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  1. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: https://imgur.com/Iu8IVTe 2nd Update https://imgur.com/UQ7n52k This is how it looks in unity now with some really fast textures but almost finished: https://imgur.com/TRrlnB5 and https://imgur.com/bQM2LS9
  2. All the rocket engine have a flameout thrust threshold (usually around 10-5%). Under that throttle percentage the flame actually disappear from the animation of the engine, but the thrust is still present. I was expecting that, since the fuel is not burning, a flameout means no thrust. Does anyone know if the flameout of a rocket engine have any impact on the way the engine works? Or it's just a graphical effect? Could be a suggestion for improvement? Thank you for any feedback
  3. Hi, This is the 1.0 release of my KSP Fusion Tech mod! Parts included: Two types of fusion drive: Kerman Drive (High thrust, High ISP) Basic Drive (High thrust, Low ISP) Both use standard Liquid Fuel Fusion Reactors, they make power from Liquid Fuel. Simple. -------------------------------------------------------------------------------------------------------------------- THINGS TO NOTE: The models and CFG files were made by and are the property of SQUAD. I simply modified them, mainly because A) I can't model and B) I'm too lazy to make a config from scratch. DOWNLOAD HERE. ENJOY! This is a ship with 8 2.5m Kerman Drives after 2 minutes of burning immediately after being HyperEdited into a 100KM orbit.
  4. Hi, I am looking for a RD-0110 engine which works with Realism Overhaul and especially Realistic Progression Zero.
  5. 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 } }
  6. 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?
  7. 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
  8. 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?
  9. 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.
  10. 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.
  11. So basically, I wanna use the "Thud" engine on my Shuttle but the "vector" uses the fuel for the thud, any way i can stop this?
  12. I already made a car, but I wanted to make a smaller one I guess. This one ended up bigger than planned but after many days and many revisions I had to button it up. Now that 1.2 let's me float parts (offset w/shift button) more things are possible in stock. Everything on this car is shift-offset or offset then rotated. The front end is lowered a bit for looks, but ground clearance is poo now. Car is so long that turning radius ain't good. But on the plus side- this motorcar has a full steering rack! I laugh to myself that the steering column is an actual column :-) I used linear RCS ports (take note engineers, these are nice and smooth and round) surrounded by 6 thermometers for the bushings. 3, 4, and 8 thermometers also work. Angling them slightly too can help hold the balls in place, although I didn't do that here. gears on solid axle - after multiple days of trying different gear combinations and bearing sets I settled on this single step final similar to the piston car. The engine isn't torquey so I needed the largest stepdown I could make. Obviously you can't make the final gear larger than the wheel, and a large wheel negates the stepdown :/ The axle shafts are little antennas surrounded by the smallest solar panels that just make the right sized hole. custom wheels - a morgan type wire wheel up front and solid wheels in back. RCS ports have high tolerance and the friction was good enough. and a working hybrid turboshaft-crankshaft engine with pulsing exhaust. 8 junos tuned down to blow on 4 batteries that are offset from the center to appear like a crankshaft. Let's just say this did not help with balance or high rpm performance. Bearings are my old standard, the avionics cone pds314 showed me, stuck in a hole made by 4 octo struts. the exhaust is thrust limited to 2.5, the minimal setting where they still set off a puff of flame (6.5 is the next faster puff btw for you aesthetic enthusiasts). If you stage them all separately they puff at off times and it makes it look like cylinders are firing! I am very proud to be presenting this and hope you enjoy seeing it. Cheers to all the engineers I "borrowed" ideas from. KerbalX
  13. 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
  14. 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?
  15. 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 } } } }
  16. 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!
  17. 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
  18. 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
  19. 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.
  20. i have a little mini project to make a rather cool little engine (all hush for now) but i was wondering what the process is to create my own particle fx for then engine and import it into the game?
  21. 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 } }
  22. 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.
  23. 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!
  24. Good evening everyone, I was trying to figure out how to change certain values in the configuration files of the Jx-4 "Whiplash" jet engine, but after a quick thought I figured that maybe you guys could help me with it. Where exactly do I have to go and what do I exactly need to change in the configuration files so that the jet engine would start behaving itself like any other one that isn't dependent on the Kerbins' atmosphere (so that no air-intakes would be required and such)?
  25. Hello, I've been wtaching some ksp vids today, and I've seen in some of these vids that engines, while in space, make some weird thrust particles; they actually expand, not like the inline fx particles of the stock fx system. I suppose it comes from a plugin, a mod, so anyone know the name of it? these particles are so beautiful.. Thanks
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