ksp-ro / deadlyreentry Goto Github PK
View Code? Open in Web Editor NEWHeat and force damage for KSP
License: Other
Heat and force damage for KSP
License: Other
Version 8.0.0, KSP 1.10.1
Depleting the ablator down to zero causes an instant Game crash.
I noticed this happening repeatedly when reentering with the "ROC-ApolloCM" capsule attached to a heat shield. That capsule has for some reason 10 Units of ablator, which deplete very quickly even on a LEO-Reentry.
The problem isn't specific to the capsule however, testing this with other parts resulted in the same way.
Removing the ModuleHeatShield on the Apollo capsule was a quick Band-aid fix, but the problem remains on other ablative parts.
ModuleManager.ConfigCache.txt
Player-prev.log
Edit:
The issue is gone when downgrading back to Version 7.8.0.
Since this mod is a hard mode plugin. Let player choose turning it on or off in 'create new game' phase would be nice.
Would you consider adding a .version file to your mod, to go with a version checker mod like AVC ? ( http://kerbal.curseforge.com/ksp-mods/220462-ksp-avc-add-on-version-checker)
At the moment the heat equation isn't very realistic, and gives some weird results.
This bug is to track improvements.
The model I am envisaging has three thermal components, the plasma, the tiles, and the part (where the part temp interacts with the rest of KSP)
Tplasma The temperature of the plasma
Ttiles Temp tiles
Tpart Part the part temp, what KSP ends up seeing.
TAtm Atmospheric temp.
ρAtm Atmospheric density ∝ Atmospheric pressure
v Velocity of re-entering capsule
A Frontal area of capsule.
t Time.
To make it easy, I'll only deal with fluxes (heat change per unit area), Since heatshield mass and area are equivalent
This is going to be some function of TAtm, vcapsule, ρAtm.
Will need to do some lit searching to figure it out. I guess A is likely to be another dependent variable.
This will be made up of convective and radiative transfer. At lower temps, the convective transfer dominates and is ∝ the difference between the plasma and tile temps (ΔT). At higher temps radiative transfer begins to dominate. Radiative intensity is ∝ ΔT4.
There's no real heat loss to the plasma since it's constantly renewed. So final equation is:
dTtiles/dt = A ΔT + B ΔT4
Ablation can be modelled as a function of Ttiles. Ablation will 'take away' some of the heat from the thermal coupling with the plasma, but that can just be pushed back to
tbc
Hi,
Unfortunately my Kerbals tend to randomly explode while on eva. If new Kerbal (eg from contract) is joining and going eva for the transfer he/she WILL explode for sure.
Other Kerbals somtimes burn... like if there was athmosphere and they were parts close to failing.
Using KAS/KIS and manipulating stuff there is a ranfom chance my Kerbals will go poof...
It would seem that deadly reentry allows asteroids to be destroyed by the heat from engine exhaust.
I'm seeing a lot of ModuleAnimation2Value (MA2V) - field/property not found: reflective in my log
The source seems to be dockingPortLateral which is patched to use MA2V to change 2 values depending on if the port is open or closed.
That particular error is MA2V trying to find the reflective property on ModuleHeatShield and is unable to do so.
There's an issue with unity animations where animation time wraps to 0 when it reaches the end of the animation. This actually applies to anything with WrapMode.Once
This means that when a part is not actively animating, MA2V always sees the time as 0. Frankly I'm surprised MA2V works at all since it's the default wrap mode. I first noticed this when trying to set up KSO25 landing gear to be exposed to reentry when open.
I'm working on a fix involving keeping track of animation time and direction but it's a little kludgy so I wanted to see if anyone had opinions/suggestions about this.
The base mass of the 2.5m heatshield is 0.06t which agrees roughly with the mass of the Huygens 2.7m heatshield at 79kg (though that included ablative mass).
However, the smaller 1.25m heatshield despite being smaller weighs 3x as much at 0.2t. Actually all the other heatshields have the same base structural mass of 0.2t
Using 4.8 on 64bit 0.24 on Linux, I am receiving errors in my log when using deadly reentry parts.
Excerpt from log:
NullReferenceException: Object reference not set to an instance of an object
at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in :0
at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in :0
at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in :0
Also, sometimes I get weird puffs of smoke coming out of the DR decouplers/heatshields (not sure which, but definitely localized there).
Running Deadly Reentry Continued 4.8 (md5: def800ac5b88c04de79055a27c7c2368) with latest Firespitter (from Github, no version info in filename, md5: 69b343dac2eb26ab161638fff4415566).
Any other information I can provide, please ask.
Thanks for an awesome mod! 0.24 just wasn't the same without it so I'm super glad you updated!
I am very happy that you're using github and I wish all KSP adon devs were doing so, but it looks like there is a trend to publish all the binaries on curse. I must admit, this makes it really easy to stay up-to-date with all preferred mods because they allow "favourite" adons to be marked and downloaded in bulk (very useful when a new version of kerbal is released!)
Reproduced the issue I have told you about: timewarp causes a general overheating.
The temperature is the same for all the parts of the vessel, it is dependent on the warp level, doesn't seem to change during the night, and does not scale linearly with the warp.
The temperature doesn't increase immediately, but seems to grow with an exponential curve settling to a final steady state temperature, suggesting that some for of heat dispersion is still happening (possibly radiation, since this issue is also present in space).
These are the temperatures I measured on the launchapd:
Warp 1x: 26°
Warp 5x: 41°
Warp 10x: 50°
Warp 50x: 66°
Warp 100x: 69°
Warp 1000x: temperature exceeds 2000° and causes everything to explode.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.