Mystique Posted January 20, 2014 Share Posted January 20, 2014 (edited) Maybe it was asked before, but didn't find it: why every part shows that it's not shielded all the time, even if there is a heatshield attached to it (and it's actually saving that part from reentry heat)? Or is it FAR's feature? I installed both FAR and DRE at the same time so don't know to which mod it belongs =\P.S. Does DRE affect safe altitude from Sun's surface? W/o DRE I was able to pass at about 1500 m without blowing to pieces. Edited January 20, 2014 by Mystique Quote Link to comment Share on other sites More sharing options...
AbeS Posted January 20, 2014 Share Posted January 20, 2014 About the "not shielded" that's from FAR, parts are shielded if they are inside fairings, which mean they won't affect the drag Quote Link to comment Share on other sites More sharing options...
Surefoot Posted January 20, 2014 Share Posted January 20, 2014 Not sure if that was asked before, i have B9 airbrakes burning off a bit prematurely off my SSTO, while landing gears are ok. Is it normal ? (using FAR too). Quote Link to comment Share on other sites More sharing options...
Boomerang Posted January 20, 2014 Share Posted January 20, 2014 (edited) Editted:Right, so I fixed problems with the 3.75m heat shield appearing to be too small in the VAB, as well as all the heatshield animations playing on loop in the VAB by downloading the mod from Github rather than the first link in the OP.I've still got an issue of the 2.5m heat shield not appearing in the VAB. There's a part's folder for it, which contains a .mu and .cfg file like the other heat shields. However, the other heat shield parts folders contain a pair of png files. The 2.5m heatshield folder has no png files and a .mbm file that's not present in the other heat shield files. I don't know if that has anything to do with it. So if anyone can point me in the right direction, that'd be great, thank. Edited January 21, 2014 by Boomerang Quote Link to comment Share on other sites More sharing options...
Dundee Posted January 21, 2014 Share Posted January 21, 2014 I have a large issue. Everything of mine seems to be burning up at low speeds. If I have this rocket http://steamcommunity.com/sharedfiles/filedetails/?id=219112503 get to the speed of around 320 m/s, I explode. Is this part of the mod? I have a friend claiming he can take off with this same design at 600 m/s. Please help me :[ Quote Link to comment Share on other sites More sharing options...
lipatden Posted January 21, 2014 Share Posted January 21, 2014 Maybe it was asked before, but didn't find it: why every part shows that it's not shielded all the time, even if there is a heatshield attached to it (and it's actually saving that part from reentry heat)? Or is it FAR's feature? I installed both FAR and DRE at the same time so don't know to which mod it belongs =\This was a bug with 0.23 KSP, the latest DRE builds should have fixed that (4.1+ I believe)P.S. Does DRE affect safe altitude from Sun's surface? W/o DRE I was able to pass at about 1500 m without blowing to pieces.In stock, the only source of heat is engines, and the read heat bar in staging would let you know when that was critical so you could control it. With DRE entry compression imparts heat to the exposed surface, and since it wouldn't necessarily be something in staging the temperature readout was added so you could monitor it before it all goes boom unexpectedly. I don't believe any other sources exist, so no amount of radiation causes heating (i.e. from Kerbol), so you should be able to get as close as you like with stock or DRE. Other mods add heat from craft component operation though... Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 21, 2014 Share Posted January 21, 2014 This was a bug with 0.23 KSP, the latest DRE builds should have fixed that That is not right. AbeS already wrote that the "notShielded" indicator belongs to FAR Quote Link to comment Share on other sites More sharing options...
positivewun Posted January 21, 2014 Share Posted January 21, 2014 complete newb q here guys ... what is the ideal approach to this mod? as in reentry angle and speed? I am making great fireworks but not doing anything fun really with this mod but i see so much potential ... sorta .. halp if ya dare. Also what's the best way you all have found to slow down and keep a slight angle and not dropping in too fast? Quote Link to comment Share on other sites More sharing options...
kalizec Posted January 21, 2014 Share Posted January 21, 2014 EDIT: @ kalizec I don't believe you are; I'm running into the same issues with the B9 SABREs (RAPIERs did the same when I last unlocked them [started a new career]).EDIT 2: I should specify the overheating occurs at altitude; approx 25-27 km. Switching between air breathing and rocket makes no difference.Thanks for the reply. What is the speed you are having this problem at? Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted January 21, 2014 Share Posted January 21, 2014 (edited) I was getting lots of engine heating, I could never run ANY engines on full thrust. What do I do? The fuel tank adjacent to it is 500 degrees! the pod, once decoupled, is dropped to 1 degree. Edited January 21, 2014 by GregroxMun Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 21, 2014 Share Posted January 21, 2014 @kalizec Usually between 800-1000 m/s. I think I have it figured out though. I think at least my issue is related to having precoolers on some engines versus others (using the B9 rectangular supersonic intakes with the Sabre S without precoolers; 2 of them) and two of the circular radial engine mounts (with precoolers and SABRE intakes). I think that my issue is stemming from heat not being reduced when I shut down the inner engines on the rectangular intakes and leave the precooled engines running. Heat continues building versus not; however, when I run engines all precooled they work correctly. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 21, 2014 Share Posted January 21, 2014 Wait, are any of you with these RAPIER and SABRE issues running KSP Interstellar? Because if so--go bug Fractal, not a DRE issue. Sounds like it's working as designed if you try to use one of those without a precooler per. Quote Link to comment Share on other sites More sharing options...
Surefoot Posted January 21, 2014 Share Posted January 21, 2014 I did a quick test with RAPIER engines and had them overheat in rocket mode, in a matter of seconds, and i dont have KSP Interstellar (but i have MFT). Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 21, 2014 Share Posted January 21, 2014 And I have KSPI and while I appreciate the quick response Nathan at trying to push the issue away from DRE it's not a KSPI issue; I've not had issues with overheating until 0.42 and 0.43 of DRE mixed with KSPI; and I had 0.9.1 (when the precoolers were added as functioning) while running 0.41 of DRE and never had an overheat issue with the SABREs (after updating the DLLs to make them work at all with 0.23). Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 21, 2014 Share Posted January 21, 2014 Try this. Try flying SABREs or RAPIERs without KSPI. Because I have yet to be able to replicate your issue. I'll keep trying though, and apologies in advance if I'm guessing wrong. Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 21, 2014 Share Posted January 21, 2014 Will do. Just deleted the folder and will be loading up KSP now. Like I said; my issue at least I found was that heat dissipation wasn't acting correctly with mixed engines (that is: a set using intercoolers versus a set not using them; when I precooled every engine I had no overheating issues whatsoever). Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 21, 2014 Share Posted January 21, 2014 Well, since I don't touch heat dissipation that's surprising, but certainly it's possible there's a weird interaction. Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 22, 2014 Share Posted January 22, 2014 (edited) Well I feel like a horse's ass now. Sincerest apologies Nathan. My issue has to stem from a weird interaction between 0.42 / 0.43 of DRE and KSPI's intercooler code. Just finished a test and everything works flawlessly; well apart from that damnably low density LH2 and LOX that SABREs use with RF lol. The engines heated appreciably like they should (with the intercoolers acting appropriately to cool the set that had them while the other set heated twice as fast. I wonder then what changed between versions to cause such wackiness. I'll go bark up Fractal's tree; and again apologies for wasting your time. That's my issue solved anyway; now I wonder what the hell is going on with kalizec then since he/she doesn't use KSPI and is running into the same issues. What I meant by heat dissipation is that the engines never cooled down internally(?) I guess is the appropriate word. They would show nominal temps after cutting throttle (cooling down like engines should in the right-click display) but as soon as throttle was applied again they immediately went back to the temperature they were prior to throttle being reduced. In my case that was kersplosion temperatures. Edited January 22, 2014 by Shad0wCatcher Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 22, 2014 Share Posted January 22, 2014 Well, 4.3 sure works fine without KSPI on my end. Make sure you're actually using 4.3, and not using any mods that change the RAPIER, and not using any kind of patch that converts the SABREs into using the new MultiModeEngine.EDIT: Ninja'd. I looked at the source; it's because Fractal is directly setting the part's temperature, and that can go over DRE's limit quite easily. It's probably scaled to a maxtemp of 3600 and the original heatProduction values, not the halved ones DRE uses. Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 22, 2014 Share Posted January 22, 2014 That'd do it and would explain the erratic behavior quite handily depending on which config was loaded last. I presume Unity uses LIFO with regards to configuration files (last one out wins). Quote Link to comment Share on other sites More sharing options...
KerbMav Posted January 22, 2014 Share Posted January 22, 2014 Lately I threw an old craft into Kerbins atmosphere - a few attached parts overheated and blew off (e.g. radial chutes), but the stock 3-man-pod got even 200° hotter and survived, seeming to also shield the parts behind it. It had no heat shield attached and flew head first along prograde.The ground destroyed it fine though. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 22, 2014 Share Posted January 22, 2014 As long as the pod stayed below ~1700C it should be fine. Remember, Kerbin is a third the size of the Moon so it makes sense reentries are gentle.And yes, if a part is physically blocked by another part, it will count as shielded. Quote Link to comment Share on other sites More sharing options...
Astronomer Posted January 22, 2014 Share Posted January 22, 2014 Did anyone manage to fix the normal/lightning bug caused by this mod? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 23, 2014 Share Posted January 23, 2014 What normal/lightning bug?Also, lightning? As in zap? Quote Link to comment Share on other sites More sharing options...
15nelsoc Posted January 23, 2014 Share Posted January 23, 2014 What normal/lightning bug?Also, lightning? As in zap?Not trying to put words in Astronomer's mouth, but I think he meant normal map/ lighting bug. I personally haven't seen the bug he's talking about, but I think that is what he meant to say. Quote Link to comment Share on other sites More sharing options...
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