext () [0x00000] in <filename unknown>:0

https://www.dropbox.com/s/x7fyxlwrniqm0bi/output_log.txt?dl=0

https://www.dropbox.com/s/27njdydyrkbx1lb/KSP.log?dl=0

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KSP freezes during load if both DRE and the newest KW Rocketry are both installed.

FWIW, it's only the KW 'aero' parts directory, specifically the nosecones, that triggers this. I don't see anything particularly special about those parts though...

Thanks for sorting out the 'deadly launch' issue Starwaster, 'twas a mite inconvenient, though technically not your fault ;)

Edited by steve_v
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For some reason, the new DRC cuts my FPS by half, which lead me to decide not to install it. :( Let me know what logs or screenshots you need to troubleshoot it, but most likely my PC isn't powerful enough for DRC's calculations.

Unlikely that your PC isn't powerful enough. The calculations it does are pretty much the same as what stock KSP does, and those don't even run while DRE is installed. (basically it overrides them)

Run the game with DRE installed, and do things that makes your FPS tank. Then quit the game and find your output_log.txt file. If you're not sure where, see next line:

These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:

  • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
  • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log

Starwaster -

KSP freezes during load if both DRE and the newest KW Rocketry are both installed. The only other DLLs installed are ModuleManager and ModuleAnimateEmissive (KW dependency).

Download this file: https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry-KWRocketryFairings.cfg

and replace the one in your DeadlyReentry folder.

Edited by Starwaster
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Hey folks, hey Starwaster - creat0r of my evilish nightmares

Somehow as soon as I enter the launchpad scene the debug log gets spammed up like crazy:

KSP%202015-05-16%2012-50-17-787.jpg

I am using CKAN for mod installation, and it tells me that the Modular Flight Integrator is used by DRE, so my best guess is that this is related to the other massiv FPS drops, maybe..or not...honestly I don´t know

https://dl.dropboxusercontent.com/u/7314009/KSP.log

https://dl.dropboxusercontent.com/u/7314009/output_log.txt

keep up the awesome work my man

Edited by CGroinder
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Hey folks, hey Starwaster - creat0r of my evilish nightmares

Somehow as soon as I enter the launchpad scene the debug log gets spammed up like crazy:

https://dl.dropboxusercontent.com/u/7314009/KSP%202015-05-16%2012-50-17-787.jpg

I am using CKAN for mod installation, and it tells me that the Modular Flight Integrator is used by DRE, so my best guess is that this is related to the other massiv FPS drops, maybe..or not...honestly I don´t know

https://dl.dropboxusercontent.com/u/7314009/KSP.log

https://dl.dropboxusercontent.com/u/7314009/output_log.txt

keep up the awesome work my man

Try installing Modular Flight Integrator manually (i.e., not through CKAN). Should fix the issue.

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