lipatden Posted December 17, 2013 Share Posted December 17, 2013 My 1.25m heatshield seems to have taken up a smoking habit in 0.23. Puffs emanate every second while in VAB and on the pad. Quote Link to comment Share on other sites More sharing options...
Andon Posted December 17, 2013 Share Posted December 17, 2013 It's seeming to me that DRE doesn't really work with .23 - I haven't had any bugs taht I can tell.. it just doesn't do anything. Quote Link to comment Share on other sites More sharing options...
Desrtfox Posted December 17, 2013 Share Posted December 17, 2013 It's seeming to me that DRE doesn't really work with .23 - I haven't had any bugs taht I can tell.. it just doesn't do anything.Deadly Re-Entry appears to be responsible for making surface mount objects just fall off. (Tested with 1 man capsule at the space center). I'm guessing something to do with the g-force limit or the atmosphere dynamics is causing stuff to just fall off. I'll keep testing in case the mod interaction is more complex. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 17, 2013 Share Posted December 17, 2013 DRE does have issues with .23. Fix imminent, by the uber-helpful taniwha (since I was busy with Stretchy, he stepped up and fixed DRE). Quote Link to comment Share on other sites More sharing options...
arsenic87 Posted December 17, 2013 Share Posted December 17, 2013 (edited) Made a quickfix to the problem in the DLL file.Just replace it in the Plugins folder.Edit: this is just a compile of the sourcecode that follows the mod, with some ParticleEmitter code changed.I do not own, or have not created this mod. The dropbox entry will be removed once a patch is officially released, or if the devs request I remove it Link removedMod is updated Edited December 18, 2013 by arsenic87 Mod is updated :) Quote Link to comment Share on other sites More sharing options...
amo28 Posted December 17, 2013 Share Posted December 17, 2013 Did anyone see this in the official changelog?- Fixed an issue that could lead to loss of GUI responsiveness after leaving flight during reentry or supersonic flight.Huzzah! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 17, 2013 Share Posted December 17, 2013 am028: Yep! Fixes by taniwha and arsenic87 committed; now I just have to finish download release .23 so I can compile off it and upload. Quote Link to comment Share on other sites More sharing options...
ZedNova Posted December 17, 2013 Share Posted December 17, 2013 am028: Yep! Fixes by taniwha and arsenic87 committed; now I just have to finish download release .23 so I can compile off it and upload.So DRE will be ready for .23 sometime today or tomorrow? That's great! Quote Link to comment Share on other sites More sharing options...
krenshala Posted December 17, 2013 Share Posted December 17, 2013 Can't wait (though I must ). Deadly Reentry is the last mod I'm waiting on to get my game going again. Quote Link to comment Share on other sites More sharing options...
arsenic87 Posted December 17, 2013 Share Posted December 17, 2013 Can't wait (though I must ). Deadly Reentry is the last mod I'm waiting on to get my game going again.I did post the fix here if you want to get rollin' u know Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2013 Share Posted December 18, 2013 Yup, for now just use the one arsenic87 posted. Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted December 18, 2013 Share Posted December 18, 2013 Identified a probable bug in the patch with DR with 0.23 using the above patch. It is causing parts to explode during staging. Haven't determined why, but the default decoupler is always the "culprit" when it happens and it at minimum destroys the tank under it and twice has also destroyed the capsule above it. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2013 Share Posted December 18, 2013 CAPFlyer: are you using FAR? Update it. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2013 Share Posted December 18, 2013 Changelog:v4.1 = \/*0.23 compatibility by taniwha and arsenic87*maxTemp no longer changed if ModuleHeatshield is present. This should allow thermal sink-style heatshields, when combined with high reflectivity. Quote Link to comment Share on other sites More sharing options...
Rabble Posted December 18, 2013 Share Posted December 18, 2013 Changelog:v4.1 = \/*0.23 compatibility by taniwha and arsenic87*maxTemp no longer changed if ModuleHeatshield is present. This should allow thermal sink-style heatshields, when combined with high reflectivity.Awesome! Thanks NathanKell; I'm finally back up and running. Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted December 18, 2013 Share Posted December 18, 2013 Thanks for the ultra-swift update! Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 18, 2013 Share Posted December 18, 2013 Woot!Things have been updating so fast I'm just a few mods short of a Happy Meal! Quote Link to comment Share on other sites More sharing options...
Read have Read Posted December 18, 2013 Share Posted December 18, 2013 (edited) In 4.0, I am seeing communitron 88-88's still on the launch pad will steadily increase in temperature, about one degree every half second, regardless of time warp. I watched it climb up to 485 degrees just sitting there while everything else stopped at 17-21c. Edited December 18, 2013 by Read have Read Quote Link to comment Share on other sites More sharing options...
rickyhewitt Posted December 18, 2013 Share Posted December 18, 2013 Noticed a strange bug with 4.1. I haven't replicated it yet -- but I haven't really made a huge attempt at replicating it as I was just casually playing at the time.On re-entry, I jettisoned a stage with an FL-200 fuel tank and LV-909 engine, and a few batteries + panels. As it heated up, the parts exploded from overheating as expected -- but when it came to the fuel tank an exception was thrown (in the debugger/logs) and the fuel tank was re-created in place, ~333 times, and then exploded ~333 times, resulting in the image above. Afterwards kerbin turned into a strange ball of light and some really weird things started happening. Quote Link to comment Share on other sites More sharing options...
SSR Kermit Posted December 18, 2013 Share Posted December 18, 2013 (edited) Is there some issue with the new RAPIER engine? It's exploding due to "excessive g-forces" no matter how I try to use it. Does DR affect overheating in engines somehow? In trying to replicate the behaviour, I noticed that a very simple design-- a pod, the largest 1.25 m tank and the engine on the bottom-- would explode with this reason when the overheating would otherwise destroy it. Meanwhile, the overheating bar decreases with DR installed.So, I tried at reduced thrust, a TWR around 1.2, but with the exact same result. I'll try overheating an aerospike to see if it behaves the same way.EDIT: aerospikes heat up linearly and explode "due to overheating" as expected, although there's some unexpected fluctuations close to max overheatingEDIT 2: Pictures and quicker way to replicatehttp://imgur.com/a/SwpYi#0 Edited December 18, 2013 by SSR Kermit images Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2013 Share Posted December 18, 2013 Read have Read, rickyhewitt, thanks! Will check.SSR Kermit: for now, open the Rapier's part.cfg and cut both heatProduction lines in half. Quote Link to comment Share on other sites More sharing options...
Camacha Posted December 19, 2013 Share Posted December 19, 2013 http://i.imgur.com/ftQsksV.jpgTotally offtopic, but ugh, how I hate the look of those dishes. I know they are stock, but they look so unstocklike. I really do not like the bendy white spiney foldy things on the back. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 19, 2013 Share Posted December 19, 2013 We really need some better looking antenna in the game. Some that can be packed away for launch, and then be unfolded and look good on service modules and such. Most all look the same basically.. Quote Link to comment Share on other sites More sharing options...
Volt Cruelerz Posted December 19, 2013 Share Posted December 19, 2013 Is there some issue with the new RAPIER engine? It's exploding due to "excessive g-forces" no matter how I try to use it. Does DR affect overheating in engines somehow? In trying to replicate the behaviour, I noticed that a very simple design-- a pod, the largest 1.25 m tank and the engine on the bottom-- would explode with this reason when the overheating would otherwise destroy it. Meanwhile, the overheating bar decreases with DR installed.So, I tried at reduced thrust, a TWR around 1.2, but with the exact same result. I'll try overheating an aerospike to see if it behaves the same way.EDIT: aerospikes heat up linearly and explode "due to overheating" as expected, although there's some unexpected fluctuations close to max overheatingEDIT 2: Pictures and quicker way to replicatehttp://imgur.com/a/SwpYi#0I noticed similar issues when trying to use the Rapier on a spaceplane. No matter how hard or what I tried, it always exploded. It seemed as though right around 25km, the engine would always start to overheat and no matter how far I throttle down, it'll keep getting worse until eventually the overheat rate skyrockets and the bar jumps from 50% to 100% and kills it. This happened every single time. Perhaps DE is trying to account for it both as a jet engine and a rocket engine and so it is getting double the heat or something? I don't know what it would be. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 19, 2013 Share Posted December 19, 2013 It's more like DRE doesn't detect it as an engine since it uses new modules, and thus doesn't cut its heat production in half, but DOES cut its maxTemp in half since it has too high a maxTemp. Like I said above, quick fix is to manually halve the heatProduction values in its part.cfg Quote Link to comment Share on other sites More sharing options...
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