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deadlyreentry's Issues

Game Crash, when Ablator reaches Zero

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.

Improved realism for heating

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)

Definition of terms

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

Tplasma

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.

Thermal coupling between plasma and tiles

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

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

Kerbals explode on eva

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...

ModuleAnimation2Value - field/property not found: reflective

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.

ModuleAnimation2Value

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.

Heat shield mass

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

NullReferenceException in DeadlyReentry.ModuleAeroReentry.IsShielded

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!

please publish on curse.com

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!)

[RealHeat] TimeWarp causes overheating

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.

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