Search the Community

Showing results for tags 'engine'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 48 results

  1. NicheParts A small'ish parts pack which adds some real life engines and RCS parts. This pack is recommended for use with Realism Overhaul mod & is not well balanced for the stock game. RealPlume is also a must. In action: https://imgur.com/a/DNOd4 The parts: http://imgur.com/a/8IueS Installation: Just copy into GameData, Realism Overhaul & RealPlume Configs provided. The mod is not intended for use in the stock game, however if you do wish to play in stock delete the following folders in the NicheParts mod: RealPume Configs Realism Overhaul Configs Download: SpaceDock License: If you like this mod, please do check out Zarbizaure's awesome mod which adds even more realistic engines: Forgotten Real Engines.
  2. URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
  3. Hi, I am looking for a RD-0110 engine which works with Realism Overhaul and especially Realistic Progression Zero.
  4. I love putting the RE-M3 "Mainsail" Liquid Engine in my rockets, but since it's the heaviest are there any best liquid fuel engines for first stages out there? (no mods please) I use the 'Skipper' Liquid fuel engine for my second stage.
  5. GTIndustries (GTI) have spend their entire budget on R&D. The results are five new products (plugins). GTI MultiModeEnginesFX GTI MultiModeEngines GTI MultiModeIntakes (MM included) GTI MultiModeConverter (MM included) GTI MultiModeHarvester (MM included) Features of GTI MultiModeEngine & GTI MultiModeEngineFX: GTI Multi Mode Engines Select which engine ID to affect Availability (Flight, Editor) Propellants, Ratios, IgnoreForISP, DrawGauge etc. is set up like stock through the alternative ModuleEngineFX modules Custom naming of Engine configuration Set Engine Type [LiquidFuel, Nuclear, SolidBooster, Turbine, MonoProp, ScramJet, Electric, Generic, Piston] Thrust Heat production Curves: atmosphereCurve, velCurve, atmCurve throttleISPCurve (GTI MultiModeEngine only) Features of GTI MultiModeIntakes: Switching between "ModuleResourceIntake" defined in the part Switch intake resource (resourceName) when the intake switches Can be disabled by setting preserveResourceNodes to true. Features of GTI MultiModeConverter: Switching between all the different "ModuleResourceConverter" in the part. Compatible with USI Converters as well because they inherit from the stock module. Features of GTI MultiModeHarvester: Switching between all the different "ModuleResourceHarvester" in the part. Compatible with USI Harvesters as well because they inherit from the stock module. How-to add: (There are no parts added with GTI Utilities, this is intended for use in other mods) Pictures: Download: Download from GitHub (including the source code) Download from SpaceDock Example Engines: Dependencies: (separate downloads) Module Manager by sarbian which is under a "CC share-alike license" Changelog: Known issues: Credits and sources of code inspiration: Diazo - help & advise kerbokatz - Afterburner mod - inspiration FreeThinker - Interstellar Fuel Switch - inspiration blowfish - advice on UI_ functions Crzyrndm - advice on ConfigNode coding NathanKell - for coding advise in the forums sarbian - Module Manager & advice Nazari1382 - HotRockets FX Licence: https://opensource.org/licenses/MIT All bundled material follows it original licencing terms! HotRockets Art Assets: http://creativecommons.org/licenses/by-nc/4.0/
  6. I have built my own engines for KSP by the usual methods; Blender, Unity, and then modifying a .cfg file to fit my specific engine. The engines work just great in KSP 1.1.3. However, when I install them in KSP 1.2.2, they have no thrust. They use fuel, produce smoke, and make noise; they just do not have any thrust on the pad and no thrust is computed on the stats in the VAB. I am using a completely stock install of 1.2.2, except for the engines, which are in their folder under GameData. Here are two photos of the same part in action in both versions. Here is my .cfg file: PART { name = hybridFirstStage module = Part author = Peter Balholm, after Kartoffelkuchen mesh = model.mu rescaleFactor = 0.7 node_stack_top = 0.0, 33.42, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -4.4, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = start entryCost = 0 cost = 2000 category = Engine subcategory = 0 title = Hybrid First Stage Engine manufacturer = Sarawak Tank Company description = A hybrid rocket engine which can be clustered to build the first stage of the Cassandra rocket. The oxidizer tank is bamboo plywood and holds nitrous oxide pressurized with gaseous oxygen. The fuel is paraffin wax and powdered aluminum. The sea-level nozzle made of Baekelite reinforced with asbestos fiber. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 3.33 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 RESOURCE { name = LiquidFuel amount = 6012 maxAmount = 6012 } RESOURCE { name = Oxidizer amount = 24048 maxAmount = 24048 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ksX_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = AJ-26-62 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 924 useEngineResponseTime = False engineAccelerationSpeed = 20 heatProduction = 400 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.4 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.6 } atmosphereCurve { key = 0 345 key = 1 268 } } MODULE { name = ModuleGimbal gimbalTransformName = AJ-62_Engine_Nozzle gimbalRange = 4 } MODULE { name = ModuleAnimateHeat ThermalAnim = --None-- } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  7. Need More Rotors? Apart from Firespitter and KAX, I felt there wasn't enough rotarywing parts. This mod is my attempt to answer that. Introducing K.R.X. (Kerbal Rotor Expansion). DOWNLOAD From SpaceDock! Videos: Included in this release: Heron: coaxial rotor Sparrow: 3 blade rotor (left and right rotating versions) Osprey: 3 blade tilt-rotor style (left and right rotating versions) Seagull: 6 blade super heavy rotor Tail Rotors: 3 Blade, 6 Blade, and Fenestron Issues: Some tuning and balancing is still needed. Co-axial rotor (Heron) has a problem with one of the rotor switch/prop-blur, a limitation of firespitter. I'm working on a fix. Recommended Mods: Throttle Controlled Avionics: For single rotor use 'unbalanced thrust' on the main rotor and 'manual' on the tail rotor. For intermeshing, tandom, or quad, etc. configurations, use 'thrust'. Change Log: Version 0.31.1 Minor Update -Fixed Crash Tolerance on Fenestron tail rotor -Fixed Spelling Error on Osprey rotors -Increased torque compansation in Osprey rotors Version 0.31: -Added Fenestron tail rotor -Corrected the direction of the Osprey rotors -Increased the thrust of the Osprey rotors Version 0.30: Added 2 new tail rotors: -TR7 tail rotor to compliment the Sparrow main rotor. -TR24 tail rotor to compliment the Sea Gull main rotor. Added specially rigged gimbals to main rotors to emulate cyclic. Remodeled the Osprey rotors. Version 0.25: Initial release. Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with K.R.X.) Keptin: The sounds were made by Keptin (tweaked by me) and for much of the inspiration of this mod. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  8. Nuclear Aircraft Engines Download Thermonuclear Turbines on SpaceDock! A new hot way to get into orbit! This is a small engine mod that adds nuclear turbine aircraft engines based off of this concept, Aircraft Nuclear Propulsion, Project Pluto and the similar Soviet program Tupolev Tu-95LAL, also with a little influence from the Choujikuu Yousai Macross anime series and sequels to give two of the engines space capability. The concept behind the engine is that thermal energy is transferred through a heat exchanger into the "can" (combustion section of a turbine) instead of using combustion to rapidly heat up gasses to turn the turbine and provide thrust. Features: Four Engines: M.A.S.A.M.U.N.E., Back Draft, Fire Storm, and Fire Whirl. Example Crafts Custom Sounds Custom FX Current Issues: A few minor bugs I'm working on fixing, otherwise the engines work as it says on the tin. Example Crafts: Harron Sky Fire Corporate Flyer Corporate Flyer II Corporate Flyer III Tin Goose Soru Krane Dragon CHANGE LOG 1.0.12: 1.1.2 Compatible, Updated Module Manager Dependency 1.0.11: 1.1 release, updated packaged *.dll plugins (Module Manager, FireSpitter, Smoke Screen). Minor changes to the Example Craft. 1.0.1P: Fixed location of FX folder, Fixed some issues with Example Craft. 1.0.0P: Release for 1.1 pre. Additional Credit: nli2work: for his awesome propeller meshes. Nazari1382: Hot Rockets (And the tutorial to make my own.) Snjo: for FireSpitter (*.dll Packaged with Thermal Nuclear) sarbian: for Module Manager, & Smoke Screen (*.dll Packaged with Thermal Nuclear) RoverDude: for Community Resource Pack (Packaged with Thermal Nuclear) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. So I have built a vessel to carry my crew to the Jovian system in KSP. I am trying to leave the Kerbin system with a DT Vista Fusion Engine, but I keep running into the same problem over and over. Out of the blue, my thrust drops to 0. I check Kerbal Engineer and it says that my fuel is burning and all other resources are being consumed as normal. Check the engine itself and it says it has 600Kn of thrust, but my orbital speed isn't changing at all. There is a constant supply of power coming from the Nuclear fusion generator, keeping the power above 2.5Gw. This isn't happening right when I start my burn either, I will use 1,750DV in a certain direction with perfect output from the engine, but after that it just stops, with 250 more DV required to finish my burn correctly. I have been looking over this all night and I cannot for the life of me figure out what is causing this constant failure in engine output. Any advice? Anyone else seen this weird bug?
  10. After recently sending a probe to the Mun, I have came across some issues regarding the Ion Engine, but rather than list everything bad about it, I've decided to turn this into a conversation. What are your pros and cons of the IX-6315 "Dawn"? Please feel free to post your opinions on this topic below! - Mr_Kerbal
  11. Elephant Engine The Elephant Engine is effectively a 75% "Mammoth". It consists of three "Vectors" in a single 3.75m housing, for when a Mammoth is just overkill. As a side-bonus, mode switching in-flight will allow you to emit a plume of elephants, instead of fire. --------------------------------------------------------------------------------------------------------------- Download: SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 0.2 (2015-05-06) - Initial Release. 0.1 (2015-05-06) - Internal Test. Inspiration:
  12. How to change all engine Fuel Consumption? i try config like this @Part[*]:HAS[@Module[@ModuleEngine*]]:HAS[@Propellant[*]]:AFTER[@Module[@ModuleEngine*]] { @ModuleEngine[*] { @Propellant[*] { @ratio *= 0.1 } } } This Config only change first engine propellant ratio. how to change all engine propellant ratio?
  13. This might not be possible, but we need to make a VTOL engine that has a mark one part for the engine, BUT does NOT have an exhaust. Instead, you have radially mounted thrusters you add on that can be toggled between VTOL and normal flight. The trick being the thrusters don't produce thrust UNLESS the engine is present.
  14. Lately I've been using the infernal robotics joint parts to create usable U-Joints. Wanting to build a 4x4 off roader I took the engine model from the ICE engine mod (purely for looks, not using their wheels) and then bolted an IR rotatron at the end of the motor. Then of course I attached the U-joint and then the driveshaft, and another U-joint and finally that goes into a non-powered rotating bearing. Looks exactly like a real setup and by spinning the shaft when moving it looks real. It even articulates properly if the angles are kept reasonable. EDIT: Uploaded some Photos: http://imgur.com/a/Sqybh EDIT: Uploaded some videos below too inline. Here's the direct links. Kerbal Space - 4x4 Off-Roader with Simulated Differential and Driveshaft. Kerbal Space - 2-Engined-Driveshaft-Driven-2-wheel-drive Drag Racer Problem is there is no actual differential available to get this power to the wheels. So I had to "cheat" and add rotatrons again for each wheel coming out of the simulated differential. By driving all at once it "looks" like a driveshaft is powering the differential. Pretty cool! Looks very realistic to see a driveshaft working as the wheels articulate. It even properly "snaps" as it rotates by not using a linear speed as the joints bend. Using the bearings from IR I can even make multi-piece drive shafts. Worked way better than expected and got me excited. So then I decided to simulate the idea of driving using these shafts and just ran parallel driveshafts to overcome the diff limitation. I used multiple 45-degree Ujoints to basically bend the shaft 90-degrees so each shaft was dedicated to the left and right wheels. By then using two motors I got a rear-drive tractor built that drives without using any actual wheel parts. I attached the large heat shield scaled up for the wheels and it gets the *perfect* amount of traction. I even get wheel hop when making an independent suspension and less when making it a solid design just like in real life. So with all this said I have a quick request for help making a mod. I want a quick and basic hack to existing models to make a real differential that works on rotation. Should be easy to tack 3 IR rotatrons onto the Ground Pylon and simply transfer rotation torque from any rotatrons to the others . So if the input shaft rotates 90* then the two output shafts also forcefully rotate 90*. Basically the same if either side receives a torque load it would transfer into the other two rotatrons. Eventually more logic could be added for limited slip functions of a rear-end multiplier. (Shiftable 2-speed rear like a semi would be even cooler) I just registered here and this is my first post so I'll wait to upload photos until after this gets approved. I'm also a rather crazy software engineer well versed in C++ but not at all in C# but I'd be happy to code this if someone could point me towards what to do. Appreciate the help.
  15. This mod have moved to the released section of the forums Ever wished the stock MultiModeEngine could handle more than 2 modes for engines? GTI Multi Mode Engine does exactly this. The purpose is to introduce an alternative way to switch engine configuration (propellants and other properties). The key source of inspiration comes from InterstellarFuelSwitch by FreeThinker. I find that supplementing it by versatile engines is a great asset. I've added simple intake switching, so intake atm is more attractive, and the days of adding two intake modules to an intake can be over. Pictures Features: GTI MultiModeEngine: Multiengine switch (conceptually what InterstellarFuelSwitch does, just for engines) Select which engine ID to affect Availability (Flight, Editor) Propellants, Ratios, IgnoreForISP, DrawGauge Custom naming of Engine configuration Set Engine Type [LiquidFuel, Nuclear, SolidBooster, Turbine, MonoProp, ScramJet, Electric, Generic, Piston] Thrust Heat production Curves: atmosphereCurve, velCurve, atmCurve Technology needed can be defined (currently not working) Engine Exhaust Effect switches when engine is switched UI Override of individual engine Activate, Shutdown and KSPFields in the right click menu UI_CHOOSEOPTION for switching between engine configurations Next/Previous Action Possibility of 8 Individual actions for engine, i.e. first 8 configurations can be accessed directly through actions (custom button defined in VAB or through AGX) Multi Mode Intakes: Switch intake resources on the fly current resource will be reset to zero (intended) Other setting will remain unchanged for now. Only one intake should be present in any one part. Only the first one is changed. How: (There are no parts added with GTI Utilities, this is intended for use in other mods) List of Atmosphere Curve in the Kerbol system. Very nice when deciding on form of the curves for the engines. Download: Download from GitHub (including the source code) Dependencies: Module Manager by sarbian which is under a "CC share-alike license" Changelog: Credits and sources of code inspiration: kerbokatz - Afterburner mod FreeThinker - Interstellar Fuel Switch blowfish - advice on UI_ functions Crzyrndm - advice on ConfigNode coding NathanKell - for coding advise in the forums sarbian - Module Manager & advice Licence: https://opensource.org/licenses/MIT
  16. When making an RCS, do you make a 'thust transform' in each of the directions of the RCS and name each one 'RCSTransform' or some similar thing in Unity?
  17. Hey there! Im working on a reuseable rocket, by using smme's as the 1st stage engines. Unfortunately they have only 1 ignition available. So I tried to change the amount of ingitions in the engine config (cfg.) but I couldnt find the word ignition in it. This is how it looks like: //New engine/cluster plugin patch @PART[SSTU-SC-ENG-RS-25]:NEEDS[SSTU]:FOR[RealismOverhaul] { %RSSROConfig = True %engineType = SSME @mass = 3.526681 @crashTolerance = 12 %breakingForce = 250 %breakingTorque = 250 %maxTemp = 3588.15 @MODULE[ModuleEngines*] { %minThrust = 1358.5 %maxThrust = 2278.824 %heatProduction = 100 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.728 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.272 } @atmosphereCurve { @key,0 = 0 453 @key,1 = 1 363 } } } +PART[SSTU-SC-ENG-RS-25]:NEEDS[SSTU]:FOR[RealismOverhaul] { @name = SSTU-SC-ENG-RS-25x5 @MODULE[SSTUModularEngineCluster] { @currentEngineLayoutName = Five-X !LAYOUT,*:HAS[~name[Five-X]]{} @LAYOUT[Five-X] { !MOUNT,*:HAS[~name[Mount-SLS]]{} @MOUNT[Mount-SLS] { %size = 8.4 %canAdjustSize = false } } } }
  18. Hey there! I've been working on a reuseable rocket, powered by LO2 & LH2, recently. I figured out that the Space Shuttle Main Engines (SSME or RS-25) are very good and effective 1st stage engines, but I've got stuck with one issue: The SSME has only 1 Ignition available. So I started looking for a mod, which gives you the ability to ignite engines a customizeable amount of times, by adding hypergolic or pyrophoric substances, such as Triethylaluminium (TEAL), which ignites spontaneusely in contact with O2. TEAL is being used by SpaceX in their falcon 9 first stage, giving it the ability of igniting the merlin engines multiple times. So I would like someone to make a mod (because I'm not a programmer), which gives you the ability of igniting your engines multiple times, by adding an external (or internal) ignitor, which is connected to a tank filled with a hypergolic or pyrophoric substance(s). It would be amazing, if someone could recreate what I've just written. Thank you very much for your attention! Here are some pictures of my reuseable LH2/LO2 Rocket. Enjoy!
  19. Today i made my first mod that adds a second Xenon+Electric powered engine. it gives really little thrust, but because of that you can make really accurate adjustments and it is also really efficient! there is a video showing it on Curse (link below) Click here to go to the download page (Curse) -Thanks shinevision
  20. Today i made my first mod that adds a second Xenon+Electric powered engine. it gives really little thrust, but because of that you can make really accurate adjustments and it is also really efficient there is a video showing it on Curse (link below) Click here to go to the download page (Curse) -Thanks shinevision
  21. For small SSTO probes or larger, long term long distance SSTO travel, I feel like our 0.625m Dawn ion engine needs a bit of love. Well. Not the Dawn engine itself, but the Ion engine mechanic. We have a huge whopping/gaping hole in Ion engines or Ion fuel tanks which desperately needs filling. Sure, we have nuclear engines... I guess? But they are also somewhat limited to LFO, and man - that stuff's heavy! Xenon gas and electric power is as light as air!... Hence... "Gas". Bad pun, huh. As more ION engines are needed/wanted, this is an idea for an SSTO based Ion drive: An inline Ion engine which doubles up as a jet engine. Mode 1: Liquid Fuel, wet mode. It should be moderately inefficient with this mode due to its upper stage efficiency. Mode 2: Ion Xenon/Electricity mode. Slightly less efficient than the Dawn drive, but has 1.7KN extra thrust. This is because the engine is a 1.25m/MK1 drive. Like really, who builds a 0.625m SSTO? Just put it in a bay! But when efficiency Is needed, it would be awesome to have a 1.25m/MK1 Ion engine. And with that? 1.25m xenon tanks. In use with the Gigantor solar array, I think this could work rather well.
  22. I've been working on an improved nuclear engine for the past few hours (don't tell my english teacher) and it's almost done. Just one problem, I can't get all three modes to work. It just goes from liquid fuel to intake air, skipping oxidizer. Help is greatly appreciated. Code concerning switching: MODULE { name = MultiModeEngine primaryEngineID = LF secondaryEngineID = OX secondaryEngineID = IA } MODULE { name = ModuleEnginesFX engineID = LF thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1.6 EngineType = Nuclear PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleEnginesFX engineID = OX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1.6 EngineType = Nuclear PROPELLANT { name = Oxidizer ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleEnginesFX engineID = IA thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1.6 EngineType = Nuclear PROPELLANT { name = IntakeAir ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } }
  23. Hi. What's the most efficient engine in Kerbal Space Program? With 'efficient', I mean the engine you can get the longest distance with. For example, if we compare the Terrier to the Mainsail. The Terrier can burn for a pretty long time, but not with a lot of thrust. Though, the Mainsail can burn with higher thrust, but not for that long. Are these two just as good (in space, without any landings or takeoffs)?
  24. Hello everyone. I was playing KSP and then I had this bug : my third stage engine doesn't work even if the fuel tank is full. I tried to restart my game and my computer, but it's still not working. The bug starts when I get out of the athmosphere. It says that the engine is on but the fuel doesn't flow. I can't play anymore with that bug! If you know how to fix this, please reply. Thank you very much.
  25. Hi everyone! I just was wondering what engine would be best for long distance interplanetary missions. Which engine is the most efficient (in a vacuum) Fuel wise and dV wise? Imagine a trip from Kerbin to Jool, or even farther. Thanks everyone!