{"action":"created","issue":{"url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/369","labels_url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/369/labels{/name}","comments_url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/369/comments","events_url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/369/events","html_url":"https://github.com/KSP-RO/RealismOverhaul/issues/369","id":90492776,"number":369,"title":"Maximum Temperatures!","user":{"login":"NathanKell","id":5144098,"avatar_url":"https://avatars.githubusercontent.com/u/5144098?v=3","gravatar_id":"","url":"https://api.github.com/users/NathanKell","html_url":"https://github.com/NathanKell","followers_url":"https://api.github.com/users/NathanKell/followers","following_url":"https://api.github.com/users/NathanKell/following{/other_user}","gists_url":"https://api.github.com/users/NathanKell/gists{/gist_id}","starred_url":"https://api.github.com/users/NathanKell/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/NathanKell/subscriptions","organizations_url":"https://api.github.com/users/NathanKell/orgs","repos_url":"https://api.github.com/users/NathanKell/repos","events_url":"https://api.github.com/users/NathanKell/events{/privacy}","received_events_url":"https://api.github.com/users/NathanKell/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":8,"created_at":"2015-06-23T21:20:33Z","updated_at":"2015-07-03T04:34:21Z","closed_at":null,"body":"We need to figure out what appropriate internal and skin maximum temperatures are.\r\n\r\nFor heatshields, this is simple enough. It's even pretty simple for capsules. But we need to figure it out for other things (engines, tanks, landing legs, solar panels, the works). Because right now RO basically applies a flat 800C (1073K) to all parts, then customizes them a bit (high max temps for capsules and engines and nosecones). But short of the heat shields and capsules we've already done, that really needs a rework, *especially* since 1.0.3 separates between skin and internal temps."},"comment":{"url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/comments/118228599","html_url":"https://github.com/KSP-RO/RealismOverhaul/issues/369#issuecomment-118228599","issue_url":"https://api.github.com/repos/KSP-RO/RealismOverhaul/issues/369","id":118228599,"user":{"login":"NathanKell","id":5144098,"avatar_url":"https://avatars.githubusercontent.com/u/5144098?v=3","gravatar_id":"","url":"https://api.github.com/users/NathanKell","html_url":"https://github.com/NathanKell","followers_url":"https://api.github.com/users/NathanKell/followers","following_url":"https://api.github.com/users/NathanKell/following{/other_user}","gists_url":"https://api.github.com/users/NathanKell/gists{/gist_id}","starred_url":"https://api.github.com/users/NathanKell/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/NathanKell/subscriptions","organizations_url":"https://api.github.com/users/NathanKell/orgs","repos_url":"https://api.github.com/users/NathanKell/repos","events_url":"https://api.github.com/users/NathanKell/events{/privacy}","received_events_url":"https://api.github.com/users/NathanKell/received_events","type":"User","site_admin":false},"created_at":"2015-07-03T04:34:21Z","updated_at":"2015-07-03T04:34:21Z","body":"Yep, you got it!\r\nKSP doesn't deal on any lower level than the part (or the vessel, when under high warp), but it does simulate:\r\n* Conduction\r\n* Convection (simple newtonian convection and hypersonic convection, including oblique and attached shocks)\r\n* Radiation Influx (from black body emission from the current body, from reflected sunlight from current body albedo, from solar flux--all of which scale by distance and by cross-sectional area facing the heat source, and from the stellar background or a guesstimated atmospheric background radiation temperature, quite high during reentry. Note that air mass in an atmosphere is accounted for, so flux when sun at the horizon != flux when sun at zenith)\r\n* Radiation outflux from the part's temperature.\r\n* Internal generation (engines) or dissipation (ablator pyrolysis).\r\n\r\nAll bodies have emissivity and albedo; Physics.cfg in the KSP folder stores global physics parameters; parts have all sorts of overridable parameters as described in the thread.\r\nParts have calculated thermal masses for the part interior (dry mass * global default specific heat * thermalMassModifier + for each resource, amount * density * hsp) and for the skin (skin area * skin mass per area * global default specific heat * part thermal mass modifier * skin thermal mass modifier)\r\n\r\nEach physics tick, the fluxes are applied (in the order of conduction, convection, radiation in, radiation out), i.e. the total flux in kW is calculated then divided by thermal mass to get change in K.\r\n\r\nUnder high warp (100x and above) an analytic model is used where the total radiative area of the vessel is calculated, weighted by emissivity/absorption, and the total weighted area facing the sun and facing the local body is also calculated. Internal production plus incoming radiation is summed, and the vessel is set to the temperature that emits that in watts, unless the vessel is in atmosphere, in which case the resting temperature interpolates between that and ambient, based on density."}}