linuxgurugamer Posted August 27, 2018 Share Posted August 27, 2018 @Starwaster I noticed that the following parts in my game did not have the ablator changed: ChopShop_OpHS KurrikaneHeatShield ShieldedAerospikeSz3 ShieldedAerospikeSz3HG KKAOSS_base_heatshield TaurusHeatshield SYheatShield7m HeatShield0 HeatShield1 HeatShield2 HeatShield3 kv1Pod kv2Pod kv3Pod HeatShield1p5 SXTHeatShieldSize5 kadeptHSlarge kadeptHSmedium kadeptHSmodest kadeptHSsmall LVT15 This caused a situation where a heatshield (HeatShield2, the 2.5m stock heatshield) to still have the stock ablator and it's 800 units of ablator were used in about 2 seconds, while the Mk1-3 pod, which had 100 units of ablator, was able to survive and only used 4 units of ablator. Help..... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2018 Share Posted August 27, 2018 @Starwaster I realize that the parts I listed are from a number of different mods. If you can point me to instructions on how to change heat shield settings, I could see if I can write a patch and get it to you for these mods Quote Link to comment Share on other sites More sharing options...
pr4ger Posted August 27, 2018 Share Posted August 27, 2018 (edited) @Starwaster, I have gone through your OPT config and added sections for OPT parts - cocpits, wings, fuselages, engines, etc., so now it is easier to manage properties of different parts' groups and tech levels. I also have populated these sections with all the actual OPT parts, except some legacy ones. I also have set a little bit different temperature thresholds based on my understanding and original OPT values. Feel free to tweak this config and include it in any future updates. I don't know how attach files here, so I am posting the config under spoiler tag. Spoiler //H_Fuselages @PART[h_2m_em_fm|h_2m_em_mm|h_2m_nose_fm|h_2m_nose_mm|h_3m_crew_fm|h_3m_crew_mm|h_3m_fuel_fm|h_3m_fuel_mm|h_4m_nose_fm|h_4m_nose_mm|h_drone_fm|h_drone_mm] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //J_Fuselages @PART[ij_adaptor|ij_4m_adaptor_variant|j_2m_tanks|j_2m_inlineBoardingRamp|j_deploymentBay|j_3m_rearHatch|j_4m_cargo|j_4m_crew|j_engineMount_4|j_4m_tanks|j_4m_lab|j_4m_service|j_4m_drone|j_4m_droneRCS|j_sas|mk2j_adaptor] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //K_Fuselages @PART[jk_3m_adaptor|jk_7m_adaptor|k_3m_fuelTank|k_3m_fuselage|k_6m_cargo|k_6m_fuelTank|k_6m_fuselage|k_7m_cargoTail|k_7m_cargoTail_variant] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //KH_Fuselages @PART[name=kh_3m_cargo|kh_3m_fuselage|kh_6m_cargo|kh_6m_fuselage|kh_7m_cargoTail|kh_7m_cargoTail_variant] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //Basic_Cockpits_and_nosecones @PART[i_4m_cockpit_isp|mk2_nose_opt|mk2_cockpitv2|mk2_cockpit|mk3_shuttle_noseCone|mk3Cockpit_Airliner|i_4m_cockpit_ispb|ils_cockpit_mki|mk23_cockpit] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Hi_Tech_Cockpits_and_nosecones @PART[phoenix_cockpit|ils_cockpitv2|j_5m_nose|j_6m_cockpit|j_cockpitv2|j_cockpit_qs|j_cockpit_qs_no_intake|k_10m_cockpit] { %maxTemp = 850 %skinMaxTemp = 2950 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Wings_and_solid_parts @PART[j_2m_bicoupler|i_4m_tail|j_docking_port|j_large_docking_port|j_5m_tail|k_2m_bicoupler|k_3m_tricoupler|mk2_ramIntake|opt_pylon_a|opt_pylon_b|opt_stabilizer_a|opt_stabilizer_b|opt_wing_a|opt_wing_a_elevon|opt_wing_b|opt_wing_b_elevon|opt_wing_c|opt_wing_c_elevon1|opt_wing_c_elevon2|opt_winglet_a|opt_winglet_a_elevon|opt_winglet_b|opt_winglet_b_elevon|opt_winglet_c|opt_winglet_c_elevon|mk2_ramIntake|OPTantenna] { %maxTemp = 1500 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Engines_and_RCS @PART[AAengine|engine_darkDrive|opt_mk2_engine_short|opt_nebula_engine|j_linear_aerospike|opt_oms_black|opt_oms_grey|opt_rcs_black|opt_rcs_grey|opt_retro_rcs] { %maxTemp = 1500 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } Edited August 27, 2018 by pr4ger Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 27, 2018 Author Share Posted August 27, 2018 14 hours ago, pr4ger said: Hi, Starwaster! Thanks for update. DRE decreases a lot of max skin temp numbers for OPT parts in my install, so half of the cockpits are useless now - with only 1350-1500 C treshold. Was it done on purpose or I have issues with my install? All parts have their max temps decreased if they exceed sane values. Also, all temperatures are in K (Kelvin) and not Celsius. Setting leaveTemp = true in ModuleAeroReentry tells Deadly Reentry not to balance max temps. I see that you submitted some configs for OPT; at first glance they seem acceptable except for the maxTemp for cockpit parts. The assumption for space plane parts in DRE is that the internal frame and hull under the thermal protection system (the skin) is aluminum like in the space shuttle so 1500 is too high. (even 850 is too high but not by very much) 9 hours ago, linuxgurugamer said: @Starwaster I realize that the parts I listed are from a number of different mods. If you can point me to instructions on how to change heat shield settings, I could see if I can write a patch and get it to you for these mods I think I need to see some of the configs of the parts that aren't converting. It's not actually a problem if the ablative resource itself isn't converting and it actually SHOULDN'T convert. If the ablator PartModule is using the old format (from DRE in the days of pre-KSP 1.0) then that would be a big problem. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2018 Share Posted August 27, 2018 (edited) 8 hours ago, Starwaster said: I think I need to see some of the configs of the parts that aren't converting. It's not actually a problem if the ablative resource itself isn't converting and it actually SHOULDN'T convert. If the ablator PartModule is using the old format (from DRE in the days of pre-KSP 1.0) then that would be a big problem. Ok, I assume you only need to see the ModuleAblator stanza, so here they are: ChopShop_OpHS MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } KurrikaneHeatShield MODULE { name = ModuleHeatShield ablativeResource = Ablator reentryConductivity = 0.001 ablationTempThresh = 500 useChar = True charModuleName = shieldChar lossExp = -7500 lossConst = 1 pyrolysisLossFactor = 6000 reentryConductivity = 0.001 depletedMaxTemp = 1200 } RESOURCE { name = Ablator amount = 25 maxAmount = 25 } ShieldedAerospikeSz3 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 1300 maxAmount = 1300 } ShieldedAerospikeSz3HG MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 1300 maxAmount = 1300 } KKAOSS_base_heatshield MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 600 maxAmount = 600 } TaurusHeatshield MODULE { charModuleName = shieldChar useChar = True ablationTempThresh = 500 reentryConductivity = 0.01 pyrolysisLossFactor = 6000 lossConst = 0.1 lossExp = -7500 ablativeResource = Ablator name = ModuleAblator } RESOURCE { maxAmount = 1800 amount = 1800 name = Ablator } SYheatShield7m HeatShield0 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 50 maxAmount = 50 } HeatShield1 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } HeatShield2 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } HeatShield3 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 1800 maxAmount = 1800 } kv1Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kv2Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kv3Pod MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } HeatShield1p5 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 500 maxAmount = 500 } SXTHeatShieldSize5 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 3000 maxAmount = 3000 } kadeptHSlarge MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 80 maxAmount = 80 } kadeptHSmedium MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } kadeptHSmodest MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 11.25 maxAmount = 11.25 } kadeptHSsmall MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 5 maxAmount = 5 } LVT15 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -15000 lossConst = 20 pyrolysisLossFactor = 5000 //10000 reentryConductivity = 0.12 // aka no change ablationTempThresh = 300 charMax = 1 charMin = 1 } RESOURCE { name = Ablator amount = 30 maxAmount = 30 } Edited August 27, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 28, 2018 Author Share Posted August 28, 2018 @linuxgurugamer I'll take a look at those later. First glance though those are mostly using stock values which shouldn't deplete entirely in a stock environment at stock reentry speeds. ARE your reentry speeds normal stock speeds for Kerbin or are you playing with a scaled up system? Something scaled up to Real Solar System sizes for instance would eat those shields up pretty quickly if you weren't using Realism Overhaul. Deadly Reentry tries to detect such scaled up systems and compensate, but if it's an unknown mod that is doing the scaling up then it might not be detected. (RSS itself should be detected properly) IF that is the case then check and see if those configs are what actually show up for those parts in ModuleManager.ConfigCache and maybe post that here for me to take a look at so I can see what the actual final product is. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 28, 2018 Share Posted August 28, 2018 2 hours ago, Starwaster said: @linuxgurugamer I'll take a look at those later. First glance though those are mostly using stock values which shouldn't deplete entirely in a stock environment at stock reentry speeds. ARE your reentry speeds normal stock speeds for Kerbin or are you playing with a scaled up system? Something scaled up to Real Solar System sizes for instance would eat those shields up pretty quickly if you weren't using Realism Overhaul. Deadly Reentry tries to detect such scaled up systems and compensate, but if it's an unknown mod that is doing the scaling up then it might not be detected. (RSS itself should be detected properly) IF that is the case then check and see if those configs are what actually show up for those parts in ModuleManager.ConfigCache and maybe post that here for me to take a look at so I can see what the actual final product is. I'm playing GPP, and normal reentries from regular orbit, the values got used in a matter of seconds. Here is the configcache from the current game: https://www.dropbox.com/s/c0nhsl3ivj5l7eg/GPP-DRE_ConfigCache.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 28, 2018 Share Posted August 28, 2018 (edited) As a test, I created a brand new install, and the only mod installed was DRE, and Hyperedit. KSP 1.4.5, DRE 7.7.0. I also installed HyperEdit, and Kerbal Engineer I created a simple vessel, a Mk1-3 with a 2.5m heatshield and a parachute, and a small engine to slow it down. The heatshield had 800 units of ablator, the Mk1-3 had 10 units of Ab I hyperedited it into an 80km orbit Then I used the engine to slow it down so the PE was about 35km, and jettisoned the engine. Top speed was about 2300 m/s before it really started slowing down. The heatshield got used up and exploded somewhere around 30-35km of altitude, but the capsule survived I know DRE is "Deadly", but this is ridiculous. A full heatshield getting used up in a reentry from a low orbit, doesn't make sense In the following video, it shows that 150 units are used up when it gets to an altitude of 60km. If I'm doing something wrong, please tell me, but this seems to be just a bit too deadly. Quoting from the OP: Quote Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km) I had a Pe of 35-45 km, and it still failed. Edited August 28, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 28, 2018 Share Posted August 28, 2018 (edited) So, I took a look at it and it looks like, the DRE resource 'AblativeShielding' is not going to be applied to other heatshields and I don't know if it is inteded. From the DeadlyReentry.cfg: // General config to add / convert modules @PART[*]:HAS[@MODULE[ModuleAblator]]:AFTER[DeadlyReentry] { %leaveTemp = True @MODULE[ModuleAblator] { @name = ModuleHeatShield @reentryConductivity = 0.001 %lossExp = -7500 %lossConst = 1 %pyrolysisLossFactor = 6000 reentryConductivity = 0.001 depletedMaxTemp = 1200 } } [CUT] // Parts specific configs @PART[HeatShield1|HeatShield2|HeatShield3]:FOR[DeadlyReentry] { %leaveTemp = true @MODULE[ModuleAblator] { @name = ModuleHeatShield @reentryConductivity = 0.001 @lossConst = 1 @pyrolysisLossFactor = 600 depletedMaxTemp = 1200 } } The 'general config' doesn't do anything without changing ':AFTER[DeadlyReentry]' to ':FOR[DeadlyReentry]' but even then, the actual used resource is not getting changed. The same applie to the 'speficig config' for the stock heat shields, except for the patch ordering. By changing the 'general config' to (changes marked green): // General config to add / convert modules @PART[*]:HAS[@MODULE[ModuleAblator]] { %leaveTemp = True @MODULE[ModuleAblator] { @name = ModuleHeatShield @reentryConductivity = 0.001 @ablativeResource = AblativeShielding %lossExp = -7500 %lossConst = 1 %pyrolysisLossFactor = 6000 reentryConductivity = 0.001 depletedMaxTemp = 1200 } @RESOURCE[Ablator] { @name = AblativeShielding } } The changes are actually applied and every heatshield using the module 'ModuleAblator' should be affected, but the amount of Ablator will not be changed so it might by a bit OP...that's actually the reason why I don't know if this behaviour is actually intended. During a quick test with a vessel wich is basically identically with the one used by @linuxgurugamer, roughly 300 units of ablator were consumed during reentry from a 100km orbit, aiming at a Pe of 25km. Edited August 28, 2018 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
pr4ger Posted August 28, 2018 Share Posted August 28, 2018 On 8/27/2018 at 4:33 PM, Starwaster said: All parts have their max temps decreased if they exceed sane values. Also, all temperatures are in K (Kelvin) and not Celsius. Setting leaveTemp = true in ModuleAeroReentry tells Deadly Reentry not to balance max temps. I see that you submitted some configs for OPT; at first glance they seem acceptable except for the maxTemp for cockpit parts. The assumption for space plane parts in DRE is that the internal frame and hull under the thermal protection system (the skin) is aluminum like in the space shuttle so 1500 is too high. (even 850 is too high but not by very much) I think I need to see some of the configs of the parts that aren't converting. It's not actually a problem if the ablative resource itself isn't converting and it actually SHOULDN'T convert. If the ablator PartModule is using the old format (from DRE in the days of pre-KSP 1.0) then that would be a big problem. Thanks for insights in the mechanics of the mod and temperatures. Basically, I have left 850K for all cocpits, even advanced, so it is in line with your logic. For advanced cocpits only skin temp is higher - 2950K vs 2700K of basic ones (let's say they have more advanced thermal protection). I have picked up advanced cocpits based on OPT original temperatures. I have set 1500K threshold for internal temp for some parts - engines and solid stuff like engine mounts, wings, bi- and tricouplers (being structurally strong and probably without "soft" interior). Could you please give your opinion for internal temp for such a parts? Also, i have attached new config with legacy parts included, as I have found out that there are a lot of them, like 50% of all OPT parts. Spoiler //H_Fuselages @PART[h_2m_em_fm|h_2m_em_mm|h_2m_nose_fm|h_2m_nose_mm|h_3m_crew_fm|h_3m_crew_mm|h_3m_fuel_fm|h_3m_fuel_mm|h_4m_nose_fm|h_4m_nose_mm|h_drone_fm|h_drone_mm] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //J_Fuselages @PART[ij_adaptor|ij_4m_adaptor_variant|j_2m_tanks|j_2m_inlineBoardingRamp|j_deploymentBay|j_3m_rearHatch|j_4m_cargo|j_4m_crew|j_engineMount_4|j_4m_tanks|j_4m_lab|j_4m_service|j_4m_drone|j_4m_droneRCS|j_sas|mk2j_adaptor] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //K_Fuselages @PART[jk_3m_adaptor|jk_7m_adaptor|k_3m_fuelTank|k_3m_fuselage|k_6m_cargo|k_6m_fuelTank|k_6m_fuselage|k_7m_cargoTail|k_7m_cargoTail_variant] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //KH_Fuselages_and_legacy_parts @PART[name=kh_3m_cargo|kh_3m_fuselage|kh_6m_cargo|kh_6m_fuselage|kh_7m_cargoTail|kh_7m_cargoTail_variant|a_6m_tanks|c_6m_cargo|c_6m_cargoTail|c_6m_tanks|jl_3m_adaptor|jl_7m_adaptor|l_6m_cargo|l_6m_crew|l_6m_fuselage|l_7m_cargoTail|l_8m_cockpit|l_oms_hollow|j_4m_droneOMS|j_oms|k_oms|k_oms_hollow|kh_oms_hollow|b_4m_drone|b_4m_tanks|b_4m_lab|b_4m_tail|b_dropBay_mk2|b2_4m_adaptor_variant|b2_adaptor|bf_adaptor|bf_cargo|bf_cargo_tail|bs_adaptor|mk2b_adaptor] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 // If this EVER changes then skinThermalMassModifier needs to be divided by same amount! MODULE { name = ModuleAeroReentry leaveTemp = true } } //Basic_Cockpits_and_nosecones @PART[i_4m_cockpit_isp|mk2_nose_opt|mk2_cockpitv2|mk2_cockpit|mk3_shuttle_noseCone|mk3Cockpit_Airliner|i_4m_cockpit_ispb|ils_cockpit_mki|mk23_cockpit|a_cockpit|j_cockpit|k_10m_cockpit_custom|k_10m_cockpit_legacy|b_cockpit|b_cockpit_qs] { %maxTemp = 850 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Hi_Tech_Cockpits_and_nosecones @PART[phoenix_cockpit|ils_cockpitv2|j_5m_nose|j_6m_cockpit|j_cockpitv2|j_cockpit_qs|j_cockpit_qs_no_intake|k_10m_cockpit] { %maxTemp = 850 %skinMaxTemp = 2950 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Wings_and_solid_parts @PART[b_2m_bicoupler|wing_1a|winglet_1a|winglet_1b|winglet_1c|j_2m_bicoupler|i_4m_tail|j_docking_port|j_large_docking_port|j_5m_tail|k_2m_bicoupler|k_3m_tricoupler|mk2_ramIntake|opt_pylon_a|opt_pylon_b|opt_stabilizer_a|opt_stabilizer_b|opt_wing_a|opt_wing_a_elevon|opt_wing_b|opt_wing_b_elevon|opt_wing_c|opt_wing_c_elevon1|opt_wing_c_elevon2|opt_winglet_a|opt_winglet_a_elevon|opt_winglet_b|opt_winglet_b_elevon|opt_winglet_c|opt_winglet_c_elevon|mk2_ramIntake|OPTantenna|ab_3m_adaptor|a_cockpit_adaptor|ab_7m_adaptor|c_2m_bicoupler|l_3m_bicoupler|b_engineMount_4] { %maxTemp = 1500 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } //Engines_and_RCS @PART[AAengine|engine_darkDrive|opt_mk2_engine_short|opt_nebula_engine|j_linear_aerospike|opt_oms_black|opt_oms_grey|opt_rcs_black|opt_rcs_grey|opt_retro_rcs|arie73] { %maxTemp = 1500 %skinMaxTemp = 2706 %skinThermalMassModifier = 0.43613 %skinInternalConductionMult = 0.0000105 %skinMassPerArea = 0.815 %absorptiveConstant = 0.15 %emissiveConstant = 0.85 %thermalMassModifier = 1.0 MODULE { name = ModuleAeroReentry leaveTemp = true } } SIde note to linuxgurugamer question - I also had a hard time bringing Mk1 capsule from Mun orbit to Kerbin - 100 ablator is not a guarantee. Aiming at 35km resulted into ablator burn out and explosion, aiming at 20k was successful with enourmous Gees and 2-3 points of ablator left. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 28, 2018 Share Posted August 28, 2018 7 minutes ago, pr4ger said: SIde note to linuxgurugamer question - I also had a hard time bringing Mk1 capsule from Mun orbit to Kerbin - 100 ablator is not a guarantee. Aiming at 35km resulted into ablator burn out and explosion, aiming at 20k was successful with enourmous Gees and 2-3 points of ablator left. Watch my video. 800 units of Ablator should be more than enough from LKO for the Mk1-3, yet it explodes. I think that @4x4cheesecake may have hit the nail on the head, though 1 hour ago, 4x4cheesecake said: The 'general config' doesn't do anything without changing ':AFTER[DeadlyReentry]' to ':FOR[DeadlyReentry]' but even then, the actual used resource is not getting changed. The FOR isn't really needed, since the patch is included with DRE. On other mods which include their own patches, they would need a NEEDS Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted August 28, 2018 Share Posted August 28, 2018 (edited) I stopped by to talk about this, only to discover that everyone is talking about it too. Great, not only it shows that lots of people like Deadly Reentry, but also that I am not alone in thinking that this mod got WAY TOO DEADLY in its more recent version! I did some testing with stock, tantares and corvus parts, and discussed it a lot in the corvus thread with the owner of corvus, and he too was intrigued. My findings is that it is nearly impossible to return capsules from a myriad of stock and mod parts, even in shallow dive slopes, even coming from LKO. The GUI for Deadly Reentry allows you to set a lot of variables regarding G, but refers to the debug mode if you want to tweak heat properties. I don't know if I wanna do that, TBH. I will guess that this not revolve only around tweaking the amount of the ablator consumable. Parachutes also suffer a lot in the descents I watched, some exploding even if perfectly facing away from the heat after quickly rising above max temperatures, even in the initial phases of the reentry. Edited August 28, 2018 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 28, 2018 Share Posted August 28, 2018 6 hours ago, linuxgurugamer said: The FOR isn't really needed, since the patch is included with DRE. On other mods which include their own patches, they would need a NEEDS You are right, it is not needed but it is used for a few other nodes in the config so I thought there might be a reason for it and I just don't know about it. There are still a few details about MM I don't understand yet. I try my best to improve and hints from more experienced people like you are always welcome I'll update my post above. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 28, 2018 Share Posted August 28, 2018 20 minutes ago, 4x4cheesecake said: You are right, it is not needed but it is used for a few other nodes in the config so I thought there might be a reason for it and I just don't know about it. There are still a few details about MM I don't understand yet. I try my best to improve and hints from more experienced people like you are always welcome I'll update my post above. The only reason to use FOR is when you have mod A which is providing something and pretending to be mod B, then you would have a FOR in the patch for mod A Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 29, 2018 Author Share Posted August 29, 2018 13 hours ago, pr4ger said: I have set 1500K threshold for internal temp for some parts - engines and solid stuff like engine mounts, wings, bi- and tricouplers (being structurally strong and probably without "soft" interior). Could you please give your opinion for internal temp for such a parts? It depends on if they will ever actually reach reach a high enough internal temperature just through operation at full power and without thermal input from external sources. If the answer to that is no then they probably shouldn't be set to 1500.... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 29, 2018 Author Share Posted August 29, 2018 14 hours ago, 4x4cheesecake said: So, I took a look at it and it looks like, the DRE resource 'AblativeShielding' is not going to be applied to other heatshields and I don't know if it is inteded. The 'general config' doesn't do anything without changing ':AFTER[DeadlyReentry]' to ':FOR[DeadlyReentry]' but even then, the actual used resource is not getting changed. The same applie to the 'speficig config' for the stock heat shields, except for the patch ordering. By changing the 'general config' to (changes marked green): The changes are actually applied and every heatshield using the module 'ModuleAblator' should be affected, but the amount of Ablator will not be changed so it might by a bit OP...that's actually the reason why I don't know if this behaviour is actually intended. During a quick test with a vessel wich is basically identically with the one used by @linuxgurugamer, roughly 300 units of ablator were consumed during reentry from a 100km orbit, aiming at a Pe of 25km. AFTER is used because that config is intended to catch and convert everything that doesn't get an explicit configuration in the FOR phase. The resource is not changed in that phase because AblativeShielding is Deadly Reentry's legacy resource from before KSP got its own ablative heat shield PartModule. It is retained for compatibility purposes with old save game files. Third party shields should keep whatever resource they were originally configured and they work just fine that way so long as the resource is actually present on the part. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 29, 2018 Author Share Posted August 29, 2018 @linuxgurugamer the three stock shields have their pyrolysisLossFactor being set to 600 when it probably should be set to 6000 so they're only losing about 1/10th of the flux they should be so they're going to be running hot.... pretty sure that's a bug on my part, I'm looking at this after having just awakened but I don't think I did that deliberately.... That doesn't explain the trouble with the other parts you listed... Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 29, 2018 Share Posted August 29, 2018 55 minutes ago, Starwaster said: AFTER is used because that config is intended to catch and convert everything that doesn't get an explicit configuration in the FOR phase. The resource is not changed in that phase because AblativeShielding is Deadly Reentry's legacy resource from before KSP got its own ablative heat shield PartModule. It is retained for compatibility purposes with old save game files. Third party shields should keep whatever resource they were originally configured and they work just fine that way so long as the resource is actually present on the part. You indicated that the partmodule may have changed so I thought this might be the way the mod used to go but it's no longer working and like I said, I don't know if it is inteded. Thanks for clarification Quote Link to comment Share on other sites More sharing options...
pr4ger Posted August 29, 2018 Share Posted August 29, 2018 4 hours ago, Starwaster said: It depends on if they will ever actually reach reach a high enough internal temperature just through operation at full power and without thermal input from external sources. If the answer to that is no then they probably shouldn't be set to 1500.... So for engines and their mounts probably could be, for wings and structural parts - no, if I understood you correctly. One more thing to wonder - mk2 parts from B9 mod are also very low on skin temp threshold. You don't treat them as spaceplanes parts? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2018 Share Posted August 29, 2018 6 hours ago, Starwaster said: @linuxgurugamer the three stock shields have their pyrolysisLossFactor being set to 600 when it probably should be set to 6000 so they're only losing about 1/10th of the flux they should be so they're going to be running hot.... pretty sure that's a bug on my part, I'm looking at this after having just awakened but I don't think I did that deliberately.... That doesn't explain the trouble with the other parts you listed... I just listed all the parts I found which appeared to have the same characteristics as the stock shields. I didn't try the others, but I'll do some tests when I get time. Unfortunately, I won't have time for about a week and a half, I'm going on a trip in a few days, but will see what I can do. I will have a laptop along, maybe I'll be able to do this on the road 6 hours ago, Starwaster said: @linuxgurugamer the three stock shields have their pyrolysisLossFactor being set to 600 when it probably should be set to 6000 so they're only losing about 1/10th of the flux they should be so they're going to be running hot.... pretty sure that's a bug on my part, I'm looking at this after having just awakened but I don't think I did that deliberately.... That doesn't explain the trouble with the other parts you listed... Very odd, because the stock parts already have the PyrolysisLossFactor = 6000, so it look like you are replacing it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2018 Share Posted August 29, 2018 Ok, did a quick test. I changed that 600 to 6000, and the same pod/heat shield combo which blew up now survived. Still used a lot of Ablator, went from 800 to 459, but that's a lot better than exploding 20 hours ago, Daniel Prates said: I did some testing with stock, tantares and corvus parts, and discussed it a lot in the corvus thread with the owner of corvus, and he too was intrigued. My findings is that it is nearly impossible to return capsules from a myriad of stock and mod parts, even in shallow dive slopes, even coming from LKO. Daniel, what heat shields were you using? If using the stock heat shields, the pyrolysisLossFactor is wrong, needs to be 6000 rather than 600. 20 hours ago, Daniel Prates said: I will guess that this not revolve only around tweaking the amount of the ablator consumable. Parachutes also suffer a lot in the descents I watched, some exploding even if perfectly facing away from the heat after quickly rising above max temperatures, even in the initial phases of the reentry. Can you be a bit more specific on this? In my small test, I didn't see any problems with the chutes. Is it possible you are opening them too soon? Also, were you using RealChutes or stock chutes? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted August 29, 2018 Share Posted August 29, 2018 27 minutes ago, linuxgurugamer said: Daniel, what heat shields were you using? If using the stock heat shields, the pyrolysisLossFactor is wrong, needs to be 6000 rather than 600. Can you be a bit more specific on this? In my small test, I didn't see any problems with the chutes. Is it possible you are opening them too soon? Also, were you using RealChutes or stock chutes? Interesting, that with the typo. I also read your comment in Corvus' thread. Just to be clear, that has to be changed where, exactelly? Regarding the chutes: i use stock chutes, and of course, the chutes parts provided with the mods. In my scenario (starting from circular 100km, setting peri to 40km and descending), the result was this: 1 - Corvus: shield consumed and blew up, then, the pod went soon after. The chute survived (up until the rest exploded, that is); 2 - Tantares: there is a spherical vostok-like capsule, with it's own chute. Interestingly, beale made it with no ablator, just a high heat resistance. Without DeadlyReentry it survives, but with it.. no chance. The chute was the first to go over the limit, then the capsule; 3 - Stock: I reentered a mk1 capsule with a basic stock inline chute and the basic 1.25 heat shield. The shield consumed then exploded, but the rest survived. The chute barely made it though: it came close to the limit. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2018 Share Posted August 29, 2018 (edited) 9 hours ago, Daniel Prates said: Interesting, that with the typo. I also read your comment in Corvus' thread. Just to be clear, that has to be changed where, exactelly? In the ModuleHeatShield (following is in the Corvus file: Corvus_DRE.cfg, similar for the stock) MODULE // from DRE's heatshields { name = ModuleHeatShield ablativeResource = AblativeShielding lossExp = -7500 lossConst = 1 pyrolysisLossFactor = 6000 reentryConductivity = 0.001 ablationTempThresh = 500 depletedMaxTemp = 1200 charMin = 1 charMax = 1 charAlpha = 1 } and in DRE, the file: DeadlyReentry.cfg: // Parts specific configs @PART[HeatShield1|HeatShield2|HeatShield3]:FOR[DeadlyReentry] { %leaveTemp = true @MODULE[ModuleAblator] { @name = ModuleHeatShield @reentryConductivity = 0.001 @lossConst = 1 @pyrolysisLossFactor = 6000 depletedMaxTemp = 1200 } } 9 hours ago, Daniel Prates said: 1 - Corvus: shield consumed and blew up, then, the pod went soon after. The chute survived (up until the rest exploded, that is); 2 - Tantares: there is a spherical vostok-like capsule, with it's own chute. Interestingly, beale made it with no ablator, just a high heat resistance. Without DeadlyReentry it survives, but with it.. no chance. The chute was the first to go over the limit, then the capsule; 3 - Stock: I reentered a mk1 capsule with a basic stock inline chute and the basic 1.25 heat shield. The shield consumed then exploded, but the rest survived. The chute barely made it though: it came close to the limit. Oh, so you are referring to the shields getting overheated and then exploding. Well, it's probably related to the same thing. In my tests, I used a Mk1-3 with a stock heat shield and stock chute, and with the fix, they all survived. I also did the same with the Corvus and using the Corvus heat shield and chute. The shield only had 10-15 Ablator left, but they all survived. Edited August 29, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted August 29, 2018 Share Posted August 29, 2018 This is all very relevant as an inquiry @linuxgurugamer but at the end of the day shouldn't the goal be to "tone down" deadly reentry as a whole? It seems to me that the alternate solution would have to be to go out on a part-tweaking spree, changing specs for dozens of parts (maybe more!), when "undeadly-ing" dreadly reentry would appear to be a single-stroke solution. Or am i missing something? I admit, I went through the heat properties in the alt12 debug menu (as the GUI suggests), and if I had found an easy and intuitive "decrease/increase heat sensitivity" toggle, I would just have used that and forgot about it. But apparently, squad has made it more complicated than that so I didnt dare poking those configs even with a long stick.... this is why I'm asking, is it hard to hardcode a "deadliness level" into Deadly Reentry? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2018 Share Posted August 29, 2018 (edited) 2 hours ago, Daniel Prates said: This is all very relevant as an inquiry @linuxgurugamer but at the end of the day shouldn't the goal be to "tone down" deadly reentry as a whole? It seems to me that the alternate solution would have to be to go out on a part-tweaking spree, changing specs for dozens of parts (maybe more!), when "undeadly-ing" dreadly reentry would appear to be a single-stroke solution. Or am i missing something? I admit, I went through the heat properties in the alt12 debug menu (as the GUI suggests), and if I had found an easy and intuitive "decrease/increase heat sensitivity" toggle, I would just have used that and forgot about it. But apparently, squad has made it more complicated than that so I didnt dare poking those configs even with a long stick.... this is why I'm asking, is it hard to hardcode a "deadliness level" into Deadly Reentry? Im not the mod author or maintainer, but, once this change is made, it works. And it IS supposed to be harder than stock, otherwise why install it. My problem was that the 600 instead of 6000 made it totally unusable, but now it is. I am looking forward to using it in the future, although I think I will not add it to my current career. Edited August 30, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
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