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


Starwaster

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is there a way to temporarily disable this plugin? I'd like to do some crazy stuff without having to set up an additional KSP install. I've tried setting the g-multiplier and shockwave settings to zero in the debug menu, but parts still explode due to exceeding g-tolerance.

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6.25m heatshield and NEAR doesn't seem to work right.

auhQ6IU.png

I've sent a very small surface probe to Eve, aimed for 60km Pe. This is what I got - heatshield is basically super air brake.

Also, you might wish to fix normal texture name for it - that weird lightning is due to ATM not recognizing it.

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Any suggested settings for DRE to be used with FAR? If so could we get them on the original post too? :)

Stock DREC settings should be fine. I'd like to be able to change when the flames show up. (So that they match the heating) but other than that everything is fine. If you want more of a challence you could up you. Heat multiplier to 1.08 or 1.12(if using 1.12 be sure to get the RSS heat shield configs)

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biohazard15: What were you expecting? you've got a big (inverted) umbrella and a tiny payload.

OMG, not just that but EVE.

That's like pea soup.

I once popped chute in the upper atmosphere and had to go away for 25 minutes and left the game on phys timewarp x4. It was still descending when I returned.

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Taki117: you mean shockwaveExponent with those numbers, I think, as the OP says. Heat multiplier starts at 25...

I have edited the OP to make things clearer: presence or absence of FAR does not matter. Don't believe what the youtubez tells you.

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Taki117: you mean shockwaveExponent with those numbers, I think, as the OP says. Heat multiplier starts at 25...

I have edited the OP to make things clearer: presence or absence of FAR does not matter. Don't believe what the youtubez tells you.

Yes, I dead mean Shockwave Exponent. Is there a way for FAR users to get the reentry flames to sync with the heating? It kinda kills the effect if I'm reaching 600C at 40km, but the reentry effects don't even appear, and not even fully, at 20km, when things have already cooled down?

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Hello again! I'm having problems with something really stupid.

I am attaching some screen shots. Basically, the antenna is burning up on ascent, but nothing else even gets luke warm. It's really frustrating for me because it doesn't matter where I move the antenna too (even inside the fairings), it still explodes.

I tried setting the physics significance to "1" with no improvements.

Is there a way to just make DR ignore antennas?

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The flames occur when:

1. Speed is above 750, reaching full at 1100 (these numbers are customizable)

2. Density * velocity^3 is high enough (stock code)

#2 is a problem because KSP has density scale linearly with pressure, so density in the upper atmosphere is less than it should be.

RealHeat will have various things you can do to play with the FX, though.

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The flames occur when:

1. Speed is above 750, reaching full at 1100 (these numbers are customizable)

2. Density * velocity^3 is high enough (stock code)

#2 is a problem because KSP has density scale linearly with pressure, so density in the upper atmosphere is less than it should be.

RealHeat will have various things you can do to play with the FX, though.

Oooo, I can't wait. I've tried playing with the speed settings, to no avail, so I think because I play with FAR it's screwing up the density, which is causing the mismatch.

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Oooo, I can't wait. I've tried playing with the speed settings, to no avail, so I think because I play with FAR it's screwing up the density, which is causing the mismatch.

FAR doesn't actually alter stock atmosphere density. Its atmospheric modeling is applied to its own drag model, which replaces stock drag. That's all implemented in PartModules. It's not likely to be the cause of your problem.

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The cause of the issue is that heating is proportional to density^density_exponent, whereas FX are proportional to density.

(note that density is much less than 1.0 at reentry altitude and density_exponent, stock DRE, is 0.85...so that's a sizable difference.)

I may do another bare release of DRE with a few issues fixed and support for FX density exponent included, as a last legacy release.

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FAR doesn't actually alter stock atmosphere density. Its atmospheric modeling is applied to its own drag model, which replaces stock drag. That's all implemented in PartModules. It's not likely to be the cause of your problem.

So I should try upping the speed settings again?

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Hey guys,

I've never used this mod, but I'm considering it, and I have a few questions:

1. What settings would make the heat "realistic" on stock kerbin, as in something that survived reetry in-game would probably have survived it on Earth? (Also, would adding FAR or NEAR require different settings?)

2. How is this mod affected if I add FAR later? My guess is it would increase how fast things heat up since I hear FAR essentially makes the air "meatier".

3. Can SSTO's still safely land with this mod, and would wings alone allow you to glide down slow enough to no burn up? I've enjoyed making SSTOs with the stock physics, but somehow I doubt ships like these would survive reentry...

298DBA7707E51161F727EEF20AC3702E52D668CE

15423A21AF0EAD29A70382F39F01ABD1F0D7C76D

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Hey guys,

I've never used this mod, but I'm considering it, and I have a few questions:

1. What settings would make the heat "realistic" on stock kerbin, as in something that survived reetry in-game would probably have survived it on Earth? (Also, would adding FAR or NEAR require different settings?)

2. How is this mod affected if I add FAR later? My guess is it would increase how fast things heat up since I hear FAR essentially makes the air "meatier".

3. Can SSTO's still safely land with this mod, and would wings alone allow you to glide down slow enough to no burn up? I've enjoyed making SSTOs with the stock physics, but somehow I doubt ships like these would survive reentry...

1. See first post

2. It changes how things are affected by drag and mass will give inertia (instead of increasing drag) which means they are affected less by drag than if they would if their mass were lower. That matters in the upper atmosphere which is where you want to get as much deceleration as possible.

3. 'gliding down slow' isn't what lets you survive reentry. Parts need heat shielding to survive. The nose of the first ship can survive; it has space plane parts that could survive but their shielded side is turned inwards and it has a medium fuel tank with no shielding at all. It might survive reentering tail first. Second picture; I haven't a clue about those parts.

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3. 'gliding down slow' isn't what lets you survive reentry. Parts need heat shielding to survive. The nose of the first ship can survive; it has space plane parts that could survive but their shielded side is turned inwards and it has a medium fuel tank with no shielding at all. It might survive reentering tail first. Second picture; I haven't a clue about those parts.

Hmm, so the heat shields are what does it then. But none of the wing parts I've seen seem to include heat shields (that I've noticed, perhaps I'm mistaken), so wouldn't that mean that space planes always get their wings striped off?

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Hmm, so the heat shields are what does it then. But none of the wing parts I've seen seem to include heat shields (that I've noticed, perhaps I'm mistaken), so wouldn't that mean that space planes always get their wings striped off?

Not at all, instead of a heat shield they have a high reflectivity. Meaning that instead of absorbing the heat into a material that burns away it instead uses special materials to reflect the heat away from the surface.

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Not at all, instead of a heat shield they have a high reflectivity. Meaning that instead of absorbing the heat into a material that burns away it instead uses special materials to reflect the heat away from the surface.

AH! Ok then, so how exactly do you know which parts will burn up once you install this? Does it just give heat tolerance values for each part in that case?

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If you right-click on a part in the editor part list, it will show you the information on the modules it has on the right. Check and see if a heat shield is listed; if it has one, one will be listed. The infobox on the left shows max temperature of the part.

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Do you have RemoteTech2 installed? That mod handles antennae itself, and intentionally rips them off in atmo if they're extended.

Of course! Look again, It's the small antenna that doesn't snap. I'll be adding a heatshield on it on the meantime but I'm really curious what is causing this problem.

And (by extension), no fairings will help because the mod isn't fairing aware.

Again, the antenna isn't extended because it's the small one that can't be. It's not snapping, it's heating up.

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Of course! Look again, It's the small antenna that doesn't snap. I'll be adding a heatshield on it on the meantime but I'm really curious what is causing this problem.

Again, the antenna isn't extended because it's the small one that can't be. It's not snapping, it's heating up.

I looked at your pictures but it's hard to tell from them which one is the part you're referring to or where it's situated.

But the final picture indicates it failed due to excessive G-Forces, not overheating... granted it was only 2.5 G so there's something unusual going on. You need to post some log files. output_txt.log (or player.log if Linux or Mac)

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