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  1. 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/
  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. 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 the ordering is that you unlock engines following their diameter, i.e. you get 1.25m ones before 1.875 and so on. That logic fails though as you get into mods that add very similar engines, taking the mainsail and the mastodon as an example. Therefore, they have been ordered following a rough comparison in deltav and thrust. As of v1.4, most of the 0.625m parts have been moved around for a more sensible progression, since they always felt in the wrong place, and would suffer from underuse. However I am still unsure of the exact ordering that should be kept. No pics no clicks, so here we go: Since this is my first official mod, feedback is very welcome, especially on my module manager patches, but also on general balance or further mod implementation. Notes: The icons are based on the Terrier, the Harrier and Tharsis engines, the latter two being from cryogenic engines. Supported: Stock ReStock+ CryoEngines Near Future Launch Vehicles Near Future Spacecraft Dependencies: (not bundled) Community Tech Tree Module Manager Optional (recommended): Better Early Tree Dowload: SpaceDock GitHub
  4. 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 1.10.1 and 1.11.1 I read english and french, so feel free to answer in one of these language ^^ What i'm looking for https://imgur.com/3xAUCBf What i have for now https://imgur.com/quIBatc https://imgur.com/0McWHF1
  5. I am building a SpaceX parts mod, and i need to find out what node i should require for Career/Science mode.
  6. 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]
  7. 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
  8. 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.
  9. 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.
  10. 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 and continued in October. Finally, this Saturday, after weeks of analysis, engineering, and assembling, we were ready for our second engine test. Here's the highlights: We replaced the solenoid valves with servo valves so they could open slowly to allow combustion to build up, and adjusted the propellent mixture, to glorious results! Unfortunately the avionics team had some trouble with the load cell data acquisition system, so we don't have thrust data for the engine as of now. Therefore we'll have another test in a few weeks, and hopefully we'll get the engine starting more reliably as well. Playing KSP, you don't always think about all the pieces that go into every component of a rocket, but this process has undeniably filled me with respect for NASA, SpaceX, Blue Origin, Aerojet, and everyone who works on these systems. Keep up the incredible work! -RixKillian
  11. 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.
  12. 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
  13. 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, 0.0, 1 TechRequired = heavyRocketry entryCost = 0 cost = 36000 category = Engine subcategory = 0 title = "ETR-1" Aerospike Fusion Engine manufacturer = UTech Nucler Science Inc. description = The "ETR-1" engine use a new technology : it uses nuclear fusion and electromagnetic fields to create and propulse very hot helium in the space. attachRules = 1,0,1,0,0 mass = 2.7 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 bulkheadProfiles = size1 tags = fusion etr nuclear helium he3 magnetic tritium deuterium MODULE { name = MultiModeEngine primaryEngineID = Helium3 primaryEngineModeDisplayName = Helium3 secondaryEngineID = Tritium secondaryEngineModeDisplayName = Tritium autoSwitchAvailable = False } MODULE { name = ModuleEnginesFX engineID = Helium3 powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5600 heatProduction = 400 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = Helium3Fuel ratio = 3 } atmosphereCurve { key = 0 20000 key = 1 19800 key = 6 0.001 } } MODULE { name = ModuleEnginesFX engineID = Tritium powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5500 heatProduction = 390 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = TritiumFuel ratio = 3 } atmosphereCurve { key = 0 19800 key = 1 19200 key = 6 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue 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 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_exhaustLight_blue 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 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } }
  14. 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.
  15. 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'm often shocked to find that the Delta V shoots up when I use an engine with noticeably lower thrust and ISP, seemingly just because of how light the engine is comparatively. I've started using the Spark engine over the terrier in all my deep space 1.25m craft in my early science games, despite the size the difference being quite noticeable; the delta V will tend jump up by shocking amounts just by swapping into the lower efficiency engine! I've even run into some scenarios that make seemingly worthless engines worthwhile; despite the poodle appearing to be inferior to the wolfhound in a variety of ways, it actually gives the craft more delta V in many cases! I'm sure this is an obvious thing that rocket science has to take into account, and I probably look quite dumb to a lot of people right now, but I just find it fascinating how a difference in mass of 1.55 tons can make 113m/s of delta V come from a noticeably less efficient engine! I was just wondering if there was a good way to quickly quantify this at a glance looking at the engine stats. As it stands, I'm only really able to find the best engine for a craft through trial and error, since I'm not really sure how the engines weight plays into things. I've gained a general intuition for how thrust and ISP factor into a crafts design, and this new variable is getting me all confused And now for the "Kerbal" aspect of things; I've recently been infatuated with the idea of making a rocket with the highest possible twr that can reasonably be achieved. I personally find it hilarious when I make rockets that are so powerful, that they are immediately burned up before they could ever hope to hit space Does anyone have any tips for getting the most twr per part, while keeping burn time high enough to use that twr? I'd love that
  16. 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?
  17. 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 1300-1350 kN, this would give it enough thrust to lift an Atlas 5 replica. Size would be 1.875m, this would mean it either is exclusive to MH-owners or would need the introduction of a stock adapter. 3. RD-191 The third and single nozzle varient of the RD-170. It's thrust would be around 600-700 kN at a size of 1.25m. 4. RD-0120 This won't be a seperate engine but a varient of the Vector to give it some more visual variety. 5. NK-33 The engine that was supposed to launch cosmonauts to the moon. How this isn't in KSP yet astounds me. The thrust would be around 600-650 kN at a 1.25m size. (Yes, I know the picture is of the AJ26-58) 6. RD-58 This engine was made to be used on an upper stage of the N1 and evolved version were to be used on the Buran spacecraft. This would be a low-thrust, high efficiency upper stage engine. Around 50-75 kN thrust at a possible 0.625m size. 7. S5.92 This engine is currently used in the Fregat upper stage. It would function as a great, small upper stage engine. Thrust would be around 20-30 at a 0.625m size. 8. RD-0210 It's thrust would be around 200-250 kN at a 1.25m size.
  18. 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.
  19. 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!
  20. 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 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  21. Ah, the Skipper! What a nice looking engine... But does it need an overhaul? or should we leave it alone? that is up to you to decide. I vow to have it be unchanged, and that other parts should base their design on this, but that is my opinion. Do you have any thoughts?
  22. Hey! Beginner question here, I recently made my first custom part for ksp, an engine. While making the .cfg I noticed a field called "ratio" in the propellant section. Only answer I've found on google is from the documentation wiki which says it notes how much of a resource is used in 1s. Although, all engine .cfgs I've seen use 0.9 for the fuel and 1.1 for the oxidizer. So, what does that line do and how is it correlated to the overall workings of the part?
  23. Disclaimer: English isn't my native language, I do my best. Clay Parts; no it's not about clay but its malleability. My idea is a completely revamp part system where your parts adapt to the shape, size, fonctionnality and visual you want. Less parts (even with a lot of mods), just highly configurable ones and configurations. ClayAddons will be a serie of standalone mod that interact with each other alot. This post is about discussing and defining the theoretical rules between each part and functionality. Ex: relation between size and thrust of an engine. As ClayAddons will contain alot of stuff we will go step by step. First one engine! How engine are handle by the mod (ClayEngine). Engines includes everything that allow movement, motion or implied motion ex electric generator. In fact the mod include no engine, but engine module or component (you can have multiple engine module in one part and module on a part can interact with module on other parts). Ex1: the propeller is a module, piston engine is another one. Ex2: combustion chamber is a module, tuyere (nozzle) is another one. Each module have a whole range of option ex: size, number of piston(piston engine), number of blades(propeller). Each module can have one or multiple virtual and physical nodes. Module node are port for linking modules with each other like electric plug. Nodes can be connected when module are placed inline or with various cable: electric cable, fuel line, shaft, cable(rope or metal cable), track(for wheel), chain, belt, pipes(yes pipes for air, water and ??????. So air intake need to be connected to engine using pipes.) Virtual nodes are for internal use only. Physical nodes will lead to the outside of the part of his module if not linked to anything else ex: exhaust, air intake. For physic ease all those internal logic will be simplified at vessel load. I need your help to define module their nodes and options. +Mass etc let focus even more---> Propeller engine + Piston engine Propeller component: core (nose cone): size, mass, drag, internals blades: number, size, drag, design, thrust ressource: torque, rotation, air, thrust, data Piston engine component: piston: number, size, configuration, mass, power ressource: electricity, gas(oxygen), gas(CO2), liquid fuel, torque, rotation, heat, data Gearbox: type(planetary, ....), mass, size ressource: torque, rotation Shaft: mass, size ressource: torque, rotation Those four element interact by torque and rotation For later
  24. Nuclear Aircraft Engines Download Thermonuclear Turbines (for KSP 1.1.2) 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 for ver 1.1.0 (KSP 1.3.1) Update: COMING SOON! MOAR! Engines: 4x Nerv, 2x Nerv, Fusion Plasma Impulse, M.A.S.A.M.U.N.E., Back Draft, Fire Storm, and Fire Whirl. Two radial mount VTOL engines, Nuclear Vacuum and M.A.S.A.M.U.N.E. style. Bussard style Fuel Scoops, Size 1 and Size 2 varients. Radial space plane fuel scoops, Bussard and atmospheric. More fuel tanks to support the engines. Four Fuel-O-Tron converters, Size 1, 2, & 3, and Mk 2. 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. 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.
  25. I haven't used this account in quiet some time, nor do I play much KSP anymore... But this has been an ongoing issue for me for ages. Any engine with a rotor, be it stock (Goliath) or modded (in this case Airplane+), the rotors seem to spin backwards. I feel that this isn't major enough to put in any other forum section and may seem trivial, but it's been bugging me for ages. Redownloading the game isn't something I want to do (due to my very slow internet and limited bandwidth) and I've tried removing all mods, but this minor issue still remains. If anyone has any ideas on what I can try before giving in and reinstalling, it would be greatly appreciated. Here's a gif so you understand what I'm talking about. Edit: I just reinstalled the game, no mods, nothing other than stock parts and settings... Rotors still going backwards. This is an issue with the core game. Although minor, I think it should be fixed. No jet engine I've seen IRL pushes air out the front
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