OHM Damage Module

From that, I imagine that D / m is what is used as the criteria in vessel destruction, where D is the drag force and m the current mass.

So if you have a vessel with lots of drag, but low mass, it can get destroyed very easily.

I haven't really taken the time to test this, but I imagine that any vessel that acts as a parachute might also be destroyed right after the chute opens.

A better condition for vessel destruction would by dynamic pressure...
 
From that, I imagine that D / m is what is used as the criteria in vessel destruction, where D is the drag force and m the current mass.

So if you have a vessel with lots of drag, but low mass, it can get destroyed very easily.

I haven't really taken the time to test this, but I imagine that any vessel that acts as a parachute might also be destroyed right after the chute opens.

A better condition for vessel destruction would by dynamic pressure...

Even better would be if it had a SDK interface, so that developers can add their addons to the exception list in their own code.
 
Either that, or a file that you can input overides for specific vessel classes. I.E. you name XR2_Bay as one with a MUCH higher setting than normal, so that it will break with the XR2.
 
Thanks for the feedback everyone.
Unfortunately I'm going to be away from my main computer for a couple of weeks, so I won't be able to do any work on the addon until I get back.

As speculated in the thread, the criteria for destruction is when the aerodynamic deceleration (drag/mass) exceeds a certain level. I didn't do all that much testing with launch vehicles, and the problems with low mass / high drag vessels getting destroyed too easily is something I will look in to.

I did experiment with using dynamic pressure to trigger destruction, however as the dynamic pressure when traveling at a moderate speed in the lower atmosphere tends to be higher than that encountered during the bulk of reentry, this led to vessels getting destroyed at fairly low speed (launchers during max Q etc). As a side note, does anyone know how orbiter's reentry effects are triggered? I imagine that if I triggered destruction in the same manner it would eliminate most of the problems that have been encountered, as well as being visually more appealing.
 
Hello everyone, apologies for the delay - I was out of the country for a couple of weeks and didn't have access to any of the code.
I've just made a small update which changes how destruction is triggered - instead of drag/mass, the module now uses 1/2ρV³, the same method orbiter uses for rendering reentry particle streams.
This should solve the problems people were having with vessels getting prematurely destroyed, as well as visually tying in destruction to the reentry particle effects.
 
As already stated by RisingFury, this module affects parachutes too. I did some fancy parachute jumps using UMmu with this module activated, and when the chute deploys, your great module deletes my parachutist!

Could you make an exception-list for specific vessels as mentioned earlier in this thread?
 
Awesome idea for an addon, but when I try doing a destructive reentry with the stock DeltaGlider (through Earth's atmosphere), the ship blows into pieces, but all of a sudden shooting through Mars' atmosphere! And then shortly after Orbiter crashed to desktop
 
I have a problem where I need to disable the "damage" module otherwise I get a CTD as soon as the scenario loads, but I noticed if I leave "damage lite" activated on its own it doesn't crash and works great.
 
Maybe you can tweak aerodynamic properties of each wreck because the drag coefficient of all debris created were the same!

How about create 5 types of wreck , each with its own aerodynamic properties

By the way this makes station reentering more awesome:thumbup:
 
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