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  1. This is a stock 1:1 replica of the SABRE hypersonic precooled hybrid air-breathing rocket engine currently being developed by Reaction Engines Limited. This engine is slated for prospective use on a variety of hypersonic aircraft, although most famously for the Skylon launch vehicle. I would suggest throttling down slightly before switching over to rocket mode, this isn’t strictly neccessary but I found that the sudden burst of thrust from the Vectors occasionally caused the engine to explode. This engine is powered by 8 R.A.P.I.E.R.s and 4 KS-25 engines. SABRE Engine Information: Download Link: https://kerbalx.com/Kronus_Aerospace/SABRE-Engine Part Count: 110 Replica Thrust Rocket-Mode Vac: 2940 kN Replica Thrust Jet-Mode SL Mach-1: 1920 kN Replica Gimbal Rocket-Mode: 1.6° Replica Gimbal Jet-Mode: 3° Replica Mass: 38.9 tonnes Real SABRE Thrust Rocket-Mode Vac: 2940 kN Real SABRE Thrust Jet-Mode SL Mach-1: 1960 kN Real SABRE Gimbal Rocket-Mode: Unspecified Real SABRE Gimbal Jet-Mode: Unspecified Real SABRE Mass: Unspecified
  2. This is a stock replica of the GP7000 Turbofan developed by Engine Alliance, a joint venture between General Electric and Pratt & Whitney. This replica’s central feature is definitely its spinning turbine, which is functionally a turboshaft as it is powered by two Juno’s set to very low power. This method of spinning the turbine means that the turbine actually throttles with the actual engines, which is obviously super cool. This engine uses 3 Wheesley’s which in total provide similar thrust to the real thing. The one downside of this engine is that you will need to place intakes in a seperate location on your craft, as there is no way of incorporating intakes into the engine itself. Download Link: https://kerbalx.com/Kronus_Aerospace/GP7000 Part Count: 113 Engine Mass: 9.97 tonnes Engine Thrust: 330 kN
  3. Do you guys think that propeller engines should be added to KSP? Propellers would serve as precursors to Jet engines in Career mode. They would have less thrust, but would drain fuel slower. They would also be cheaper than other jet engines.
  4. so I downloaded the GN-Drive mod for Ksp. and ran into some issues since its an outdated mod. I am hoping to find someone or a group of people that would want to make a collab mod with engines and Reactors from several TV-shows and Anime. in the current version of KSP.
  5. I would really like to see a modular engine mod, which let's you design your own engine by changing nozzle size, combustion chamber size, fuel used and etc. Hopefully someone will take on this mod someday, thank you for reading.
  6. I remember some mod that had engines that heated up air using nuclear fuel and made propulsion. Does anyone know what that mod was?
  7. Hi, I think the RE-12 'Skiff' Liquid Fuel Engine needs some tweaking. With the collection of new parts from the 'Making History Expansion', it seems obvious that most of these parts are there to make replicating historical rockets easily, namely the Saturn 5. This is easily one of my favorites so I wasted no time in building my own replica, which I have done many times throughout playing KSP. This part seems a good pick to simulate the J2 engines featured on the second and third stage of the rocket (at least aesthetically), but in KSP their function is just not right and don't fit with the parts associated with them. I have tried many different ways and either my second / third stages have lackluster TWR or burn for too long which ends up with a weird looking Saturn 5 in order to compensate. If this part was not intended at all for this then this is purely academic and disregard, but otherwise if this could be addressed in some way that would be great. I think an increase in thrust and a decrease in ISP values will solve this issue.
  8. Hi, The 'Kerbadyne Engine Cluster Adapter Tank' part has a bug where if you have 'Rigid Attachment' on, it will break off your rocket on launch regardless of how much support you give it through struts. For those who might be having trouble, just turn off 'Rigid Attachment' for the time being. I have found it to be fine without any support.
  9. So I wanted to use one of my premade planes but now when I try to fly them, they just spin out and go wild. Also I do use cheats in my science save cause why not. Though I only use Unbreakable Joints, No crash damage, Inf Electricity and Inf Propellant. I have accidentally click on the physics tab but went back. So I don't think I changed the aerodynamics myself as they worked the last time I play KSP. Was there a change I wasn't aware about? Also running 1.4.1
  10. As the title says: WHAT IS YOUR FAVOURITE KSP ENGINE? (mods too) Mine's modded
  11. You know how when you place a decoupler on the bottom of an engine, a fairing shows up around it? Well, as the title says, an engine in a mod I'm making shows the engine fairing in the preview. When I use the part without a decoupler, the engine displays like I want it to. How do I hide the faring in the preview? P.S. Should I just say what my mod is about? I was planing to keep it a secret so it could be more of a surprise. However, if it's a hindrance to keep it a secret, I can say what the mod is about.
  12. I want to "capture" the thrust of an engine and would like to suppress the visual exhaust representation (if possible even with physical heating effects etc.) in a mod. Is there a proper way to do that? The engine should still run, but ideally not produce an exhaust plume/exhaust effect.
  13. The title says it all. How do I get engines to use real fuel?
  14. Hello KSP Team hopefully i am able to reach you in this way! As you maybe noticed, my Mother toung is german so I excuse from this Point for any english misstakes i make or allready did. Anyhow I noticed and i can tell u many Germans too that u also translatet the Names for the Engines for expample and to be honest they sound very very stupit.... so how about you will change it back to the original english names? sounds much cooler and better If anyone has an another oppinion about it, let me know it Nice regards Bash Kerman!
  15. After returning from a mission mid-game and full of joy in expectation to spend those 500 freshly earned science-points, I noticed that i was not able to do so: After clicking on the research building, the respective music appeared, but i was still able to see the space center. exiting the facility was only possible by spamming the red exit button top right. The mission control center was still visible but flickered heavily on certain unidentifiable mouse-movements. I tried verifying the game-files and re-installed the game about four times, nothing changed. The Game is pretty much unplayable right now, which is kinda sad, since its my favorite. ANY Help would be appreciated!
  16. So I've seen these optimal engine charts for helping select the best (set of) engines for a mission/craft, based to the TWR and Delta-V requirements, and (tried to) use them extensively to design long range missions and the like. Until I noticed that these are all horrifically out of date! https://meithan.net/KSP/engines/: for KSP1.1.1 https://imgur.com/a/OS6bk: for KSP0.23.5 So I am looking for some up-to-date charts, some tips on an at-home version of meithan's chart, or failing that, contact information for meithan so I can help update his web-app.
  17. Jeb took part of his experimental pilot bankroll and splurged on a new motorcycle. It's not like his insurance can get any more expensive. He lives for thrill. It's got a working v-twin (landing legs) with a clutch and a drive shaft and custom wheels. He's gonna need your help balancing and steering, though. It's pretty tall, so he's gotta jump to get up on the seat . I don't think I'm going to go into full detail on this one. If you have questions about a particular function or process, or have problems lemme know. All the comments on kerbalx so far have left me feeling pretty good, so thanks everyone. KerbalX
  18. Hi, So I was looking to build some sci-fi ships in the same league as Star Wars ships and I wanted them to have good thrust in atmo and out, but also be stupidly efficient, enough to have something the size of a x wing burn 4 rocket engines and still have fuel to get all the way across the solar system and participate in a sizable dogfight. But I looked at every Sci-fi engine mod I could find and they were all either huge or had some handicap like special fuels or pitiful thrust. Now to my request. I need a suite of engines that burn normal fuel and have thrust on par with stock engines, but have ridiculously low fuel consumption, enough to make every plane a SSTO and have interplanetary capabilitys. I'm fine with you copying stock models but please put them in a new tab if you do. PS. RCS ports too please.
  19. So, I'm attempting to combine two engines in my mod into one with a mode for each engine, like the Afterburning Turbofan. However, I'm confused at what I have to do, even after looking into stock CFGs with multiple modes. Can anyone help me with this? Thanks!
  20. What's your favorite rocket engine? Be it the RS-25, Merlin 1D, or even the V2's engine! Personally, mine is the Raptor engine. High reusability, high thrust, high efficiency, uses methalox, beautiful exhaust, full-flow staged combustion, and an awesome name!
  21. Will there ever be an update or new version of this famous mod? I fell in love with this but I cant seem to find anything like it anywhere. Im wondering if there are any others like this or if someone has considered updating this beauty.
  22. Sorry if this is the wrong subforum. I'm trying to build a fusion-engine-powered ship with Interstellar tech, and I'm running into something that I think is weird, but maybe somebody has some tips? Or maybe it's supposed to work this way and I'm needing to design around it better. I have the ship in the screenshot below. The problem is when I throttle up the engine. The reactor and generators will gradually come up to the power level needed to run the engine at the selected speed, but this dips into my MJ reserves. Now that would be fine, except when the reactor/generators catch up, they only reach equilibrium, and don't actually produce any power to replenish my batteries. Same problem with the radiators, but in reverse - my WasteHeat will rise until the rads panels catch up and begin dissipating the heat, but they never work hard enough to bring my WasteHeat back down (which means my part temperatures go up, which means my generator efficiency drops, which means the MJ drain is bigger the next time I tap "Shift" to bring the throttle up a little bit more.) I was able to get this design up to maximum throttle by opening the throttle in very slow increments, but that's kind of annoying. How do I tell my generators and radiators to actually do their jobs (replenish my MJ reserves and cool the ship)? Or am I somehow using the wrong combination of parts? I have KAS, KIS, TweakUI (hence the giant radiators), Procedural parts, and a couple other mods installed. Is it possible one of them is conflicting with Interstellar somehow? Thanks in advance.
  23. So, I made a modded engine based off of the Mainsail. It works great! However, when I change the model to anything other than the Mainsail, the engine proceeds to: Turn on Make noise Consume fuel Produce no movement or drive plume of any kind No matter what I do, after changing the model, the engine refuses to show any sign of thrust or a drive plume. Right clicking shows that it is producing the correct amount of thrust, but it isn't moving the craft. It can't be a thrust-weight issue, because the drive produces 50,000 kn of thrust against a 3.75m fuel tank and a 1-2 Command Pod, both of which are stock. The debug console throws exception: nullreferenceexception object reference not set to an instance of an object over and over. Does that have anything to do with it? Anyone know how to fix this?
  24. Hi, So I'm working on making my Fusion Tech mod all pretty. I'll probably use one of Nertea's Near Future Magnetoplasmadynamic Engine models if he/she says I can use them, but I'd really like to change the exhaust plume to something more fitting. Does anyone know where I can find a list of all the engine animations and how to make my engines use them? (preferably with screenshots) Also, if anyone knows of plume animations that are REALLY big and fiery, it would be great if you could direct me to them. Thanks, UbuntuLinuxKing
  25. KerbalsAreKute on kerbalx.com likes the train stuff I've done and requested some functional running gear. After greasing all the bearings, here's what we got. There is no steering and no reaction wheels. 562 parts makes this craft pretty laggy for me, especially during staging. I split it up into many stages to give the computer time to catch up. KSP still crashes pretty often. I wanted to recreate a somewhat realistic drive wheel setup. IRL the 2nd wheel is the first one driven, which makes the connecting rod longer so the angles are less extreme (I learned a few things I guess). Then a rod couples the rear driven wheels to the front so 4 wheels are powered. Sounds great, and I kinda made it work, but adding all the complexity of powering a 2nd set of wheels, in KSP, with sloppy bearings and the kraken watching, well lets say 2wd works WAY better. Delete the 2 RCS pods on each side per the description below for 'coupling rod' to disable 4wd. Since the connecting-type rods are virtual you'll have to use your imagination for now. So each piston is pushed back and forth, right. Same on the other side, but 90 degress out of phase, so I get a pulse every 90 degrees-ish that transfers through the solid axles. So kinda like a 4 cylinder. Probably not realistic, but I wanted to make it work. Oh, and to get enough oomph I had to stack a bunch of junos right on top of each other. Slop in all the bearings adds up, and makes valve timing difficult. I added one tiny turbine underneath to help keep the valvetrain taut. It does end up helping with locomotion a tiny bit. Button 2 turns if off, but power will be lost through poor timing and surging. I went all out on the knick-knacks (except for the cab) and added steam lines and a cattle pusher and doodads all over. The leading truck was added last to help bear some of the weight because this unit is front-heavy and was bobbing. If it breaks down, at least it looks neat. Enjoy KerbalX
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