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Citizen247

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Posts posted by Citizen247

  1. 2 hours ago, owin0116 said:

    I wanted to download this mod, so I downloaded it using ckan (along with FAR and AJE and real fuels and CCK), and only the L-12 Liberty engine was added to the game and the rest of the engines included in this mod were not added.

    So I downloaded all mods manually again because I thought it was a bug in Ckan, but now the game can't load AJEE's file.

    How do I install this mod correctly?

    (My English may not be smooth because I use a translator.)

    If you have CCK the engines are added to  custom categories lower down in the parts list. Are you sure they're not there?

    Most of the prop engines also require other mods, such as Airplane Plus.

  2. I'm referring to these:

    • The lower power engines (<100hp) don't currently generate their correct power level. I'm working on it.
    • The Kuznetsov NK-12 turboprop (14,750hp) is currently "only" set to 11,000hp. When set higher the engine bugs out and causes craft to explode. I'm fiddling with config settings, but this may be a limit of AJE.
    • ModuleEngineConfigs NullReferenceException errors.
    • Part field warnings.

    They're issues I've identified with AJE-E configs. With exception of the the NullReferenceExceptions which are coming from realfuels.

  3. I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it:

    I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene.

    I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. Is there a way around this?

  4. I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it:

    I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene.

    I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. My question is: Is there some way around this? Some field to target that will allow me to increase tank volume and preserve contents in flight?

    At the moment the only way I can see for getting around this would be to clone the part for each tank volume and remove the B9PartSwitch.

  5. On 6/6/2021 at 12:47 AM, NathanKell said:

    This is a truly amazing collection, kudos! I'm glad to see all the work I put in to modeling piston engines sees some good use. Let me know if any of the config options are weird (or you run into holes that should be covered / find bugs / etc).

    Also, there's two relevant updates coming that should be of interest. First, AJE is getting a new release shortly (fixes in master already). It includes two big changes. There were some lingering issues with piston engines (namely that they didn't cut out with next to no air, which was not great; and they didn't account for mach drag on the rotor disc, which I had turned off back in 1.1 or so in the expectation that FAR's transonic rewrite would account for it, but it turned out not to and I never turned it back on). Also, AJE didn't model centrifugal flow turbojets different from axial-flow. I've now added isCentrifugalFlow as a field you can set. That enables a couple curves, centrifugalFlowMachEtaCurve and centrifugalFlowMachTPRCurve which have (IMO) sensible values, but are of course settable. They are respectively a multiplier to compressor efficiency and of pressure recovery at compressor intake, each as a function of mach number.

    Second, last night I discovered a bug with FAR which @dkavoliskindly fixed immediately: prop rotor discs (and all other excluded transforms) were not in fact being excluded from voxelization. That's fixed in FAR's master, and will go out in the next release.

    I'll take a look, I'm getting back after a big absence due to "life". I think the only thing I could possibly desire from base AJE is a turboprop config, rather than trying to hammer piston engines to due turboprop engines. I keep meaning to have a look myself but the code is a little beyond me.

  6. I ain't dead. Just been deployed over seas, doing a university course in coding and I've not even fired up KSP for a year. It's a thing.

    The only reason for parts to be shiny is because there are configs for TexturesUnlimited. Delete that patch and they should go away.

    I really want to get back to this, but it's dependent on erm, everything being easier. In the meantime, I will try and at least do a bug fix for the latest version.

  7. On 12/29/2020 at 8:53 AM, Nik Power said:

    Hi, I'm playing KSP 1.10.1 with AJE 2.15.0

    I have installed AJE Extended 2.0.5 and *PUFF!!!* the Small Circular Intake (0.625m) gone from SPH parts list

    Log attached

    Tried the AJE Extended 2.0.4 - same thing

    Without this mod the AJE seem to be TOTALLY useless (trust is almost ZERO)

    Sorry it's taken me awhile to get back to you. I'm not on the forums much at the moment and I've stopped getting email updates for some reason.

    The only thing I can think of is that AJE-E removes categories from parts if CCK is installed, and moves them to various custom categories. A quick look at your log indicates the "miniIntake" part is getting the categories patch and that CCK is installed. Are you sure you're looking in the right place (i.e. under the new CCK intakes category)?

    The CCK patch is the only one AJE-E runs on the miniIntake part as it is configured already by AJE. For fault finding you can try temporarily removing the "Categories.cfg" file from the AJEExtended mod directory to see if the part reappears.

  8. On 12/1/2020 at 10:44 PM, Matuchkin said:

    Again, I do not mean to discredit your work. AJE Extended has always been used and will continue to be used by me in the future. I am simply wondering why, as of now, one has to guess when using piston engines.

    This is an extension to AJE, which is the background engine that makes AJE-E work. Since AJE is a mod aimed at realism it focuses on realistic parameters. Thrust is an emergent property depending on the power of the engine and its operating conditions and environment, and so, with AJE, you can't know what the thrust will be until the engine simulation is running. Similar reasoning for fuel consumption.

    In any event what fields are shown is a decision of the AJE mod, not AJE-E.

    If all you want is more KSP engines that work the same as pre-existing KSP engines, this mod is not that I'm afraid. Given the modular nature of the configs and the way the engines are constructed it's conceivable that non-AJE configs could be added and applied if AJE isn't installed, but I personally have no interest in creating them.

  9. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.

  10. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.

  11. Pack up your troubles

    2.0.5 is up.

    Added:

    Liberty L12 configs, part, model and sound effects.

    This is the first part to added new models.

    Bug fixes:

    Fixed squad shock cone intake being overwritten by the exotics patch if SXT or B9 Aerospace mods are not installed.

     

    This doesn't add much, more of an interim update really. I ideally wanted to have some more models and parts added, but didn't want a bugfix to be left waiting.

  12. 1 hour ago, BrawlerAce said:

    I found the issue with this because I also ran into this when I was making a modpack. In AJEExtended/Templates/Exotics/AJE-Exotic-Templates.cfg, it looks like you edited the existing shock cone intake instead of copying it like I assume you intended to. (@ instead of +)

    
    @PART[shockConeIntake]:NEEDS[AJE&!SXT&!B9_Aerospace]:FOR[AJEEXTENDED]
    {
    	@name = AJEE_SQD_SABRE_Intake

     

    That's weird. I could have sworn it was still in my install. I'll get it fixed asap. Thanks.

  13. On 6/24/2020 at 6:59 PM, AfterLyfe said:

    I tried using a clean install. Just installed FAR, AJE, and AJEE. (Including all the dependencies through CKAN). Issue persists.

    Here's a KSP.log if it can help: https://www.dropbox.com/s/wczc6c5xxela7yj/KSP.log?dl=0

    So you have community category kit installed? On s cursory glance I can see my patches for it being applied, but no other reference to it. I'm wondering if you can't see some parts because they're having their categories removed but not being sorted by CCK.

  14. On 6/22/2020 at 1:47 AM, AfterLyfe said:

    Thanks for the quick reply. I'm honestly not sure what's happening then. I installed it through CKAN. KSP 1.9.1

    Removing your mod fixes the problem, and the part is there. Re-installing it only gives me the 3.75m intake (which is still sorted under the 1.25m parts - Size 1).

    Re-installed it through github. No change.

    What mods do you have installed?

    The parts get their sizes from the original part, it's something I've been meaning to look at. For most parts it doesn't make much sense but when it's going up to 3m+ from 1.25m I should really adjust it.

  15. 18 hours ago, AfterLyfe said:

    I'm not 100% sure if it's this mod is even responsible, but my Shock Cone Intake is 3.75m in diameter, and the log calls it AJEE.SQD.SABRE.Intake. So far the only mention I found of it is in the Templates folder under Exotics. Is there a way to get the original shock cone intake, or allow it to be resized down to a level where it can be used on a MiG-21 or A-12 style plane? (both of those being only 1m and 1.3m wide)

    The larger intake is a new part added using the normal intake as a template, the normal sized one should still be there.

  16. @TranceaddicT
    The techlevels aren't relevant. Configs for normal engines work fine without them. They're only mentioned in the error log because techlevels is one of the parameters in the function throwing the exception.


    @Starwaster
    There's a lot going on with AJE-E configs, but I've picked out a bit of the relevant code for one of the parts throwing null refs:

    It uses templates:

    Spoiler
    
    	 //Rolls-Royce Kestral (Interwar era 1920's-30s British V12)
    	AJEE_RRKESTREL
    	{
    		author = Citizen247
    			
    		title = Rolls Royce Kestrel
    		manufacturer = Rolls Royce
    		description = A major V12 British aviation engine of the interwar period. The Kestrel Powered many RAF aircraft including the Hawker Fury, Britain's first 200mph+ fighter and the Hawker Hart.
    		
    		mass = 0.434
    		//diameter = 1.0
    		diameter = 1.125
    		
    		
    		MODULE //Kestrel IB
    		{
    			name = ModuleEnginesAJEPropeller
    			engineID = prop
    			engineType = Piston
    			
    			IspMultiplier = 1
    			useOxygen = true
    			exhaustDamage = False
    			ignitionThreshold = 0.1
    	
    			 //Settings based on R-1830, couldn't find anything solid so hoping that is close enough.
    			displacement = 1300
    			compression = 6.0
    			minRPM = 500
    			maxRPM = 2900
    			power = 525
    			gearratio = 0.553
    			BSFC = 1.1E-7
    			coolerEffic = 0
    			coolerMin = -200
    			ramAir = 0.15
    			exhaustThrust = 0.0		
    			meredithEffect = 0.0
    			boost0 = 48
    			rated0 = 4800
    			boost1 = 0
    			rated1 = 0
    			cost1 = 50
    			switchAlt = -1.0
    			turbo = false
    			wastegateMP = 48
    			propName = 81in2CS
    			
    			#@AJEE_TEMPLATES/AJEE_CURVES/MIDPROP/atmosphereCurve {}
    			#@AJEE_TEMPLATES/AJEE_CURVES/MIDPROP/velCurve {}
    			#@AJEE_TEMPLATES/AJEE_CURVES/MIDPROP/atmCurve {}
    															
    			#@AJEE_TEMPLATES/AJEE_PROPFUEL/PROPELLANT {}
    		}
    	
    		MODULE:NEEDS[RealFuels]
    		{
    			name = ModuleEngineConfigs
    			type = ModuleEnginesAJEPropeller
    			configuration = Rolls Royce Kestrel-IB
    			useConfigAsTitle = true
    			origMass = #$../mass$
    			
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-IB
    											
    				massMult = 1		//434kg
    				power = 525
    				
    				#@AJEE_TEMPLATES/AJEE_PROPFUEL/PROPELLANT {}
    			}
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-V
    											
    				massMult = 1		//434kg
    				power = 685
    				
    				#@AJEE_TEMPLATES/AJEE_PROPFUEL/PROPELLANT {}
    			}
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-VI
    											
    				massMult = 1		//434kg
    				power = 740
    				
    				#@AJEE_TEMPLATES/AJEE_PROPFUEL/PROPELLANT {}
    			}
    		}
    	}

     

    that are then inserted into "sanitised" part prefabs:

    Spoiler
    
    +PART[APP_Hawker_Prop]:NEEDS[AJE&AirplanePlus]:FOR[AJEEXTENDED]
    {
    	@name = AJEE_RRKestrel_Prop
    	 //Part specific settings
    }
    
    @PART[AJEE_RRKestrel_Prop]:NEEDS[AJE]:FOR[AJEEXTENDED]
    {
    	@title = #$@AJEE_TEMPLATES/AJEE_RRKESTREL/title$
    	@manufacturer = #$@AJEE_TEMPLATES/AJEE_RRKESTREL/manufacturer$
    	@description = #$@AJEE_TEMPLATES/AJEE_RRKESTREL/description$
    	@mass = #$@AJEE_TEMPLATES/AJEE_RRKESTREL/mass$
    	
    	@rescaleFactor = #$@AJEE_TEMPLATES/AJEE_RRKESTREL/diameter$
    	@rescaleFactor /= #$/base_diameter$
    	
    	@category = Engine
    	
    	#@AJEE_TEMPLATES/AJEE_RRKESTREL/MODULE[ModuleEnginesAJEPropeller] {}
    
    	@MODULE[ModuleEnginesAJEPropeller]
    	{
    		%thrustVectorTransformName = #$../AJEE_thrustTransformName$
    	}
    }
    
    @PART[AJEE_RRKestrel_Prop]:NEEDS[AJE&RealFuels]:AFTER[AJEEXTENDED]
    {
    	#@AJEE_TEMPLATES/AJEE_RRKESTREL/MODULE[ModuleEngineConfigs] {}
    }

     

    This is what it looks like compiled in my modulemanager cache:

    Spoiler
    
    	parentUrl = AirplanePlus/Parts/Engine/Early/hawker/part.cfg
    	PART
    	{
    		name = AJEE_RRKestrel_Prop
    		module = Part
    		author = blackheart612/Tanner Rawlings
    		mesh = model.mu
    		rescaleFactor = 0.9
    		node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
    		TechRequired = aviation
    		cost = 400
    		entryCost = 2200
    		category = none
    		subcategory = 0
    		title = Rolls Royce Kestrel
    		manufacturer = Rolls Royce
    		description = A major V12 British aviation engine of the interwar period. The Kestrel Powered many RAF aircraft including the Hawker Fury, Britain's first 200mph+ fighter and the Hawker Hart.
    		attachRules = 1,0,1,1,1
    		mass = 0.434
    		dragModelType = default
    		maximum_drag = 0
    		minimum_drag = 0
    		angularDrag = 0
    		breakingForce = 200
    		breakingTorque = 200
    		crashTolerance = 15
    		maxTemp = 3600
    		fuelCrossFeed = True
    		bulkheadProfiles = size1
    		base_diameter = 1.25
    		AJEE_thrustTransformName = thrustTransform
    		tags = aje_prop_engine
    		MODULE
    		{
    			name = FSengineSounds
    			engage = AirplanePlus/Sounds/hawker_startup
    			power = AirplanePlus/Sounds/hawker_idle
    			disengage = AirplanePlus/Sounds/hawker_stop
    			flameout = AirplanePlus/Sounds/piston_flameout
    			powerPitchBase = 0.8
    			thrustAddedToPitch = 0.0
    			powerFadeInSpeed = 0.003
    			powerFadeInDelay = 0.5
    			powerLowerThreshold = 0.0
    			powerVolume = 1.0
    			engageVolume = 1.0
    			warningSoundThreshold = 0.8
    			warningCooldownTime = 2.0
    			randomStartDelay = 1.0
    		}
    		MODULE
    		{
    			name = ModuleAlternator
    			RESOURCE
    			{
    				name = ElectricCharge
    				rate = 1.0
    			}
    		}
    		MODULE
    		{
    			name = FSplanePropellerSpinner
    			propellerName = nosecone
    			rotationSpeed = 400
    			windmillRPM = 0.1
    			spinUpTime = 0.175
    			useRotorDiscSwap = 1
    			rotorDiscFadeInStart = 0.95
    			rotorDiscFadeInEnd = 0.95
    			rotorDiscSpeed = 20
    			rotorDiscName = disc
    			blade1 = blade1
    			blade2 = blade2
    		}
    		MODULE
    		{
    			name = FSswitchEngineThrustTransform
    			defaultTTName = thrustTransform
    			alternateTTName = alternatethrustTransform
    			useNamedAlternate = 0
    		}
    		MODULE
    		{
    			name = FSengineHandCrank
    		}
    		MODULE
    		{
    			name = FMRS_PM
    			parent_vessel = 0
    		}
    		MODULE
    		{
    			name = ControllingRecoveryModule
    		}
    		MODULE
    		{
    			name = ModuleSYPartTracker
    		}
    		MODULE
    		{
    			name = AlternatorFailureModule
    			baseChanceOfFailure = 0.11
    			expectedLifetime = 6
    		}
    		MODULE
    		{
    			name = TankFailureModule
    			baseChanceOfFailure = 0.1
    			expectedLifetime = 6
    		}
    		MODULE
    		{
    			name = ModuleEnginesAJEPropeller
    			engineID = prop
    			engineType = Piston
    			IspMultiplier = 1
    			useOxygen = true
    			exhaustDamage = False
    			ignitionThreshold = 0.1
    			displacement = 1300
    			compression = 6.0
    			minRPM = 500
    			maxRPM = 2900
    			power = 525
    			gearratio = 0.553
    			BSFC = 1.1E-7
    			coolerEffic = 0
    			coolerMin = -200
    			ramAir = 0.15
    			exhaustThrust = 0.0
    			meredithEffect = 0.0
    			boost0 = 48
    			rated0 = 4800
    			boost1 = 0
    			rated1 = 0
    			cost1 = 50
    			switchAlt = -1.0
    			turbo = false
    			wastegateMP = 48
    			propName = 81in2CS
    			thrustVectorTransformName = thrustTransform
    			atmosphereCurve
    			{
    				key = 0 6500 0 0
    			}
    			velCurve
    			{
    				key = 0 0.9 0 8.335538
    				key = 0.05 1.1 0.5928154 -1.385793
    				key = 0.17 0.05 -27.85487 -3.821292
    				key = 0.3 0.03 0 -1
    				key = 0.4 0 0 0
    			}
    			atmCurve
    			{
    				key = 0 0 0 23.8846
    				key = 0.2 2.235937 0.5522752 -0.8590934
    				key = 0.525 1.025 0 0
    				key = 1 0.8 0 0
    			}
    			PROPELLANT
    			{
    				name = AvGas
    				resourceFlowMode = STAGE_STACK_FLOW_BALANCE
    				ratio = 1
    				DrawGauge = True
    			}
    		}
    		MODULE
    		{
    			name = ModuleEngineConfigs
    			type = ModuleEnginesAJEPropeller
    			configuration = Rolls Royce Kestrel-IB
    			useConfigAsTitle = true
    			origMass = 0.434
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-IB
    				massMult = 1
    				power = 525
    				PROPELLANT
    				{
    					name = AvGas
    					resourceFlowMode = STAGE_STACK_FLOW_BALANCE
    					ratio = 1
    					DrawGauge = True
    				}
    			}
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-V
    				massMult = 1
    				power = 685
    				PROPELLANT
    				{
    					name = AvGas
    					resourceFlowMode = STAGE_STACK_FLOW_BALANCE
    					ratio = 1
    					DrawGauge = True
    				}
    			}
    			CONFIG
    			{
    				name = Rolls Royce Kestrel-VI
    				massMult = 1
    				power = 740
    				PROPELLANT
    				{
    					name = AvGas
    					resourceFlowMode = STAGE_STACK_FLOW_BALANCE
    					ratio = 1
    					DrawGauge = True
    				}
    			}
    		}
    		MODULE
    		{
    			name = GeometryPartModule
    		}
    		MODULE
    		{
    			name = FARAeroPartModule
    		}
    		MODULE
    		{
    			name = FARPartModule
    		}
    		MODULE
    		{
    			name = KOSNameTag
    		}
    		MODULE
    		{
    			name = ModuleUPFMEvents
    		}
    	}

     

    To see everything in context source is up on github:

    https://github.com/seanyoung247/AJEExtended

    If you need anything from me please let me know.

  17. 37 minutes ago, TranceaddicT said:

    Imma just drop this here for your consideration.

    It looks like AJEE is causing RF to NRE.

     

    Yes, there appears to be a problem getting ModuleEngineConfigs from RealFuels to work with AJE part modules during partload. It doesn't seem to affect anything in-game, nor does it prevent parts being loaded, so is almost a cosmetic error. Still no errors is better than some, even ones that can be ignored. As mentioned in the RF thread, I think I'm going to actually delve into the RF code and debug it at runtime to find the root cause. Personally I'm not sure it's something I can fix at this end, ModuleEngineConfigs probably needs to be patched to deal with AJE engine modules. It assumes it's working with either a stock ModuleEngine* module or a stock RCS module, and I think that's the root cause somehow.

    Either way it's probably something I'll have to look at (I can't expect the RF guys to fix a incompatibility for my lone use case), be it submitting a patch to RF or writing my own AJE version of ModuleEngineConfigs for AJE-E.

  18. 8 hours ago, blowfish said:

    Did whoever added ModuleEngineConfigs to AJE engines actually test that the configuration works?

    I'd be the whom, and it works in game. Configs are swapped as expected and change the engine properties. These errors only seem to appear during partload, I've not seem them thrown in-game and there doesn't appear to be any issues in-game. To my knowledge AJE-Extended is the only mod that uses Real-Fuels ModuleEngineConfigs and AJE engine modules together, so I tend to assume it's me screwing up somewhere.

    I've looked through the source code for ModuleEngineConfigs and honestly can't really see where these errors might originate. The code seems to do a good job of checking for null objects before trying to do anything with them. My next step would probably be to compile RealFuels myself with debugging turned on and try and hunt down exactly what line is throwing the exception. It's just low on my to do list at the moment because:

    1. I've not done really any coding for KSP nor debugging, so would need to spend a fair bit of time learning before I could start,
    2. I simply don't have much time at the moment,
    3. It doesn't seem to actually cause any problems in-game.

    Any way, I do want to delve in and try and solve this at some point, especially to find out if it's something that could be fixed my end. Or if there's some patch I can submit.

  19. 17 hours ago, AntiMatter001 said:

    Hi!

    Right off the bat I'm going to say I'm running 1.9.1 so this may very well be my issue and why I'm having problems but carrying on!

    So! I'm having issues with the prop engines you get at the very early stages of the tech tree (spud, baron). the issue is that i'm getting up to a certain speed and they're then losing their thrust. it goes from a steady 17KN to almost 3KN.

    is this a bug or am i just missing something to do with effective running speed? or something?

    They're designed that way. Spud is based on the Spad WW1 biplane, for instance, whose top speed was around 120mph, around 53m/s, which is where the Spud tops out. The Spud is meant for old and slow biplanes, so it can't go fast.

    2 hours ago, AntiMatter001 said:

    so essentially I'm just being a big dum dum. I drew the same conclusion yesterday after doing some tests with different propellers. kinda sad i can't get my prop SSTO to even lift off anymore. are their any other mods that add more propellers?

    apart from KAX, Firespitter.

    SXT adds a fair few prop engines.

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