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  1. why does this happen? i recently made a plane that has a detachable second crew module, while i was testing, it just detached the module while the engines were starting.
  2. KSP2 is still in active development and there are several engines and fuel types yet to be added to the game. However, the methalox department seems to be pretty complete and appears to be largely the same as it was in KSP1. I’ve been comparing the engine specifications for KSP 2 and sadly found that they are just as imbalanced as before, if not worse. I think there are a couple of possible fixes, which I would like to discuss in this topic. In Developer Insights #17, Nertea wrote a neat article about engine design, in which the new approach to engine archetypes was explained: Deep Space for optimal fuel efficiency, when thrust is not that important; Orbital when you need sufficient thrust for some maneuvering. Sustainer for optimal atmospheric performance with good thrust. Launcher when you need maximum thrust. I think this is a great setup, which already provides a much better guideline for choosing the right engine. The same article also stated 3 design principles: Don't deviate from KSP1 for the sake of it. A methalox rocket in KSP2 should perform similarly to a similar looking Liquid Fuel/Oxidizer rocket from KSP1. Engines of an archetype have similar characteristics. Engines within a fuel type exist in a similar band of power, so newer or larger engines should not make older engines obsolete. Because these principles are not always compatible with each other, some choices have to be made. For example, the Rhino had way too much thrust for an orbital engine and it looks more like a sustainer anyway, so its Isp stats were changed to fit the sustainer role. For the orbital role, the Labradoodle was introduced. This makes for better gameplay and therefore the deviation is justified. In most other cases though, engines have been kept pretty much the same as in KSP1, even where change is definitely in order. In my opinion, the methalox category should just consist of a simple, balanced set of 12 basic engines. One per archetype of each size and nothing more . This is already true for the LG and MD sizes, but not so much for the SM and XS sizes: First of all: the Reliant is terrible. While the Mammoth II and the Mainsail put out about 2.5x the thrust of their sustainer counterparts, the Reliant only provides 20% more thrust than the Swivel. It also still lacks any thrust vectoring, which already was enough reason to never use it in KSP1. However, like with all launchers, its sea level Isp has now also been nerfed to below that of the Swivel, making it utterly useless. The second design principle states that the Reliant should be proportional to other launchers, which means that it needs thrust vectoring and its maximum thrust should be increased dramatically to about 550 kN. While the TWRs of orbital engines are consistent across all size categories, the Swivel and Reliant TWRs are a bit low compared to their larger cousins. Their masses should be adjusted to about 1100 kg for the Swivel and 2100 kg for the 550 kN Reliant. It’s unclear to me what the roles of the Thud, Twitch and Spider are. Being radial engines, it’s easy to attach a lot of them to a rocket , providing plenty of thrust. However, their TWRs are too low and their sea-level Isps too high to be considered proper launchers., while their vacuum Isps are too low to be considered good sustainers. I think instead of having dedicated radial engines, radial engine plates would provide a lot more versatility. In the XS size there are no launcher or orbital engines. One option would be to refit the radial engines: the Twitch could easily be repurposed as a launcher by nerfing its sea-level Isp to 255 and increasing its TWR to around 25. With 3- or 4-symmetry it already provides sufficient thrust, so its mass would be lowered to about 65 kg. Changing the Spider into an orbital engine requires a bigger overhaul: Isp needs to be 330/165 and TWR about 12. Assuming 8-symmetry (because Spider), its thrust should be cut down to 0.75 kN and its mass to 6.5 kg. As a deep space engine, the Ant's Isp should be adjusted to 365/55 and its TWR lowered to under 8. To keep engine ratios similar to larger sizes, its thrust should be doubled to 4 kN and its mass increased to 55 kg. Last but not least: the Vector is spectacularly overpowered. It outperforms the Swivel, the Reliant and even the larger Skipper in both thrust and atmospheric efficiency, effectively making all of them obsolete. Even though it’s unlocked somewhat later in the tech tree, it brutally violates the third design principle and therefore has no business in the methalox category. Advanced and specialized engines such as the Vector and the Dart need a different fuel and since hydrogen is already an existing fuel type, a hydrolox category would be an excellent solution. This would also be realistic considering the real-world analogs of the Vector and the Dart.
  3. Nertea could neither confirm nor deny plans for linear aerospikes in KSP2. So, I want to ask the community.
  4. Just a suggestion for when reentry heating is added. When SpaceX boosters come back from space to land they do a reentry burn that not only slows them down but also decreases the amount of heat damage done to the craft. You can see it in this video here: Being able to use your engine as a heat shield would make room for some very cool challenges and last minute saves. The plume fx adapting would also be a nice touch.
  5. I am on the newest version of ksp and don't use any mods. no engine, except for the small ones with integrated fuel tanks, is working. Does anyone know what to do when they work? It will help me very much. Thanks for your awnsers.
  6. Hello all I'm using KSP 1.12 and I'm having an issue. After coming out of time warp (not the first one, just some random time warp, doesn't matter if its physical or normal time warp) sounds like engine noises, landing gear noises and explosions, etc. stop working . Anyone know why? I'm attaching my logs and mods (as a text file) just in case anyone needs it, and thanks for the help!! Mod list: https://mega.nz/file/0YpCzKpZ#AukV9PahYxC-OAW7iKTBOOyIFdrRbp_tBFHzTJMRUgI Latest Log: https://mega.nz/file/REpT3IaA#bFkiGj4c03IPKlVpSLQgG4TmocTHzSYs6Dh5PSQ3gv0
  7. So... A book by Andy Weir (author of "The Martian") - Project Heil Mary - has been released recently, and in there we are presented with (besides a friendly kerbal-eqsue space crab and a lot of other things) the concept of Spin-drives, which use the resourse known as "Astrophage slurry" (long story short, it's an extremely high energy density fuel). I likes the idea so much, and there were no KSP mods of them (obviously), so I decided to make one myself. There is just one problem: I don't know how. I know how to make basic models in Blender (with some REALLY basic useless texturing), and I know how to write .cfgs (could probably even try to make a Waterfall cfg for the engine), but I also know that to put a model in game you need to load it through Unity and stuff, and it also probably needs materials assighned, textures, bitmaps and other stuff waay out of my league. Basically, "made some shapes in Blender and am looking for someone who could use them to make a proper mod" lol. If needed, I will help with .cfgs to the best extent of my abilities. Link to both models - https://drive.google.com/file/d/1Q6WNQePaqG097lpEqYxqF5nC2Cb5PTnk/view?usp=sharing , y'all are free to use them, I guess xd Main spin-drive array Another view Spin-drive astrophage RCS
  8. 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
  9. I didn't even see a topic about it so I created one. As much as antimatter sounds magical due to movies, realistic antimatter engines can be a good option for travel beyond Jool in ksp 2. But I would say that they would be a final technology in the game due to its big difficulty being produced on a large scale. Before I want to clarify something I'm talking about realistic engines not Star Trek . Useful Links http://www.projectrho.com/public_html/rocket/enginelist3.php / http://www.projectrho.com/public_html/rocket/enginelist2.php#id--Nuclear_Thermal--Fission_Fragment_Type--Antimatter-Driven_Sail / https://en.wikipedia.org/wiki/Antimatter_rocket / https://en.wikipedia.org/wiki/Antimatter Credits: NASA
  10. Hi everyone , I've got a little story to tell you that will end with a couple of questions on how the configuration of engines with multiple nozzles works. But before I start, here is a... TLDR: How can I configure an engine with multiple nozzles in KSP? And is it possible to tamper with the multi-nozzle configurations of stock engines by modifying their config file? If yes, how does it work? Okay, so I have been a little dissatisfied with the stock Launch Escape System for quite some time. It does its job when aborting mid-flight, even although in many such occasions it would also be sufficient to simply shut down all engines and decouple the command pod; but the LES's miniscule amount of propellant gives it far too little burn time to be useful for an abort on the launch pad. Instead, if it had more fuel, it could really be used in those situations where one builds a far too big and too unstable rocket that spontaneously disassembles itself right on the pad, to pull the capsule to a height large enough to deploy the parachutes and land safely back on the ground. Thus, in my KSP 1.8.1 install, I decided to give a look at the LES's config file and see what I could do to "improve" it. I have little to no experience with KSP modding, but still, increasing the amount of fuel in the LES was simple enough for me to manage that. However it then turned out that there is a problem created by the fact that the net thrust generated by the LES is angled with respect to its vertical axis. Once the burn time of the LES is more than fractions of a second, this will lead to the capsule spinning out of control quickly and stop it from gaining height after a pad abort. Therefore, I gave the config another look to figure out what I could do to reduce the amount of torque the LES induces. Unfortunately, I haven't been able to find anything that I can do to modify the center of thrust or the angle of the thrust the LES generates. My feeling is that the direction of the thrust the LES generates is computed internally by adding up the thrust of all its five nozzles, and therefore there is no single variable that determines the direction of the net thrust. Then, I'd only have to modify the configuration of the LES's off-center nozzle at the top to make it less off-center. Unfortunately, I haven't been able to find anything in the config file that seems to configure the multiple nozzles, their position, rotation, etc. and moreover, I also haven't been able to find any information on that anywhere else. So, in case someone reads this who knows how to configure multi-nozzle engines, I'd be very happy if you could explain it to me. Maybe it is configured somewhere else than in the LES's config file? Maybe it is not even possible to tamper with the multi-nozzle configurations of stock engines? Or maybe I'm just blind ? I just don't know and I'd appreciate any hints that you can give me. At least I am pretty sure that multiple nozzles have to be configured somewhere. I have RealPlume with stock configs in my install and for the LES it only configures a single plume which is automatically attached to each of the five nozzles. And here is a second issue that I am having: I find the plumes way to underwhelming for the thrust the LES generates, and I would like to make them much larger and longer. However, increasing the size of the plume also increases the size of the plume emerging from the little nozzle at the top, which I don't want. So I am guessing that what I could do, is to remove the top nozzle from the config and then manually add a small plume to it in a similar way it is done, for instance, with the turbopump exhaust plumes of various engines (like the ones in the ReStock mod for example). But before I can do that, again, I have to know where the multiple nozzles are configured. So, if you have any answers to my questions or any other suggestions you can give me on those problems, I'd love to hear them!
  11. So in kerbal space program i want some "stockalike" engines. like an re-l10 single version. like and re-l10B engine and things like that. something like realism overhaul engines but using stock fuels and are appropriate size with stockalike nicknames like the vector and twin boar, y'know?
  12. What is/are the best engines for transfer burns?
  13. Hi , Today , I want to build a ring to my station . I have the ring and it is stable , so that's right . I've put nuclear engines because I heard they are super efficient . Then , to see , I replaced them by spark engines . Here is the result : With nuclear engines . With spark engines . ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Big difference , isn't it ? So , what is better ?
  14. I just started making custom parts, I would love to have a detailed guide on making parts like solar panels and engines from start to finish. I have basic experience with blender, But I am lacking in texture skills (I know how to do it, I need more info). I would need a in depth Guide to making detailed textures. My focus will mainly be engines, I need to know how to make animations for engine gimbal and solar panels, and how to make engine shrouds. I would also like a guide to making part variants, They are so cool but so hard to understand in Blender/Config files As for config editing, I am fine with everything but part variants. Any replies is amazing appreciated
  15. Hi, I love the idea of realism with plane building in KSP, challenge and functionality as well as a realistic look and testing process over performance when building aircraft. Hi have played around with building my own turbofan engines in KSP and fitting them on planes trying to get the best performances without killing my test pilots. I've successful built a handful using propeller parts to build a fan, smaller propellers part clipped to make a low pressure compressor stage and small jets engines to act as a high pressure compressor stage (and deliver most the thrust). I then use structural panels in an attempt to house the engines and they work fairly well. The biggest issue I run into is the size, in order to fit in all the separate fuel tanks and piping needed for each stage the engine ends up being way to large to look scale. This a very fun and rewarding build, as I love the realism and the thought that goes into trying to reduce weight and increase thrust and efficiency, when just adding a stock turbo fan is just way too easy! My idea is a mod that includes parts such as Fans (high and low bypass for efficiency or power), compressor blades (adding more creates more thrust but more weight and less efficiency) and combustion chambers where the amount of fuel per second can be selected or different in available parts to increase thrust but reduce efficiency. I would then like to have the ability to customise engine housings with a method similar to how ferrings and created for rockets. A mod like this would give players the ability to completely scratch build engines in all sizes for all purposes for your own aircraft and create a whole world of challenges and achievements, for instance creating small regional jets that have the ability to transport a small number of kerbals over small distances very cost effectively, or long range jet bombers or passenger jets to transport kerbals around the world like the A350xlr and even giving a challenge to creating a supersonic jet that isn't just "add more engines". Anyway, I have completely no idea how to do computers and so creating mods is way beyond my comfort zone. However I believe this is an idea that many people would enjoy and potentially could have a place in the game itself. If anyone out there thinks this is a cool idea, please do comment, or if even better anyone out there thinks this maybe possible or thinks they could give it a go, please get in touch! HAPPY FLYING! Here's a few concept part ideas. take a look, let me know what you think, make any changes etc! https://drive.google.com/open?id=18MPGg6PkEneFf7mDVaWzIsTF0gTe5xPj
  16. I was thinking that it would be good if there were more stock engines like the R.A.P.I.E.R or even and engine that could use Liquid Fuel and Air Intake or just Liquid Fuel or maybe an Atmospheric Nuclear Engine, Oxidizer only Engine for using up excess Oxidizer. If you have more engine ideas please put them below and maybe a Modder will reach out to us.
  17. I assembled a large and relatively modular ship in orbit recently for the purpose of interplanetary travel. I wanted to attach a nuclear engine to the bottom of the ship for more efficient long-range thrust however it seems that It isn't drawing fuel properly. It is attached using a few sets of decouplers and a few service bays and a few hitchhiker cans lie between the engine and the tanks. I make this configuration on the ground and it works just fine but no matter what I try in space it won't fire or even recognizes the fuel being attached to the engine. The only real difference between the ground config and the space one is that the space one was assembled in space and the ground one being assembled in the VAB. Here is a picture, any ideas?
  18. Currently in-game there are examples of over-expanded nozzles when throttled down/up. Yet this doesn't include engines with under-expanded nozzles or overal change at higher altitudes/different planetary bodies. Examples of over-expanded and under-expanded nozzles: (Credibility: Huzel, D. K. & Huang, D. H. (1971). NASA SP-125, Design of Liquid Propellant Rocket Engines)
  19. STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD Current: Sci-Fi Engines Engines from "relatively" realistic films and shows. All stats and performance are not final. Previews/Pictures (Imgur) Parts list: To-do List Smaller 2.5m "Eilanda" Engine Pre-"Eilanda" Fusion Engines Plasma Chemical Rocket Engines (From Interstellar) more engines i guess HEAVY WIP/PREVIEW: Star Horizons Industries: Sci-fi Spacecrafts (Imgur)
  20. 1. It would be nice to have an option to start the game in a way where the missions and tech tree is reworked in a way that you start off with probes before putting Kerbals into rockets. I know there are mods and everything but would be nice to see in stock game as a more "realistic" start. And again i know there are mods out there for these things but they are getting outdated and some are being left behind. Making the plumes act as they do in real life or like in the mod RealPlumes where the gasses expand the higher you get into the atmosphere making it look more realistic and pleasing/rewarding as you get higher and higher into space. A visual indicator that you are getting higher and higher into the atmosphere.
  21. Where can I find Ion engines and how do I put them to use? They don't make much sense to me.
  22. Hello, I have a problem with engines. I don't know which mod does that, but it is quite unpleasant. Problem is that if my throttle is on 0, they are still running (with lower power). I discovered in parameters of the engines that they have something called "min. thrust". Only way how to shutdown them is by clicking on them and press "shut down". This is not how I want it. Does anyone know, which mod does that and why? How do I get rid of that. Thanks for answers. Used mods: [x] Science! (xScience vV5.17) AT Utils (AT-Utils v1.6.1) CapCom - Mission Control On The Go (CapCom 2.9) ClickThrough Blocker (ClickThroughBlocker 0.1.6.7) Community Category Kit (CommunityCategoryKit 3.0.0.0) Community Resource Pack (CommunityResourcePack 0.10.0.0) Community Tech Tree (CommunityTechTree 1:3.3.2) Configurable Containers Core (ConfigurableContainers-Core 2.4.3.3) Contract Parser (ContractParser 8.0) DMagic Orbital Science (DMagicOrbitalScience 1.3.12) Firespitter Core (FirespitterCore v7.9.0) Global Construction Core (GroundConstruction-Core 2.1) Chatterer (Chatterer 0.9.95) Kerbal Alarm Clock (KerbalAlarmClock v3.9.1.0) Kerbal Attachment System (KAS 0.6.4.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.5.3) Kerbal Inventory System (KIS 1.14) Konstruction (Konstruction 0.5.0.0) KSP AVC (KSP-AVC 1.2.0.2) MechJeb 2 (MechJeb2 2.7.4.0) Mission Controller 2 (MissionController2 2.0.3.1) Module Manager (ModuleManager 3.0.7) PlanetShine (PlanetShine 0.2.6.1) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1) Progress Parser (ProgressParser 10.0) SCANsat (SCANsat v18.7) ScienceAlert ReAlerted (ScienceAlert 1.9.4.2) Toolbar Controller (ToolbarController 1:0.1.6.16) Trajectories (Trajectories vKSP1.4.2-v2.2.0) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) Universal Storage (UniversalStorage 1.4.0.0) Unmanned Tech (UnmannedTech v2.3) USI Core (USI-Core 0.7.0.0) USI Kolonization Systems (MKS/OKS) (UKS 1:0.55.0.0) USI Life Support (USI-LS 0.9.0.0) USI Tools (USITools 0.12.0.0) Pictures:
  23. :: ALBUM :: DOWNLOAD :: The age of RAPIER Clustering is near its end. SABRE Sterling brings power, functionality, efficiency and style that has not yet been seen in KSP concerning SSTOs, and brings your part count under control if you want visually accurate yet "stockalike" SABRE/RAPIER assemblies. This part pack when released will provide two families of parts for building out a SABRE: The "Advent" series (in 2.5m, based on the official thing which is marked for production, with testing expected to begin in 2020). The "Precedent" series (in 3.75m, the early concept, super-sized, curved engine with 4 bells for the Closed Cycle rocket mode. The 3 in "SABR3" comes from here). What the SABR3 can do for you: Offer the engine in both composite form and component forms (separate) for more fluidity of operation of Air-Breathing and Closed Cycle modes. The nacelle and intake will provide a velocity driven function for producing Oxidizer like the real thing will, featured in Thor Tech. Adjust its performance envelopes for effective use in upscaled systems. Currently, only the intercooler adjusts, and will even show it in its part description. Optimized for 2.5x. Aiming for real scale.
  24. It's a busy day at the Space Center as the new T.R.A.P Engines arrive from General Universal and Kerbal-Tech. These engines were predicted to have a much better performance at a higher altitude than previous engines. Jeb's test flight was scheduled for the next day. This gave the engineers only half a day to mount the three new engines on three identical planes. The next day Jeb goes on his test flight, testing the "Mouse T.R.A.P" engine. Jeb reports that the engine is performing as expected at high altitude. Jeb tests the other two engines successfully. This is a mod which adds three new engines: The Mouse T.R.A.P, the Bear T.R.A.P, and the Rhino T.R.A.P. The engines all have the same model, that of the stock Rapier engine. The way they work is by having better performance at low altitude, at the cost of using more Intake Air, and better performance at higher altitudes by using more liquid fuel, but less Intake Air. These modes automatically switch, but you can also manually switch the modes. The engine switching works pretty much like the Rapier engine. I made the actual changes to the .cfg files, creating this mod, but the idea was all my friend @Lucast0909's. He's given me permission to publish this mod, and he says that I don't need to credit him, but as we all know, the idea is half of the mod. My idea for version 1.1.0 of this mod was to use the variant switching introduced in KSP 1.4 to enable you to have more than one model for the engine. The idea is that you can have the model of the Rapier, or say the Panther, even the Swivel, picking the look that works best for your plane. However, I found out that that is not possible. I will try to learn to model, to give these engines better textures. I think these engines are tech tree and cost balanced, but please let me know. Please give me any feedback you have. If anybody has a better name for the mod, please tell me. License: Unlicense Download: Spacedock
  25. Hi everyone! So.. I installed ksp 1.3.1 like 4 days prior to release of 1.4 I built myself a jetairplane and fired up the engines. When doing that I got a red glow on the engine. It looked really hot. Pretty cool thing and it changed the amount of redness deoending on throttle and hight. However. Since 1.4 I don't get this red glow anymore? Did something happen to that? Could it have been a mod? When I first installed I used HotTips ckan compilation wich I didn't this time. I have alot of the mods from that list except visual enhanchments. Only one I installed was Ven's when it comes to visual mods. Thanks for answers
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