Jump to content

Search the Community

Showing results for tags 'engine'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • 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
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

  1. I'm annoyed by the lack of aircraft, especially airliner parts and many mods are discontinued or don't have the parts I want. So I will make my own! (Click on the images for full-size) Boeing 737, 727 and 787 View inside the 737 cockpit Taking a look at the 737-800 engine Parts Boeing 737 (Max) inspired Cockpit with detailed IVA Boeing 737-800 Engine Boeing 787 Dreamliner Cockpit with detailed IVA Note that I will probably not add complete airliners, this is supposed to improve your creations with custom-built, specific parts, which
  2. 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)?
  3. Picture by @EM23 Rocket Motor Menagerie v1.0.0 (7 May 2021) Full Screenshot Gallery This part pack is designed to provide some new interesting rocket engines and diversify your propulsion options. Currently the mod only includes 1 part, the RM-122T "Rainier" Cryogenic Engine, a stockalike version of the Space Transportation Main Engine. In the future it will feature many more engines using different fuels. These fuels provide advantages and disadvantages compared to stock Liquid Fuel and Oxidizer, having different efficiencies, thrust ranges and storage volumes. You can che
  4. Improved Tree Engine Placement // v1.4.0 License: CC BY-NC 4.0 The scope of this mod is to improve the order in which you unlock engines in the community tech tree. It does this by splitting the rocketry line into a lifter line and an efficient propulsion line, into which go booster engines and vacuum-optimized engines respectively. Nuclear and fusion propulsion lines are shifted up a row. Inspiration has come from the recently released BetterEarlyTree mod, which I quite enjoyed, as well as Unkerballed Start, where I liked the separation of rocketry lines. The logic behind
  5. Hey all ! I'm looking for graphic mods that modify engine flames I found one in 1.8.x, but I lost it and don't remember its name It doesn't matter if it's not the same one, but I really want to see the mach discs on some of the nozzles again (the white/brighter parts on the flame) In addition, the stock flames are really badly made, as well as the high speed smoke If you also have a mod that modifies this I'm interested I have installed Restock, Restock+, WaterFall and Magpie I don't see any mach discs, I don't know why EDIT Here are all the mods I play with on KSP 1.1
  6. I am building a SpaceX parts mod, and i need to find out what node i should require for Career/Science mode.
  7. Announcing the 0.1.0 alpha release of Simple Procedural Engines. Aerobees too small for you? F-1 slightly too big? Agena more thrust than you need? Then have we got solutions for you! S. P. Engine allows you to create procedural engines from several real-world-inspired families, by setting the thrust and ignition count within the supported range. After tooling a design, you can follow its upgrade path as you unlock further techs, saving many many funds as compared to a brand new design. S. P. Engine is built for use with the Realism Overhaul suite of mods, and in particular has
  8. Gillermoo's Kerbal Engine Mapper is a tool that can help you determine the optimal rocket for your mission. Optimize for either lowest mass or lowest cost. Install here: [snip]
  9. 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 namin
  10. So i had create engine model and how to make it generate thrust i know there are tutorial but i also want to create custom engine particle and these two conflict,And all those tutorial is for 2018 not 2020 and also ksp has changed to unity 2019
  11. I just started to play this game and I am having fun. But I just can't make the liquid engine work! I tired unsing the space bar, but it didn't do anything. Then I tried to right click and click activate engine, but it still didn't work. Help! P.S. i am having trouble loading the screenshot.
  12. 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 -------------------------------------------------------------
  13. Hello, I am playing with the parts cfg and came to the Multi Mode Engine. As far as I can see, there can only be 2 engine modes (primary and secondary). Is there any possibility to have a third (fourth, fifth...)? I can add more modules and they appear at the parts description in VAB, but I cannot switch to them.
  14. Hello all! Over the past year I've been part of an internship (sort of) that's hosted by my high school, in which we work with volunteers from Aerojet/Rocketdyne to develop a liquid fueled rocket that we're planning on launching as the IREC (InterCollegiate Engineering Competition) sponsored by ESRA in Utah this June. Last year we had our first engine test, but due to fuel/oxidizer ratio issues and combustion blowout (the propellent burned outside the nozzle), we only got fifteen of the expected hundred pounds of thrust. Discouraged and frustrated, we left the project over the summer
  15. I would like the RD-0410 Russian Nuclear Thermal Engine to be added to the game because it will balance out with the LV-N "Nerv" Atomic Rocket Motor. Also it will add a great deal of fun, experimenting, and using it to go to places that you have wanted to go. All in All the RD-0410 Russian Nuclear Thermal Engine is a great engine to be added to the game because it teaches the player on how nuclear engines work.
  16. so, i don't know how much fuel to pack till duna, because if you pack too low amount, then for circularizing and for all that, you'll not have enough fuel, and if you pack too much, then your weight will be too big, and you will consume a lot of fuel for a small amount of deltav
  17. Hello ! Im working on my first ksp mod who's gonna add new propulsion systems (like nuclear fusion or antimatter for example). I have a little problem with one of my engines : im using a module enginesFX for the engine principal informations and a prefab_particle for the flame. And the flame, dont want to apears when the engine start. If someone can check the code and tell me if there is errors, it will be very helpful ! Thank you !! PART { name = EtrFusion1 module = Part author = Lgg159 mesh = model.mu rescaleFactor = 0.78125 node_stack_top = 0.0, 0.16, 0.0, 0.0, 1.0,
  18. When I tried to use ion engine(2,5 m; 64 kN thrust in constructor), the real thrust was a lot less then was written in the constructor - for this engine - ~3.66 kN The same thing happens with the "Atilla" engine How can I solve this problem or just need to delete mod?
  19. 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.
  20. I've been paying much closer attention to delta V, engine weight, and twr as of a late, and I've noticed some interesting things. To start, I've just recently noticed that the overall delta V of a craft is heavily affected by engine weight, sometimes even to the point of affecting which engines I'd prefer to use. Previously, I'd picked engines solely based on their ISP, size relative to the craft/stage, and the overall twr of the final craft/stage. However, since 1.6 added the delta V display to the stock game, I've been gradually prioritizing it over those other things. Nowadays, I'
  21. As you are aware, In Kerbal Space Program there exists the IX-6315 "Dawn" Electric Propulsion System, commonly known as the Ion engine. It's small, and produces low thrust, but has incredible fuel efficiency. Is it useful, or useless?
  22. There's a definite lack of Russian engines in KSP. Apart from the Kodiak and Cub there aren't really any. That's a shame because Russian engines are some the best looking and best performing of all. Here's a few I think would make great additions to KSP. 1. RD-170. This is the most powerful rocket engine in the world, and it baffles me how there isn't an equivalent to it in KSP. For thrust we could be looking at around 2300-2400 kN. Size would be 2.5m. 2. RD-180 This would be a varient of the RD-170. For thrust, it would be between 1300-1
  23. 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 C
  24. So, I'm making a radial jet engine- think the Vector's way of attaching vs the huge jet's version. How do I set up points in Blender so that it can function with a Gimbal and everything else? I'm around halfway through modelling it. Thanks for any help!
  25. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufa
×
×
  • Create New...