Starwaster Posted October 15, 2014 Author Share Posted October 15, 2014 Ah, sorry I thought it was from the attachment point. Guess it makes more sense they'd do it to the transform Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 15, 2014 Share Posted October 15, 2014 Sounds like the MM config isn't properly decreasing heatProduction for both modes. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 15, 2014 Author Share Posted October 15, 2014 Sounds like the MM config isn't properly decreasing heatProduction for both modes.Ok, taking a look at it now........and......it does look kind of mangled. I'm afraid to ask, but who wrote it?It should be this:@PART[RAPIER]{ @maxTemp = 1900 @MODULE[ModuleEnginesFX],0 { @heatProduction = 200 } @MODULE[ModuleEnginesFX],1 { @heatProduction = 325 }} Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted October 16, 2014 Share Posted October 16, 2014 (edited) If you define more as "some, rather than none" If the two parts' origins are > 4.5m apart, *no* temperature will be transferred.Okay, the two lateral RAPIERs are within 4.5m of each other, so they'll be sharing heat. I suspect something may be miscalibrated somewhere: at full throttle, they're going from cold to exploded within a matter of seconds, and it needs to be pulled down to 50% throttle or less to avoid that. Pre-25, it would've been minutes rather than seconds, and 90% throttle not 50%.Is the cargo bay likely to be aggravating it?(edit: just saw upthread that y'all are investigating already; thanks) Edited October 16, 2014 by Wanderfound Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 16, 2014 Share Posted October 16, 2014 My fault, as usual. :]Was part of the 3am oh-crap-there's-more-parts-to-add-before-I-send-to-Starwaster thingie right before .25 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 16, 2014 Author Share Posted October 16, 2014 (edited) Okay, the two lateral RAPIERs are within 4.5m of each other, so they'll be sharing heat. I suspect something may be miscalibrated somewhere: at full throttle, they're going from cold to exploded within a matter of seconds, and it needs to be pulled down to 50% throttle or less to avoid that. Pre-25, it would've been minutes rather than seconds, and 90% throttle not 50%.Is the cargo bay likely to be aggravating it?(edit: just saw upthread that y'all are investigating already; thanks)No it's not the cargo bay or anything near it that's responsible.And that's not what Nathan meant. He was replying to part of what I said which was about parts that are attached to each other transferring heat to each other. So his reply is basically saying that it only works if they are less than 4.5 meters apart. For example if you put the shortest fuel tank (FLT100) between the RAPIER and the FLT800, it would absorb more heat than the FLT800 does. But regardless of that, it does look like there's a problem in the DREC config file. (which I posted what it should really look like for the RAPIER. It's from the DeadlyReentry.cfg file)Here's the whole CFG file with RAPIER corrected. Drop this into your DeadlyReentry folder (GameData/DeadlyReentry.cfg)https://www.dropbox.com/s/gagmbk8luzsjj0m/DeadlyReentry.cfg?dl=0 Edited October 16, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
jrandom Posted October 16, 2014 Share Posted October 16, 2014 (edited) I'm seeing bizarre overheating on wing surfaces, too. One moment everything is fine, the next and everything is overheating stupendously fast.Edit: Oooh... maybe it's because most of my wings are attached to the other wings? In the below screenshot, the only wing segment connected to the fuselage is the one at the rear. All the other wing segments attach to that one so I can slide the entire wing assembly back and forth to easily adjust CoL placement. Does this design approach mean that the wings can't dissipate heat efficiently when flying at high speed and altitude (Mach 3.4, 26km, RSS/RO/AJE)? Edited October 16, 2014 by jrandom Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted October 16, 2014 Share Posted October 16, 2014 No it's not the cargo bay or anything near it that's responsible.And that's not what Nathan meant. He was replying to part of what I said which was about parts that are attached to each other transferring heat to each other. So his reply is basically saying that it only works if they are less than 4.5 meters apart. For example if you put the shortest fuel tank (FLT100) between the RAPIER and the FLT800, it would absorb more heat than the FLT800 does. But regardless of that, it does look like there's a problem in the DREC config file. (which I posted what it should really look like for the RAPIER. It's from the DeadlyReentry.cfg file)Here's the whole CFG file with RAPIER corrected. Drop this into your DeadlyReentry folder (GameData/DeadlyReentry.cfg)Link missing, unfortunately.Thanks, though. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 16, 2014 Share Posted October 16, 2014 Fix the RAPIER section to look as Starwaster says it should here.Dunno what I was thinking, putting the commas in the wrong place >.> Quote Link to comment Share on other sites More sharing options...
endl Posted October 16, 2014 Share Posted October 16, 2014 does this mod support blizzy toolbar it has like a "blank icon" using the default app launcher, would be nice if i could remove it Quote Link to comment Share on other sites More sharing options...
Sinistah Posted October 16, 2014 Share Posted October 16, 2014 I was wondering the same and then read the big red text KNOWN ISSUE:If you happen to find the difficulty settings panel, it does not work and was not meant to appear yet because it isnt finished. Sorry! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 16, 2014 Author Share Posted October 16, 2014 (edited) Link missing, unfortunately.Thanks, though.Well crap, let's try this again!https://www.dropbox.com/s/gagmbk8luzsjj0m/DeadlyReentry.cfg?dl=1(btw I corrected this in the 6.2.1 download; undocumented un-incremented version number so future downloads will have the correct config)(Also, toolbar icon is removed; probably should have incremented for that but I was tired and had to crash) Edited October 16, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
LethalDose Posted October 16, 2014 Share Posted October 16, 2014 Question about the heat shield part module and the new parts:Do the cargo bays have directional heat shields or heat shields in in all directions? Specifically, do the doors act as heat shields and do the protect the bay contents? I looked in the CFG files, and I think the cargo bays have (0,0,0) in directional heat shields. Does that mean shielded in all directions?Thanks! Love the mod! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 16, 2014 Author Share Posted October 16, 2014 Question about the heat shield part module and the new parts:Do the cargo bays have directional heat shields or heat shields in in all directions? Specifically, do the doors act as heat shields and do the protect the bay contents? I looked in the CFG files, and I think the cargo bays have (0,0,0) in directional heat shields. Does that mean shielded in all directions?Thanks! Love the mod!0, 0, 0 means omnidirectional yesI'm not sure it can be guaranteed that the cargo bay doors will reliably shield contents if the doors are facing into the shockwave. Depends on the colliders in the door, and it's theoretically possible for raycasting to slip between the doors if a part is perfectly aligned in the center of the bay. Other than that, probably. (I haven't tested those parts with the door facing downwards nor flying upside down so I have no idea if the doors really protect) Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 17, 2014 Share Posted October 17, 2014 Dear Starwasher,I've found your difficulty settings icon comfortably nestled in KSP's stock toolbar. It doesn't bother me as much, but if I decide to - is there a way to nuke it from existence? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 17, 2014 Author Share Posted October 17, 2014 Dear Starwasher,I've found your difficulty settings icon comfortably nestled in KSP's stock toolbar. It doesn't bother me as much, but if I decide to - is there a way to nuke it from existence?Re-download Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 17, 2014 Share Posted October 17, 2014 Nice Mod, take some Rep! On my list to get Soon!TM Quote Link to comment Share on other sites More sharing options...
camlost Posted October 18, 2014 Share Posted October 18, 2014 Has anyone brought down a Mk1-2 pod? Using RSS, RO, the pod has a 4m Mk1-2 heat shield. Reentry orbit was 120 x 60 km but the heat shield still burns up at ~ 50km @ 6-7km/s. Quote Link to comment Share on other sites More sharing options...
jrandom Posted October 18, 2014 Share Posted October 18, 2014 Has anyone brought down a Mk1-2 pod? Using RSS, RO, the pod has a 4m Mk1-2 heat shield. Reentry orbit was 120 x 60 km but the heat shield still burns up at ~ 50km @ 6-7km/s.For those really low orbits, you need to come in a bit steeper, since the shield can't really dissipate heat very well when in the thin upper atmosphere. You have to balance the amount of time you spend there bleeding off speed before you hit the slightly thicker atmosphere where ablation can start. I've found very low orbits to be much trickier to survive than coming in from higher orbits. Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted October 18, 2014 Share Posted October 18, 2014 (edited) Has anyone brought down a Mk1-2 pod? Using RSS, RO, the pod has a 4m Mk1-2 heat shield. Reentry orbit was 120 x 60 km but the heat shield still burns up at ~ 50km @ 6-7km/s.You can always try a lifting re-entry: the goal is to have an asymmetric pod, and roll it so that the heavy side of your reentry pod is pointed upwards. Because your CoM is out of line with the drag vector (intensified by hypersonic lift generated by the heatshield via strange means), your pod will wind up with the heatshield pointed a bit down and the top of your capsule a bit up. Because of that, FAR generates a bit of lift which keeps you higher in orbit longer. Symmetric pods have a hard time because reaction wheels just don't give enough torque to move the pod out-of-line with the retrograde vector. You can also abuse this to shorten your return, by rolling the other way and causing lift the other way.You may also need RO-rated heatshields, I don't know. Edited October 18, 2014 by Starman4308 Quote Link to comment Share on other sites More sharing options...
Jeroen D Stout Posted October 18, 2014 Share Posted October 18, 2014 I was just wonderingâ€â€Are the white and red 'trails' correct with regards to Deadly Reentry or are they just KSP effects that have nothing to do with actual atmosphere?EDIT: Whoops, I realise I am sort-of conflating DE and FAR in my head, asking that. Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted October 18, 2014 Share Posted October 18, 2014 Fun with DRE: http://forum.kerbalspaceprogram.com/threads/95562-fastest-jet-in-ksp?p=1486399#post1486399 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 18, 2014 Share Posted October 18, 2014 The contrails are just FX. Assuming you have both density exponents set to the same thing, they will be *partly* connected, but never trust their presence or absence. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 18, 2014 Author Share Posted October 18, 2014 Has anyone brought down a Mk1-2 pod? Using RSS, RO, the pod has a 4m Mk1-2 heat shield. Reentry orbit was 120 x 60 km but the heat shield still burns up at ~ 50km @ 6-7km/s.Make doubly sure that you have the heat shields from RO. (I know you said you have it but make sure you have THIS: https://github.com/NathanKell/RealismOverhaul/raw/master/RealismOverhaul/RO_DeadlyReEntry.cfg)Also make sure you have DREC 6.2.1Also try lowering your periapsis. (and.... the answer is YES, we've all brought down many MANY Mk1-2 pods. But that wasn't your real question, was it thinking of Wash's answer on the subject in Serenity) Quote Link to comment Share on other sites More sharing options...
Jeroen D Stout Posted October 18, 2014 Share Posted October 18, 2014 The contrails are just FX. Assuming you have both density exponents set to the same thing, they will be *partly* connected, but never trust their presence or absence.Cheers. I had been eyeing the actual heat more than the FX, though there is something about the orange trail that is particularly alarming Quote Link to comment Share on other sites More sharing options...
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