That corrects so steep reentries are in fact deadlier than shallow ones. * Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). * Clamped convection correctly so you will never pass external temperature. * Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is. * Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater. * Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat. * Wing curves modified to lower change in drag based on deflection. * Drag curves modified to lower transonic hump. * Newtonian convection kept pace with hypersonic convection. * Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor. * With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match. * Added curve to control drag coefficient exponent to DCL and Physics.cs * Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature). * When not in an atmosphere, only one skin temperature is tracked the two temperatures are unified on atmosphere exit. * When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures. * Solar panel efficiency is now calculated based on skin temperature. * Part internal and skin temperature also conduct between each other. * Part internal temperature is increased by modules that generate heat and is used for part-part conduction. * Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage. * Parts now have separate internal temperature and skin temperatures. * 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes. * Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors. * Fixed unfortunate typo in the Docking Tutorial. * Fix for horizontalSrfSpd being incorrectly calculated. * Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values. (fixes memory leak with temperature overlay) ![]() * Disabled flashing highlighter in temperature gauges. * Made part's internal highlighter much more efficient. ![]() ![]() * Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial. * Added five new Radiator parts, three of which are deployable. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.= v1.0.3 = ![]() It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. Just start them up and let them do their thing. This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need.Äownload on Spacedock
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |