maccollo Posted January 25, 2014 Share Posted January 25, 2014 I love this mod, but there is this annoying issue. If a mainsail is attached to the orange tanks they always explode because of "G-force damage".Is there any way to get this fixed? Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted January 25, 2014 Share Posted January 25, 2014 I love this mod, but there is this annoying issue. If a mainsail is attached to the orange tanks they always explode because of "G-force damage".Is there any way to get this fixed?The mainsails have always overheated a lot with orangetanks even without this mod. Just put a grey tank(doesn't matter what size) beneath the orange tank. Quote Link to comment Share on other sites More sharing options...
maccollo Posted January 25, 2014 Share Posted January 25, 2014 The mainsails have always overheated a lot with orangetanks even without this mod. Just put a grey tank(doesn't matter what size) beneath the orange tank.It doesn't so it anymore, so it feels annoying. Also this mod is supposed to make things realistic and that aspect of it clearly is not more realistic.. Anyway, attaching a gray tank underneath works fine most of the time, but when you build really huge rockets you really want to maximize lifting capacity per part, and I'm playing with RSS so I need huge rockets for everything. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 25, 2014 Share Posted January 25, 2014 Until someone rewrites the heating system, we're stuck with the broken way that parts transfer heat (which is: if, for two connected parts, their centers of mass are too far apart, they don't transfer heat, period). Quote Link to comment Share on other sites More sharing options...
Shaun Posted January 25, 2014 Share Posted January 25, 2014 Where do I change the heat multiplier? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 26, 2014 Share Posted January 26, 2014 During flight press ALT + D + R. That opens the debug/settings window. Change settings as desired, save, close the window. Quote Link to comment Share on other sites More sharing options...
Olius Posted January 26, 2014 Share Posted January 26, 2014 Just a quick question: are B9 Aerospace's parts DRE compatible or will they burn up upon reentry? Same goes with KW Rocketry, except I don't expect them to survive reentry.Thanks in advance! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 26, 2014 Share Posted January 26, 2014 B9 is. KWRocketry, like all other parts mods that don't have their own CFGs in the Deadly Reentry folder, is handled automatically: max temps above 2500 are halved, and then clamped to 2500 if still above it (with engine heat production scaled proportionally).Because it's automatic no heat shields are added, but none are appropriate. Quote Link to comment Share on other sites More sharing options...
Lucy1nTheSky Posted January 27, 2014 Share Posted January 27, 2014 (edited) Help me please. Heatshields do not show up in my VAH in career or sandbox mode. I have uninstalled and reinstalled several times (just DRE, not entire game). Debug mode shows up and i can burn up on reentry, so the plugin works, i just cant get the parts. Any ideas how to fix? Thanks. I run lots of other various mods, any known conflicts? Edited January 27, 2014 by Lucy1nTheSky clarification Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 27, 2014 Share Posted January 27, 2014 Help me please. Heatshields do not show up in my VAH in career or sandbox mode. I have uninstalled and reinstalled several times (just DRE, not entire game). Debug mode shows up and i can burn up on reentry, so the plugin works, i just cant get the parts. Any ideas how to fix? Thanks. I run lots of other various mods, any known conflicts?Playing on career mode? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 27, 2014 Share Posted January 27, 2014 Lucy1nTheSky: Delete your DRE folder. Redownload. Reinstall. Create a new sandbox game. Check the structural tab; DRE parts should be near the top, since D is early in the alphabet. If the heatshields are still missing, post your ksp.log. Quote Link to comment Share on other sites More sharing options...
ANWRocketMan Posted January 27, 2014 Share Posted January 27, 2014 (edited) I'm having a lot of problems with SFJackBauer's engines, specifically the AIES ones: They all clip and will not hold any structural stability. The moment I use them my entire rocket spazzes out and the links with the AIES engines break. The others from KW Rocketry and NovaPunch etc. are fine and don't do the same thing. This using AIES 1.5.0. Don't know if that might be the problem?This is the rocket I'm trying to build:It happens with the RS-68 and the J2-X(both of the top attachment points). Just for information: I have 16 of the KW Rocketry Heavy Struts in there. It happens with or without them.Here's the in-game log: Edited January 27, 2014 by ANWRocketMan Quote Link to comment Share on other sites More sharing options...
Scripto23 Posted January 27, 2014 Share Posted January 27, 2014 I'm having a lot of problems with SFJackBauer's engines, specifically the AIES ones: They all clip and will not hold any structural stability. The moment I use them my entire rocket spazzes out and the links with the AIES engines break. The others from KW Rocketry and NovaPunch etc. are fine and don't do the same thing. This using AIES 1.5.0. Don't know if that might be the problem?This is the rocket I'm trying to build:http://i.imgur.com/8rYxwWt.pngIt happens with the RS-68 and the J2-X(both of the top attachment points). Just for information: I have 16 of the KW Rocketry Heavy Struts in there. It happens with or without them.Here's the in-game log:http://i.imgur.com/UhIrIpX.pngI was/am having the same exact problem with the J2X. Have you tried the rocket with the procedural interstage adapter (with fairings on) between that engine and the tank below it? I was having an issue where the top stage would fall right into the lower stage as soon as the rocket showed up on the launchpad. Eventually that seemed to fix itself somehow so it no longer happened, but then as soon as the first stage separated in flight the J2Xs of the second stage would fly off/explode as well. The other problem was anytime I would revert to the VAB/launchpad or load the rocket from a save the interstage fairing would load inside the above fuel tank. Quote Link to comment Share on other sites More sharing options...
ANWRocketMan Posted January 27, 2014 Share Posted January 27, 2014 Yep. Have done so. No luck... I think it might be something to do with the hitbox of the engine intervening with the hitbox of the tank since it clips. Don't know... But it explodes in a very physics-y buggy way. Quote Link to comment Share on other sites More sharing options...
ANWRocketMan Posted January 27, 2014 Share Posted January 27, 2014 Oh oops... I meant to post this i the Real Fuels thread... Oops... Quote Link to comment Share on other sites More sharing options...
Lucy1nTheSky Posted January 27, 2014 Share Posted January 27, 2014 Lucy1nTheSky: Delete your DRE folder. Redownload. Reinstall. Create a new sandbox game. Check the structural tab; DRE parts should be near the top, since D is early in the alphabet. If the heatshields are still missing, post your ksp.log.Thanks! That fixed it. Some of the numbers changed for the DRE zip file, so i must have gotten an old version somehow. Probably off of spaceport... Anywho, great mod, keep up the awesome work! Quote Link to comment Share on other sites More sharing options...
Scripto23 Posted January 27, 2014 Share Posted January 27, 2014 (edited) ANWRocketMan, I think I fixed the problem. For the J2-X in the real_engines_rescale I added this code in:%crashTolerance = 7%breakingForce = 800%breakingTorque = 800Not sure if this was indeed the problem, but it's fixed so I'm not questioning it. Though my my interstage adapter still ends up in my upperstage tank, but I think that's a stretchy tank or procedural fairings bug. Edited January 27, 2014 by Scripto23 Quote Link to comment Share on other sites More sharing options...
ANWRocketMan Posted January 27, 2014 Share Posted January 27, 2014 Oh, thanks. Will try it out quickly.The last bug I have too. But I think that's with the combination between Stretchy Tanks and Procedural Fairings. I tested and it still happens if there is no engine between them. Quote Link to comment Share on other sites More sharing options...
RHodeidra Posted January 29, 2014 Share Posted January 29, 2014 Hisince I updated to the last version I noticed that the plugin seems to have more tolerance.I de-orbited my station yesterday and nothing went up in flames,even though I was going 2k m/s at 50km.At work right now *giggle* and i'll update when I get home but just seemed like it wasn't even installed at all. Quote Link to comment Share on other sites More sharing options...
Konnor Posted January 29, 2014 Share Posted January 29, 2014 (edited) I de-orbited my station yesterday and nothing went up in flames,even though I was going 2k m/s at 50km.I'm rather late at the party (only tried Deadly Reentry this month), but that seems to be the case with FAR. My first attemts were with spaceplanes and careful reentry, and the only thing I ever lost to the flames was an external camera (from Raster Prop Monitor) - so I assumed it works as intended, and my trajectory was feasible. Mostly.But then I tried to deorbit some satellite, and yeah, it reached the ground fully intact. And that seems strange. Default settings, did not change anthing in config yet. Maybe I should.Edit:@BigP0ppaJ: the setting with a default of 1.03 is temperatureExponent (it is not the shockwave exponent mentioned in the original post). Edited January 29, 2014 by Konnor Quote Link to comment Share on other sites More sharing options...
BigP0ppaJ Posted January 29, 2014 Share Posted January 29, 2014 In the config, there's a setting (I forget what it's called. Exponent somethign or other) that the default is 1.03. If you change this to 1.13, you get what I think is better behavior. Moderately careful entry will give you no problems but stupid reentries will burn up. It doesn't make it crazy hard, but it does make you pay attention, which is what I wanted. (BTW, I'm using FAR as well.) Quote Link to comment Share on other sites More sharing options...
Aknar Posted January 29, 2014 Share Posted January 29, 2014 Doesn't this mod also consider solar panels, and other parts ripping off with speed when exiting or reentering atmosphere? With the vanilla game, it only considers solar panels, and resistance is way too high. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 29, 2014 Share Posted January 29, 2014 If you want other parts ripping off due to drag, FAR is the mod to install. Quote Link to comment Share on other sites More sharing options...
Aknar Posted January 30, 2014 Share Posted January 30, 2014 Have it, doesn't change the speed at which it rips, only considers parts that act like sails better. Reentering atmosphere show shred a probe apart before it can even get a chance to burn up, and it would be logical to have deadly reentry set that up. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 30, 2014 Share Posted January 30, 2014 An issue here is that Kerbin just isn't that dangerous a place to reenter. (That's what the shockwave mult and exponent are for, per OP.)Solar panels break due to code in their module; same for antennae in RT2. It *is* a decent idea to add similar functionality to DRE, to add a max dynamic pressure value to parts and break them if that's exceeded. But usually temperature and G-force suffice to kill unshielded probes in poor reentry corridors. Quote Link to comment Share on other sites More sharing options...
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