Thanks to NathenKell's contribution to this project
The performance of KSP jet engines are WAY OVERPOWERED, especially while using FAR. In reality all jet engines lose thrust as the air gets thinner in high altitude, while Isp remains the same. However in KSP they lose fuel efficiency not thrust. As a result you can easily reach Mach 3 with any jet engine if you climb high enough.
This problem cannot be solved using the "altitude curve+velocity curve" engine model, which only works reasonably well for rockets. NASA EngineSim is an open-source program which calculates the performance of turbojet, turbofan and ramjets based on thermodynamic equations. This addon incorporates NASA EngineSim into KSP and brings real-world jet engines to the game.
Thanks to ferram4 and Fractal_UK for telling me that the stock jet engines' fuel flow calculation is also wrong. That is to say, they are 15 times more fuel-efficient than what they should be! This problem is corrected by AJE v0.6
1. Jet Engines are calculated by NASA EngineSim
2. Propellers are calculated by YASim algorithm
3. Cooked up something for rotor wings by myself
>>Download from Github<<
Requires FAR. Propellers and rotors won't work without FAR.
Requires Module Manager. AJE is one dll plus a bunch of MM patches. Users should always keep one and only one copy of MM at \GameData and update to a late stable build. However, sometimes MM could freak out and cause problems like removing all parts from the editor
Recommends RealFuels. The engines use LiquidFuel by default, but will convert to Kerosene if RF is installed. It's automatic.
Recommends HotRockets! FX plugin, if you want afterburner visual effects. Some mods have compatibility issues with HotRockets -- NOT MY Fault
See the AJETester folder in the zip for engine customization
License: LGPL with the exception that authors get veto over inclusion in any modpacks
How to use afterburner:
The throttle is just like the real thing. 100% throttle=full afterburner, 66.7% throttle (the second mark on the left edge of navball)=mil thrust, 0%=engine off. There's HotRocket visual effect when afterburner is turned on.
On inlets: (1)Each engine requires a minimum inlet area, once that requirement is fulfilled you'll see Inlet Area:100%. Values lower that 100% means thrust loss.
(2)Each inlet has a TPR(total recovery pressure) curve. TPR lower than 100% means thrust loss. Some inlets are better at subsonic while some are better for supersonic flight. TPR also depends on the angle of attack. The inlets must face toward the air stream to get highest TPR.
1. At very high speed the compressor will overheat. This happens sooner in the lower atmosphere. Throttling down the engine doesn't help. You need to slow down the vehicle or climb higher.
2. Take it easy on the intakes, as they are unlikely the limiting factor. Long before the engine is deprived of IntakeAir it will lose thrust due to the thinner air or go overheat.
3. Anybody not using FAR with this is probably insane.
4. The jet engines can consume fuel very fast like in real-life, especially the ramjet. Climb to the higher atmosphere and turn off afterburner to save fuel, but you still gonna need a LOT!
Recompiled for FAR 0.14.4
Some engines from RetroFuture mod
Determine spool up time based on engine size
Heat code rewrite by NathanKell
RAPIER uses LqdMethane
SABRE M thrust fix
Added a stock ramjet
RetroFuture engine & inlets (partial)
cfg cleanup & Misc. bug fix
Fixed compatibility without RF
Use JSBProp by NathanKell for propellers.
Changed definition of B9 tubofans
SABRE and RAPIER work better without RF
Ignore heatProduction if DRE is installed
tweaked the inlet code suggested by virandi
more engines and bug fixes
Backports from NathanKell's fork:
*Redone piston engine support (inter/aftercoolers, multiple speed/stage superchargers,
volumetric efficiency, ram air, and real performance for the included piston engines)
*Jets show gross thrust as well as net thrust
*Some intake area tweaks (still needs work to get sqft area of each intake part
*Ported over all real jets and piston engines from RftS.
*All included jets should perform like their real counterparts now. Real stats were used
when available, educated guesses made when not.
*Cleaning and variable-renaming in the EngineSim code for clarity and understanding
*Update to 0.24.2 and FAR 0.14.1.1
*Seamlessly works with or without RealFuels
Fixes from taniwha to the DA (TVPP) engines and intakes.
Fixed some inlet data
In-editor information of inlets and engines
Added some engines and inlets
Incorporated RftS textures for some B9 engines
A few more engines
Added support for RAPIER, tweaked SABRE
many DLL and CFG tweaks
Engines have 3% idle thrust by default
Added TV_pizza support and several engines
The propellers should work correctly on other planets(untested)
Added a new engine F404
Solved compatibility issue with latest HotRocket
Balanced propellers, added a speed buff
Support for KAX rotor wing
Added *realistic* support for propellers and rotary wings
Supporting all FS and KAX propellers, including electric ones
Stock "turbojet" becomes J58 with "bleed air" feature, thanks to NathenKell, who provided a simple and elegant solution.
Combined everything into one module: AJEModule supports ME and MEFX at the same time
Using stock atmosphere pressure and temperature now, engines should have ~10% more thrust at high altitude
Engines have 10% more heat tolerance to compensate
AJE works without HotRockets now
Fixed a bug with SABRE M
New afterburner logic
Upgraded J79 to J93, which is more powerful, especially for supersonic flight
Added CoM Offset to stock, B9 and FS engines, making RL rip-off designing more easy.
Air intakes has no physical effect now. Jet engines don't require intakeair, but they still need an atmosphere with oxygen to work.