Paul Kingtiger Posted August 23, 2014 Share Posted August 23, 2014 Cool, thanks for the replies guys, I'm going to give this a go on my new career game, thanks Link to comment Share on other sites More sharing options...
Raptor831 Posted August 26, 2014 Author Share Posted August 26, 2014 I've updated the download with the terrain edits I've been working on, and I've added some helper configs to adjust antenna ranges for RT2, if installed, and add RSS class heatshields to a few non-stock shields. You should get the RSS heatshields if you haven't already, unless you really like hard mode. Also, I've put this up on GitHub, so anyone who wants to contribute or comment is free to do so. Repository link is in the OP, along with the latest release. Link to comment Share on other sites More sharing options...
komodo Posted August 26, 2014 Share Posted August 26, 2014 Ah, that would explain some of the recent incinerations i've innovated. Thanks for the work as always, i'm really enjoying the pack. Link to comment Share on other sites More sharing options...
Raptor831 Posted August 26, 2014 Author Share Posted August 26, 2014 Ah, that would explain some of the recent incinerations i've innovated. Thanks for the work as always, i'm really enjoying the pack.The RSS-level heatshields are bit much for this config, but having more than you need when it comes to heat protection is the best way to go. Link to comment Share on other sites More sharing options...
komodo Posted August 26, 2014 Share Posted August 26, 2014 The RSS-level heatshields are bit much for this config, but having more than you need when it comes to heat protection is the best way to go. True enough! Is there any 'rule' used when modifying DRE configs like that? The few i've rolled for myself have been mostly trial+error. Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 27, 2014 Share Posted August 27, 2014 (edited) This is an awesome mod/config! I'm glad to see it's up-to-date for KSP 0.24.2!I've decided to scrap my current Career Mode playthrough (not many people seemed to be watching it anyways- and now that I've figured out how to capture video streams, I'd like to take videos from Day 1 of my space program...) and start a new one with this config. A 6.4x scaling works PERFECTLY for more realistic scaling without having to re-size all my parts, since the stock parts are of course currently at about 64% the scale of real-world analogues (of course, a 6.4x scale isn't *quite* the same as 64% scaling: the stock Kerbol system is actually closer to 1/11th of real world scale if you use Kerbin:Earth ratio, not 1/10th...)As for SSTO's, no they shouldn't be possible while running this mod with Advanced Jet Engines (another reason I don't want to use 100% RSS scale- it really needs RealismOverhaul to work properly, and Advanced Jet Engines is an utterly broken mod IMHO...) That silly mod decides to balance everything to 1960's/1970's levels of jet technology, instead of cutting-edge 21st-century tech you would realistically expect to see in a spaceplane. Somebody on that thread challenged me to create a set of configs for 21st-century jet engines for that mod if I really am bothered that much- but I don't have the time to go creating alternate configs for a mod just for it to be playable for me in the first place... (I'm too busy IRL- as I have little prior knowledge, and would have to teach myself how to create the configs as I went...)Tangent aside though- creating a reasonable SSTO with 64% scale early 1970's-era technology simply should not be possible on a 64% scale version of Earth... We still haven't managed to create any reasonable SSTO's with 21st-century technology here on Earth, so I don't see how it could be feasible with 1970's tech...Regards,NorthstarEDIT: Major oversight on my part. I forgot that while all the stock jet engines (except the RAPIER) and new engines introduced by AJE are balanced vs. 1970's tech in AJE, the RAPIER, SABRE, and *some* B9 engine are balanced vs. their real-life 21st-century counterparts. So it *should* theoretically be possible to build a reasonable SSTO spaceplane if you use these engines- although I would recommend using at at least a half-dozen disposable drop-tanks for the initial climb on a spaceplane... Edited August 27, 2014 by Northstar1989 Link to comment Share on other sites More sharing options...
dlrk Posted August 27, 2014 Share Posted August 27, 2014 Whoa, thanks for the auxiliary stuff. Been wanting it for ages! Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 27, 2014 Share Posted August 27, 2014 @Raptor The terrain looks great. Still some funky aliasing between the shores and water but otherwise this looks absolutely beautiferous. So far I can only get a "SSTO" up to about half of orbital velocity using spaceplane+ (4500 m/s and just barely touching space). Also near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore . Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 27, 2014 Share Posted August 27, 2014 near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore .The only reason they were ever "Overpowered" was because they were balanced vs. realistic performance for these futuristic propulsion systems (although some of the technologies in KSP Interstellar are several decades or centuries away- anything using antimatter is a case in point), whereas the actual *challenge* of getting to orbit was much easier than in real life (only 4k Delta-V to get to LKO vs. 10k in real life). The author didn't actually *change* anything abotu these mods if I'm not mistaken?Regards,Northstar Link to comment Share on other sites More sharing options...
Raptor831 Posted August 27, 2014 Author Share Posted August 27, 2014 Whoa, thanks for the auxiliary stuff. Been wanting it for ages!Thanks! This config is much better if all the other mods play nicely. I'm hoping to someday get the launch sites to also be RT2 dishes, so you can launch unmanned stuff from anywhere.@Raptor The terrain looks great. Still some funky aliasing between the shores and water but otherwise this looks absolutely beautiferous. So far I can only get a "SSTO" up to about half of orbital velocity using spaceplane+ (4500 m/s and just barely touching space). Also near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore .I kind of like the new beaches myself. And again, the thing I like about this config is that you have a much harder time getting to orbit, but it's still not next-to-impossible (like reality).The only reason they were ever "Overpowered" was because they were balanced vs. realistic performance for these futuristic propulsion systems (although some of the technologies in KSP Interstellar are several decades or centuries away- anything using antimatter is a case in point), whereas the actual *challenge* of getting to orbit was much easier than in real life (only 4k Delta-V to get to LKO vs. 10k in real life). The author didn't actually *change* anything abotu these mods if I'm not mistaken?Regards,NorthstarNo, I haven't changed any other mods or parts with this (with the exception of the auxiliary MM configs which touch RT2 and DRE). And spot on with the rest, IMO. Link to comment Share on other sites More sharing options...
Misucat Posted August 27, 2014 Share Posted August 27, 2014 (edited) Very good mod Edited September 11, 2014 by Misucat Link to comment Share on other sites More sharing options...
NathanKell Posted August 27, 2014 Share Posted August 27, 2014 Adding ground stations for RT2 is super easy--you can directly copy the longitude and latitude from the LaunchSites when you make a new groundstation. Just remember to give it a new name and unique GUID. Link to comment Share on other sites More sharing options...
Raptor831 Posted August 28, 2014 Author Share Posted August 28, 2014 Adding ground stations for RT2 is super easy--you can directly copy the longitude and latitude from the LaunchSites when you make a new groundstation. Just remember to give it a new name and unique GUID.Yeah, I've looked at it before. I just need to make the time to sit down and copy/paste everything I need. Link to comment Share on other sites More sharing options...
rusty Posted August 30, 2014 Share Posted August 30, 2014 Yeah, I've looked at it before. I just need to make the time to sit down and copy/paste everything I need.This seems to work in RemoteTech_Settings.cfgDisclaimer i have no idea if this is the correct way to do it.Thanks for the 6.4x system lots for fun with Real fuels and stockalike engines.GroundStations{ STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482 Name = Roka Kosmodrone Latitude = 41.7593 Longitude = 91.9 Height = 295 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc483 Name = Pleasant Valley Latitude = -15.2151 Longitude = 101.2433 Height = 2085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc484 Name = Iakod Latitude = -54.8877 Longitude = 45.7251 Height = 840 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc485 Name = Olemek Latitude = -21.1816 Longitude = -123.5356 Height = 195 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc486 Name = Orok Spaceport Latitude = 10.4508 Longitude = -161.5649 Height = 2600 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc487 Name = Kermansburg Latitude = 21.6431 Longitude = -110.7422 Height = 1085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }} Link to comment Share on other sites More sharing options...
bs1110101 Posted August 31, 2014 Share Posted August 31, 2014 What do i set Deadly Reentry to? With it at stock settings pods seem to survive fine, but my multi part ship (a 1m command pod, with all the shielding pulled out, a one kerbal crew can, and then a 1m heat shield.) keeps blowing up. Even more oddly, what keeps happening is the heat shield and the crew can blow up really fast, then the pod survives even though it had no shielding! How do i fix this? Link to comment Share on other sites More sharing options...
Hattivat Posted August 31, 2014 Share Posted August 31, 2014 I can't recommend any settings for DRE, as I havent's gotten to manned missions in x6.4 yet, but I can explain a few things about DRE in general: Generally the more weight you want to land, the larger the diameter of heatshield you need, in order to reduce your ballistic coefficient, and thus slow down quicker in the upper parts of the atmosphere. 1m heatshield is probably too narrow for the mass you want to land. As for the crew - I'm guessing they die due to g-force overloads? If so, try reentering at a shallower angle to reduce peak g deceleration. Pod surviving the heatshield explosion is rather rare, but does happen under certain conditions (when heatshield explodes just a few seconds before achieving successful reentry, so that velocity can drop sufficiently to stop the heating before the pod overheats) and is not in itself an anomaly. Link to comment Share on other sites More sharing options...
bs1110101 Posted August 31, 2014 Share Posted August 31, 2014 All i'm trying to land is this: It only weighs 2.1 tonnes and the heat shield and crew can blow up before g force is an issue. Link to comment Share on other sites More sharing options...
Hattivat Posted August 31, 2014 Share Posted August 31, 2014 Hm, okay, that is indeed a reasonable reentry vehicle. How exactly does your crew "blow up", ie. what does the message on the screen say?Another possibility - perhaps this crew capsule at the bottom has some weird settings, like extremely high maxTemp in its config? Link to comment Share on other sites More sharing options...
bs1110101 Posted August 31, 2014 Share Posted August 31, 2014 Overheating, and it's max temp is 1700. The weird thing is the heat shield burns up first, then the pod lower pod, and the upper pod makes it somehow, so i think it's more a balance thing, the round 1 man pod from hgr also can make it if it matters. Link to comment Share on other sites More sharing options...
Hattivat Posted August 31, 2014 Share Posted August 31, 2014 That's not really weird, it works like lithobraking - the bottom part of the ship can "soak in" enough of the heat to let the top part survive. The weird part is that (if I understand you correctly) your crew inside that top capsule dies, and it isn't due to g-forces, while the capsule itself survives. As for overheating in itself, assuming that your reentry procedure is correct (ie. your initial periapsis isn't too low), then yeah, that's most likely a balancing issue. Although to be fair, 2.1 tonnes is still quite a lot for a 1m diameter heatshield, that's almost double the amount it was designed for.The OP of the DRE thread recommends putting this in your DRE folder (these are RSS-class heatshields): https://raw.githubusercontent.com/NathanKell/RealismOverhaul/master/RealismOverhaul/RO_DeadlyReEntry.cfgOR lowering the heat multiplier in DRE debug console. Nathankell recommends 12 for an easy mode in x10 RSS, and the Realism Overhaul default is 25, so you should probably aim for something in between these values if you decide to go down this route. Link to comment Share on other sites More sharing options...
bs1110101 Posted August 31, 2014 Share Posted August 31, 2014 (edited) The kerbal in the top pod is fine, and lands safely when i don't get bored first. I was going to do something like that, and asking in this thread if anyone knows the values for it .Edit: I've now tested it with 4 heat shields stacked, the heat shields are worthless, someone please make and/or link me to configs for them. Edited August 31, 2014 by bs1110101 Link to comment Share on other sites More sharing options...
NonWonderDog Posted August 31, 2014 Share Posted August 31, 2014 (edited) Here's the config I use, almost entirely adapted from Realism Overhaul:@PART[mk1pod] { @MODULE[ModuleHeatShield] { @direction = 0, -1, 0 @reflective = 0.05 @ablative = AblativeShielding @loss { @key,0 = 650 0 0 0 @key,1 = 2000 160 0 0 @key,2 = 5000 200 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 480 0 0 } }}@PART[Mark1-2Pod] { CoMOffset = 0, 0, -0.12}// ########################################################################################## @PART[0625_Heatshield]{ !MODULE[TweakScale] { } @title = Heatshield (0.625m) @mass = 0.05 @MODULE[ModuleHeatShield] { @direction = 0, -1, 0 @reflective = 0.05 @ablative = AblativeShielding @loss { @key,0 = 650 0 0 0 @key,1 = 2000 40 0 0 @key,2 = 5000 50 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 1920 0 0 } }}// ########################################################################################## @PART[1.25_Heatshield]{ !MODULE[TweakScale] { } @title = Heatshield (1.25m) @mass = 0.08 @MODULE[ModuleHeatShield] { @direction = 0, -1, 0 @reflective = 0.05 @ablative = AblativeShielding @loss { @key,0 = 650 0 0 0 @key,1 = 2000 160 0 0 @key,2 = 5000 200 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 480 0 0 } }}// ########################################################################################## +PART[1.25_Heatshield]:Final{ !MODULE[TweakScale] { } @name = Heatshield-25M @author = Bobcat,NK !mesh = DELETE MODEL { model = DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model scale = 2.5, 2.5, 2.5 } @scale = 2.5 @rescaleFactor = 1.0 @node_stack_top = 0.0, 0.06196643, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.01, 0.0, 0.0, 1.0, 0.0, 2 @title = Heatshield (2.5m) @mass = 0.10 @crashTolerance = 8 @breakingForce = 250 @breakingTorque = 250 @MODULE[ModuleHeatShield] { @reflective = 0.08 @loss { @key,0 = 650 0 0 0 @key,1 = 2000 300 0 0 @key,2 = 6000 375 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 284 0 0 } } @RESOURCE[AblativeShielding] { @amount = 625 @maxAmount = 625 } @MODULE[ModuleDecouple] { @ejectionForce = 40 }}// ########################################################################################## @PART[2.5_Heatshield]{ !MODULE[TweakScale] { } @description = Oops. Somebody forgot to put a heat shield on the Mk 1-2 Pod. Here it is. Sturdy thermal shield to keep the fiery death on the outside of the pod. Make sure the shield points to the travel direction while re-entering, or the pod may still get heated up. Recommended for any pods re-entering atmospheres. @mass = 0.125 @crashTolerance = 8 @breakingForce = 250 @breakingTorque = 250 @MODULE[ModuleHeatShield] { @reflective = 0.08 @loss { @key,0 = 650 0 0 0 @key,1 = 2000 480 0 0 @key,2 = 6000 600 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 170 0 0 } } @RESOURCE[AblativeShielding] { @amount = 848 @maxAmount = 848 } !MODULE[ModuleDecouple] {}}// ########################################################################################## @PART[3.75_Heatshield]{ !MODULE[TweakScale] { } @title = Heatshield (3.75m) @mass = 0.21 @MODULE[ModuleHeatShield] { @direction = 0, -1, 0 @reflective = 0.05 @ablative = AblativeShielding @loss { @key,0 = 650 0 0 0 @key,1 = 2000 1500 0 0 @key,2 = 6000 2000 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 50 0 0 } }}// ########################################################################################## @PART[6.25_Heatshield]{ !MODULE[TweakScale] { } @title = Heatshield (6.25m) - Inflatable}// ########################################################################################## // ########################################################################################## @PART[KM_iheat0]{ @mass = 0.08 @MODULE[ModuleHeatShield] { @direction = 0, -1, 0 @reflective = 0.05 @ablative = AblativeShielding @loss { @key,0 = 650 0 0 0 @key,1 = 2000 160 0 0 @key,2 = 5000 200 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 480 0 0 } } @RESOURCE[AblativeShielding] { @amount = 250 @maxAmount = 250 }}@PART[KM_iheat1]{ @mass = 0.125 @MODULE[ModuleHeatShield] { @reflective = 0.08 @loss { @key,0 = 650 0 0 0 @key,1 = 2000 300 0 0 @key,2 = 6000 375 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 284 0 0 } } @RESOURCE[AblativeShielding] { @amount = 625 @maxAmount = 625 }}@PART[SDHI_2.5_Heatshield]{ @mass = 0.125 @crashTolerance = 16 @MODULE[ModuleHeatShield] { @reflective = 0.08 @loss { @key,0 = 650 0 0 0 @key,1 = 2000 480 0 0 @key,2 = 6000 600 0 0 } @dissipation { @key,0 = 300 0 0 0 @key,1 = 800 170 0 0 } } @RESOURCE[AblativeShielding] { @amount = 848 @maxAmount = 848 }}It's a bit overkill, but you can still burn up with a heavy payload or a steep descent. I haven't actually had time to test the CoM offset on the Mk1-2 pod, though. Edited September 3, 2014 by NonWonderDog Link to comment Share on other sites More sharing options...
Raptor831 Posted August 31, 2014 Author Share Posted August 31, 2014 This seems to work in RemoteTech_Settings.cfgDisclaimer i have no idea if this is the correct way to do it.Thanks for the 6.4x system lots for fun with Real fuels and stockalike engines.GroundStations{ STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482 Name = Roka Kosmodrone Latitude = 41.7593 Longitude = 91.9 Height = 295 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc483 Name = Pleasant Valley Latitude = -15.2151 Longitude = 101.2433 Height = 2085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc484 Name = Iakod Latitude = -54.8877 Longitude = 45.7251 Height = 840 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc485 Name = Olemek Latitude = -21.1816 Longitude = -123.5356 Height = 195 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc486 Name = Orok Spaceport Latitude = 10.4508 Longitude = -161.5649 Height = 2600 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc487 Name = Kermansburg Latitude = 21.6431 Longitude = -110.7422 Height = 1085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }}Someone beat me to it. I'm without proper internet for now, so I'll have to test later, but it looks good. Link to comment Share on other sites More sharing options...
InfinityArch Posted August 31, 2014 Share Posted August 31, 2014 A few questions, and I apologize if they've already been answered on earlier pages, but does this mod play nice with EVE and Better Atmospheres?I'm currently debating whether to play with this or the 10x kerbol system. Link to comment Share on other sites More sharing options...
bs1110101 Posted August 31, 2014 Share Posted August 31, 2014 Yes, but you need configs for it, and then maybe to mess with it a bit more in game. It works about as well as anything with RSS. I recommend it over anything that uses the RO configs, as there are never enough of them for all the mods you want and it doesn't look as good. Link to comment Share on other sites More sharing options...
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