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


Starwaster

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To say nothing of spinning end over end...

Well that part didn't happen yet... that had to wait for re-entry :D

But on the bright side, I did get all 5 kerbals back in a mostly recognizable-as-a-spacecraft condition. Mission success!

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Well that part didn't happen yet... that had to wait for re-entry :D

But on the bright side, I did get all 5 kerbals back in a mostly recognizable-as-a-spacecraft condition. Mission success!

So... I can put away the buckets and sponges then?

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My capsules just keep burning up.

Neither of the visible heat shield parametres have changed. What did happen? Does this file add lift to the shielded capsules? I have only noticed this effect with the big rescaled heat shields from the Realism Overhaul package but not with this fix file.

To Kalor.

I had the very same problem of unexplainable huge thrust and accelerations with both Real Fuels and Kerbal Isp Difficulty Scaler. They both add variation of thrust with Isp which is not modeled by default in the game. So they seem to do the very same thing twice and screw up some of the multipliers or so.

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My capsules just keep burning up.

Neither of the visible heat shield parametres have changed. What did happen? Does this file add lift to the shielded capsules? I have only noticed this effect with the big rescaled heat shields from the Realism Overhaul package but not with this fix file.

To Kalor.

I had the very same problem of unexplainable huge thrust and accelerations with both Real Fuels and Kerbal Isp Difficulty Scaler. They both add variation of thrust with Isp which is not modeled by default in the game. So they seem to do the very same thing twice and screw up some of the multipliers or so.

Re: burning up. Coming in too steep maybe. do as much braking as possible in the upper atmosphere

re: thrust

Your thrust problem didnt come from RF. Unless you mean in combo with KID, which I dont use... but it never sounded to me like something that should be used in combo with RF...

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Wrong. If you come in too steep, you'll have G-force problems. Burnup is what you get when you come in too shallow, and brake too slowly. The capsule heats up much more then, and your heatshield can ablate away.

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Wrong. If you come in too steep, you'll have G-force problems. Burnup is what you get when you come in too shallow, and brake too slowly. The capsule heats up much more then, and your heatshield can ablate away.

all that means is there's such a thing as too shallow.

I go shallow all the time and arrive alive.

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I just managed to get my manned Mun lander back to kerbin completely safely, without any visable re-entry heat, the capsule did not even begin to glow. In fact it was my entire lander that I brought down. science kit and all.

Granted my periapsis was at about 40km and I had to do another trip around. But with some aerobraking and general logic you can do an extremely safe re-entry.

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Yeah I'm not using RF or KID, (not even sure what that particular one is?) but the problem seems to have vanished, even on that same craft, with no changes, so... yeap confuzzled. The oddest part is that I didn't have huge thrust or acceleration, just the G-force.

Re Burning up... what is your velocity when you hit ~30KM above Kerbin? I've managed to bring down a couple of craft now without heat shields, it just takes more time than a more direct descent. I usually make a pass or two at a very high altitude to aerobrake some, just about 50-55KM above Kerbin, depending on my starting altitude. Generally speaking, if my altitude is very high, IE starting to return from KSO, I'll go JUST low enough to barely touch atmo, 55-59KM, which only slightly reduces the orbit, but only doesn't cause any excess heat. If my starting altitude is lower, say 80-100km, I'll go deeper, 40-50, unless its a lightweight vessel, in which case I'll go into the high 30's.

Edited by kalor
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I have tried both versions. The effect is generally the same. Maybe slightly better with big ones. The big problem is that the average resistance through the path is not low it is quite high! Those things just do not heat up to the all possible extent and I usually keep more than half of my ablative with me. They are braking way too hard and keep killing kerbals!

Edited by Kitspace
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Alright, I'm having a peculiar issue.

So, I decided to add DREC to my massive list of mods. No real issue, until I tried to reenter. My pod cooled upon reentry, like one would in standard Kerbal. Curious. Turns out that the game had defaulted my heat multiplier to 0. So I fix it in the debug menu. All things good, right? Wrong. The next launch, the setting is again defaulted to 0, forcing me to change it. I even decided to remove all of my mods (save for the NASA Mission Pack, which may or may not be seen as a mod) and the same problem existed.

Is there a fix for this, or will I have to change my heat multiplier every time I select a vessel?

Oh, by the way, I tried to put in my output_log.txt, but my Chrome crashed instead, I hope you can do without it.

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Alright, I'm having a peculiar issue.

So, I decided to add DREC to my massive list of mods. No real issue, until I tried to reenter. My pod cooled upon reentry, like one would in standard Kerbal. Curious. Turns out that the game had defaulted my heat multiplier to 0. So I fix it in the debug menu. All things good, right? Wrong. The next launch, the setting is again defaulted to 0, forcing me to change it. I even decided to remove all of my mods (save for the NASA Mission Pack, which may or may not be seen as a mod) and the same problem existed.

Is there a fix for this, or will I have to change my heat multiplier every time I select a vessel?

Oh, by the way, I tried to put in my output_log.txt, but my Chrome crashed instead, I hope you can do without it.

Look in DREC's folder for a config file that says custom in its name (I forget the exact name) then delete it.

If it doesnt exist or you still have problems, you might not have it installed properly.

also, dont try post your actual output_log.txt, put it up for download. somewhere like dropbox.

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Look in DREC's folder for a config file that says custom in its name (I forget the exact name) then delete it.

If it doesnt exist or you still have problems, you might not have it installed properly.

also, dont try post your actual output_log.txt, put it up for download. somewhere like dropbox.

I wish I could say that I haven't tried those, sorry.

I'm glad that you gave your input, I guess I'll just have to wait for it to sort itself out.

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Not using FAR, but BTSM. Looked into the cfg, its the same as default DRC:

@REENTRY_EFFECTS[Default]:Final{
@shockwaveExponent = 1.09
@shockwaveMultiplier = 1
@heatMultiplier = 25
@startThermal = 250
@fullThermal = 1150
@temperatureExponent = 1.03
@densityExponent = 0.85
@gToleranceMult = 2.5
@crewGClamp = 30
@crewGPower = 4
@crewGMin = 5
@crewGWarn = 300000
@crewGLimit = 600000
@crewGKillChance = 0.75
}


// Command Pod MK1
@PART[mk1pod]:Final
{
@MODULE[ModuleHeatShield]
{
@dissipation
{
@key, 1 = 800 480
}
}
}


// 1.25m Heatshield
@PART[1.25_Heatshield]:Final
{
@MODULE[ModuleHeatShield]
{
@dissipation
{
@key, 1 = 800 480
}
}
}


// Heat Shield for Mk 1-2 Pod
@PART[2.5_Heatshield]:Final
{
@MODULE[ModuleHeatShield]
{
@dissipation


{
@key, 1 = 800 240
}


}


}


@PART[0625_Heatshield]:Final
{
@MODULE[ModuleHeatShield]
{
@dissipation


{
@key, 1 = 800 640
}


}


}


@PART[3.75_Heatshield]:Final
{
@MODULE[ModuleHeatShield]
{
@dissipation


{
@key, 1 = 800 60
}


}


}

Your calculator suggests to aerobrake at 30.132 km, which is not possible without exploding :/

Edited by Tahib
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What was your apoapsis, and approximate speed upon hitting ~60K?

I do 30-35K all the time with little to no problems, but I am coming in shallow, from lower orbits (80-100), I will go as high as 55 if I am coming from LKO or further, as the velocity is significantly higher. Very important factor, that.

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How do I know my current entry path angle?

What is the maximum angle for slow suborbital paths?

What were the entry angles for both types of Mercury missions?

Look at the map and guess it. Get out a protractor maybe.... but I just eyeball t

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AFAIK, Current entry path is just the map. There's probably some utilities to do the math for you, but eyeball and map have served me pretty well :D

I'm really not sure about maximum angles for re-entry paths either, again, I mostly use gut feeling and guesswork (Kerbal style!). Generally speaking, even sub-orbital, I try to be as gentle as possible,within reason, as a "just in case i screw up" backup.

Just at a glance at wikipedia, it appears that at least one of the Mercury craft re-entered at ~1.5 degrees, but that may not be entirely accurate either.

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Keep in mind that the appropriate reentry angle is going to be different depending on the height of your orbit, the size of your craft, and the mass of your craft. There's no simple "aim for here" rule that I'm aware of. :(

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