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  1. I have a multi-mode engine where the animation works in one mode, but stops working in the second mode. How do I make the animation work in both modes?
  2. Nerva HT Engine v1.0 Late-game 2.5m Nuclear Engine. I was originally asked to model an engine for this mod, but unfortunately the mod was halted and I never got to finish it. I went back to my original draft and started over to release the engine model on my own and use it to learn how to mod KSP from Unity. Download: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. Please check out my Development Thread for my new ProbesPlus mod! License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out!
  3. I'm working on a mod for engines. One basic function is supposed to be switching the propellant on an engine, like fuelswitch does for fueltanks. It is supposed to function as an alternative to the engine switch like on rapiers. I aim at integrating against tech level, and maybe inflight upgrading by EVA or something. Now, my current issue is, I cannot get the propellant switch to work. I can change the name of the propellant, but that does not change the propellant. A copy of the full C# module in it's current state can be obtained here. I think I need to change the ".id" of the propellant to get the game to recognise the change. If this is what I need to do, then I do not know how to obtain the resource ID's other than through the error logs in KSP. I've tried "PartResourceLibrary.GetDefinition(string)" but I get an error I simply cannot figure out how to fix. --> "An object reference is required for the non-static field, method, or property 'PartResourceLibrary.GetDefinition(string)'." I reality I would really like to be able to delete the old propellants and replace them by new ones. Can anyone help?
  4. For some reason can't get engine light mod working with real fuels? I've tried messing about with the mm configs but no joy. Please help!!!
  5. Hello all, I'm still a novice here, so if what im asking for already exists, please point me the right way I'm looking for a set of large in-shell propeller engines, like those on a Sci-f- helicopter or the Marvel Helicarriers. something that would optimally be usable with twaekscale, and surface mountable (so that it could bat attached to the wing). I've been experimenting with using the high bypass fan from the MKIV pack as a graphic for a 2 part engine. the engine its self is an intake with reversible thrust (it can act as suction and intake, or propulsion). Ideally you would toggle the modes in the SPH, or have 2 separate parts functioning in tandem. the suction engine function would have reverse thrust of low power and high intake, the propulsion side would have high output but no intake. also, true to realism, neither would have any gimbal.also might opt for a resource that isn't intake air as not to allow use of alternate air intakes, powered by electricity preferably. im kinda bad at the codeing, so if someone could provide some scrips for this (of just a part; i don't wanna be stealing someone else's graphics) that would be awesome. (the idea is something like this http://i3.photobucket.com/albums/y90/hybriddiesel/maglevrotor.jpg )
  6. It's kind of a pain to have to set thrust to zero so you can manually adjust each individual engines thrust limiter. I was thinking it might be nice to have an option that would allow you to incrementally increase or decrease each engines thrust limiter via an action group.
  7. We have several RD-107/108 engines in various mod packs right now but they all suffer from lack of detail or integrated fairings. I was wondering if anyone was up to the challenge of producing a set of BobCat-esque (think Soviet Engine Pack) models for the RD-107 and RD-108 for use with Realism Overhaul? Perhaps to integrate into FASA or another "replica" mod? Something like this (RD-107): And this (RD-108) The main nozzles don't gimbal but the little side engines (S1.53800) do gimbal. Obviously some detail can and should be omitted for performance, but models like this would be great additions to the Realism Overhaul game as the "naked" R-7 engine selection could use some love. Thanks for your consideration.
  8. Hi! I have been much idle time, but I'm back and I'm back with a new idea: more nuclear propulsion. Justification of more nuclear propulsion: In Kerbal no evidence of the existence of a cold war, nuclear testing and non nuclear proliferation treaty; and also the only life there are those green people living in the rocket base, so no problem with nuclear contamination. (forever alone) The atomic propulsion that I suggest: - Nuclear thermic engine (update): Now make use of only hydrogen (more down) instead fuel and oxidizer. - Radioisotope engine: A little engine similar to ionic engine, little more heavy, that make use of hydrogen (instead xenon) and not requires electricity. - Atomic bulb: A big powerful engine that make use of hydrogen and little of uranium (more down), and produces electricity. - Nuclear liquid uranium engine: A medium powerful engine that make use of hydrogen and uranium. - Nuclear gas uranium engine: A big very powerful engine that make use of hydrogen and lots of uranium. - Uranium bubble: A medium very powerful engine that make use of only uranium (need a new animation to represent ioniced uranium bubble), and lots of electricity. - Nuclear pulse engine: A very big and very powerful engine that make use of 0,8 to 25 kilotons range nuclear detonations to propelling (need a new animation to represent engine move and nuclear explosions), make use of nuclear nukes (there is of different types, mass and power). - Advanced nuclear pulse engine: A extremely big and powerful engine that make use of 25 kilotons to megaton range nuclear detonations. - Polywell nuclear thermic engine: A little-medium engine that make use of a controlled fusion reactor to heat up hydrogen (make use of only hydrogen), and produces much electricity. - Antimatter injection thermic engine: A little-medium engine that make use of very low amounts of antimatter to heat up hydrogen (make use of hydrogen and antimatter), and produces much electricity. Fuels and materials to propulsion: - Liquid hydrogen: in containers of similar size to "fuel-oxidant" containers (any size). - Uranium: in little and shorts containers. - Antimatter: in little and shorts heavy containers, with reinforced texture, these containers consumes a lots of electricity to contain the antimatter, if there is no electricity, it will explode. - Nukes (very expensive, care): of various types, in very width and shorts containers: - 0,8 kt (60 units) - 2 kt (30 units) - 5 kt (20 units) - 10kt (10 units) - 25 kt (5 units) - 50 kt (3 units) - 100 kt (1 unit) of various types, in very width and large containers: - 25 kt (30 units) - 50 kt (20 units) - 100 kt (10 units) - 250 kt (5 units) - 500 kt (3 units) - Megaton (1 unit) Utilities: - Big radioisotope battery. - Nuclear isomer battery: like classic radioisotope battery, but with more intensity, less duration and rechargeable. - Nuclear power reactor (produces a lots of energy, consumes uranium). - Polywell power reactor (produces more energy than fission nuclear, consumes hydrogen and requires big quantity of energy to start). Technology tree: After nuclear node (thermal nuclear engine): - Add: little and medium hydrogen containers/tanks After nuclear node (thermal nuclear engine): - Advanced nuclear node: nuclear power reactor, big radioisotope battery, radioisotope engine, little uranium container/tank, big hydrogen containers/tanks. After advanced nuclear node: - More advanced nuclear node: atomic bulb, gas nuclear thermal engine, liquid nuclear thermal engine, medium uranium container/tank. - Basic nuclear fusion: polywell power reactor, isomer battery. After more advanced nuclear node: - Kiloton: nuclear pulse engine, little nukes containers, uranium bubble. After basic nuclear fusion node: - Advanced nuclear fusion: polywell engine. - Antimatter: antimatter containers, antimatter injection engine. After kiloton node: - Megaton: advanced nuclear pulse engine, big nukes containers.
  9. A mod that adds many turbofan engines based on real-life counterparts (i.e. Trent family, CFM56/CFM-LEAP, GE90) would be nice, as this allows construction of many passenger/cargo planes based off of real-life commercial and cargo jets. The Goliath turbofan in 1.0.5 is only suited for medium-heavy planes like the Stearwing A300. Having a mod like this would allow customization of planes that can carry a certain amount of cargo.
  10. As the title says: we have listed values for vacuum and ASL thrust, but how is the Isp/thrust interpolated from there (or extrapolated for higher atmospheric pressures)?
  11. I'm sure this has been asked umphteen times before, but my part is, after being exported from Unity and getting a hastily written .cfg file, not appearing in the VAB part list at all. I've given up on trying to animate the gimbal for now to reduce the chance of hierarchy errors and stripped everything down to its bare necessities, to no avail. Here's a screenshot from Unity And the config, partially copied from a stock engine. Can a kind soul help me spot the error? Possible anomaly: when imported into Unity, the model was solid pink and I needed to manually assign a material to it. PART { name = UPPvexin module = Part author = Ravenchant mesh = Model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.375, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 2800 cost = 200 category = Propulsion subcategory = 0 title = Vexin/Valois manufacturer = OKB Gryphon description = Test attachRules = 1,0,1,0,0 mass = 0.252 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 18 maxThrust = 18 heatProduction = 150 fxOffset = 0, 0, 0.125 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 236 key = 1 201 key = 12 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } }
  12. First post here; joined to discuss rocket designs, SSTO, and reusability. Air-augmented rockets (also known as ejector jets or ducted rockets) are a sort of cross between turbofan jet engines, ramjets, and pure rockets. Ramjets depend on a ram-compressed flow of atmospheric air for combustion, making them useless for launch and for orbital insertion. An air-augmented rocket uses a stream of atmospheric air only as added reaction mass, greatly increasing specific impulse in a fashion similar to a turbofan bypass. They can afford to use fuels with greater energy density, because so much of the reaction mass is external. Best of all, because their core is more or less an ordinary rocket, they have no problem functioning from a standstill or in a vacuum. (For reference, there was a prior forum post on air-augmented rockets here, though it didn't go into many details.) The most efficient turbofan engines are built with extremely high bypass ratios, exceeding 10 kg of bypass air for every 1 kg of airflow through the central turbojet. Of course, the primary difference between a turbofan and an air-augmented rocket is that the power is delivered to the air mechanically in the former case, but thermally in the latter case. Air-augmented rockets have not historically been very successful. In most cases, adding a shroud around the outside of an existing rocket was a large weight cost in exchange for only a modest increase in thrust specific fuel consumption, and because they weren't optimized for using the air as reaction mass, most of the added thrust was the result of secondary combustion between the fuel-rich rocket exhaust and the atmospheric air, making them essentially very inefficient ramjets. If, however, an air-augmented rocket engine were designed in an inside-out configuration with a central bypass rather than an external bypass, you'd end up with a much simpler, more compact, potentially much more efficient design: Such a design could allow a really, really high bypass ratio, causing thrust specific fuel consumption to drop ridiculously low. The combination of really high thrust and really high specific impulse is pretty nice. I wonder whether this could be made large enough that the thrust augmentation more than overcomes additional drag. Thoughts?
  13. If you are new to KSP or to Rocket Science in general, you might not know what all the different engines that the game offers do, or how they work, or why you would use one instead of the other. At it's most basic level, the engines in the game take some sort of fuel, and accelerate it out the back of the rocket/plane and, because of Newton's Third Law, this propels the craft forward. How the engine does this depends on the type of engine, and in KSP, at this time, there are five different types of engines. These are: Chemical Rockets, Jet Engines, Solid Rocket Boosters, Ion Thrusters, and Nuclear Thermal Rockets. (There is only one Ion Thruster and only one Nuclear Thermal Rocket) Quick Note: All engines have different characteristics, thrust, ISP a sea level, and ISP in vacuum. Thrust is how much force the engine exerts, and ISP measures how efficient the engine is, so an engine with an ISP of 400 will use half as much fuel to produce the same thrust as an engine with an ISP of 200. Chemical Rockets: Thrust: 2-4000, ISP ASL: 80-295, ISP Vacuum: 290-350 (Not including "Puff" Monopropellant Engine) Chemical Rockets (or Liquid Fuel Engines) require Liquid Fuel and Oxidizer, and is one of the most common engines that you will use in the game. The basic concept is that the fuel is burned inside a combustion chamber and then the heated exhaust expands through the nozzle and is shot out the back. These engines are somewhat efficient, and have pretty high thrust. There is a very large variety of these engines so each one is fit for a particular job. For instance there are some of them that are more efficient in the atmosphere than others and some might be very efficient in space. You're sure to find one that fits your needs. Jet Engines: Thrust (Mach 0): 20-360, ISP ASL: 3200-12600 Jet Engines only require Liquid Fuel, but they also need Intakes. These engines work by taking air from the atmosphere, compressing it, mixing it with the fuel and then burning it in the combustion chamber. They exhaust then shoots out the back, propelling the craft forward. They also only work in atmospheres with oxygen, (Kerbin and Laythe) and if they are deprived of air, (if you go too high) the engines will flame out and stop producing thrust. Like the Chemical Rockets there a different types of Jet Engines in the game. There are high efficiency, low thrust engines, and there are low efficiency, high thrust ones too. Solid Rocket Boosters: Thrust: 18-750, ISP ASL: 118-195, ISP Vacuum: 154-220 Solid Rocket Boosters (or SRBs for short) only need one fuel called Solid Fuel, which they carry themselves. These engines differ from other ones because, unlike the Jet Engines and the Chemical Rockets, all of their fuel is stored inside the combustion chamber. This means that when you start these engines (with an ignition charge at the top of the booster) they will continue to run until all their fuel is used up, so you can't shut them off. Solid Rocket Boosters are low efficiency, high thrust engines, and are best used during ascent. Ion Thrusters: Thrust: 2, ISP ASL: 100, ISP Vacuum: 4200 Ion Thrusters need a resource called Xenon Gas (pronounced Zee-non) and also require Electric Charge. These engines are very complicated, but basically they use electricity to ionize (charge by adding or removing an electron) particles and then shoot them out of the back at insanely high velocities. These engine are incredibly efficient in space (12 times more than the most efficient Chemical Rocket) but they produce practically no thrust. Because of their low thrust, they are best used on small crafts like probes. Nuclear Thermal Rockets: Thrust: 60, ISP ASL: 185, ISP Vacuum: 800 Nuclear Thermal Rockets only need Liquid Fuel. The concept of these engines is my favorite. They work by heating up the fuel with a small Nuclear Reactor and then shooting the fuel out the back. The Nuclear Reactor allows the fuel to get hotter than it does in a Chemical Rocket, which means that the fuel is more energetic, which then leads to it going faster out the nozzle of the engine, which means that the engine is more efficient. This engine is about two times more efficient than the most efficient Chemical Rocket, but the Nuclear Reactor can cause the engine to overheat, (so radiators are almost always required) and it doesn't produce much thrust. R.A.P.I.E.R Engine: Jet Engine: Thrust (Mach 0): 105, ISP ASL: 3200 Chemical Rocket: Thrust: 180, ISP ASL: 275, ISP Vacuum: 305 There is an engine in the game called the R.A.P.I.E.R, and that engine has two modes, Airbreathing (Jet Engine) and Closed Cycle. (Chemical Rocket) It is mainly used for a type of spaceplane called an SSTO. (Single Stage to Orbit) P.S: I got all the images from the KSP Wiki. P.P.S: If I missed anything or did something wrong, please tell me. Also, if you want more of this sort of stuff, say so.
  14. Hi everyone, Looking for a mod that features wide (but not long) engines? Also, is there any good mod for pivoting wings and engines? Thanks, Chris (Heretic391)
  15. https://en.m.wikipedia.org/wiki/New_Shepard#Propulsion_module https://en.m.wikipedia.org/wiki/Bristol_Siddeley_Gamma In the late 1950s to 1960s, British companies experimented with RP-1/H2O2 engines. Burning an 86 Percent mixture of Hydrogen Peroxide and water onto RP-1, (the peroxide which was passed through a catalyst to first decompose it) the rocket engines managed to pull a 265s ISP, and lead to the Gamma Family of rocket engines, which powered the Black Knight and Black Arrow Launch Vehicles. Since RP-1/H2O2 is hypergolic, no ignition source was required, and the engines were very simple and reliable- there were no engine failures through the history of the Gamma family of engines. Additionally, H2O2 is non-toxic- thus the Gamma engines had most of the advantages of a Hypergolic engine without the toxic propellants and exhaust. This kind of make you wonder why this propellant combination was abandoned for the most part. Though there were revivals by companies like Beal Aerospace and now Blue Origin for use on the BE-2 engine, H2O2/RP-1 has remained largely unused. Yes, rocket engine development is expensive, and it is less efficient than cryogenic, or even the Titan IV's hypergolic propellants (302 s ISP for Titan IV, and 266s ISP for a Gamma 8 RP-1/Peroxide engine) but it would still make for a good throttlable cheap SRB alternative. Also, the good reliability records and experience with the Gamma engines made me wonder why they decided against a similar engine's use on say, the Ariane 1- or why Blue Origin decided against using it for New Shepard, and instead using H2LOX.
  16. Maybe someone already suggested, but I didn't find in quick search trough links/threads. Can engines have toggable fuel drain switch ? For example, jet engines have this: That allows balanced drain from all fuel tanks. But it is not always desireable option. Sometimes I might want for jets to drain fuel only from first stage. Jets are efficient on thick atmosphere, so could bring rocket to above 10km and drop that stage. Only after that rocket engines are fired when there is less aerodynamic forces to destroy craft. Another example is oposite, I want to create spaceplane based on nuclear engine that drains fuel unbalanced from first fuel tank that is attached to, but for space plane eaqual balanced fuel drain is preferable to maintain center of thrust and center of mass aligned.
  17. Hey everyone, im getting desperate over the lack of help from this and I need to get it done ASAP to release something for a big update that i'm working on my mod. I need this to be animated like the panther and rapier engines, those triangular faces you see need to dissapear... Here's the file if you want to give it a try Here's what little porkjet said to me: Basically they're skinned/rigged, theres a bone at the tip that is 1) scaled for the throttle anim, and 2) gimballed for vectoring. .blend file Download
  18. Im aware unity 5 will bring a stable 64 bit version and so we get more then 4gb ram and so we can run more mods stably but in terms of gameplay what else could be different ? better frame rate ? better optimised?
  19. I have found lots of amazing fuel tank mods such as fuel tanks plus and procedural parts. Those all fueltank mods are amazing.Now which rocket engine mod I use?
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