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Found 91 results

  1. 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
  2. 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/
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. Kronus_Aerospace

    Stock SABRE Engine Replica

    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
  8. Kronus_Aerospace

    GP7000 Turbofan Replica

    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
  9. 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.
  10. 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.
  11. 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.
  12. I remember some mod that had engines that heated up air using nuclear fuel and made propulsion. Does anyone know what that mod was?
  13. Elephant Engine The Elephant Engine is effectively a 75% "Mammoth". It consists of three "Vectors" in a single 3.75m housing, for when a Mammoth is just overkill. As a side-bonus, mode switching in-flight will allow you to emit a plume of elephants, instead of fire. --------------------------------------------------------------------------------------------------------------- Download: SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 0.2 (2015-05-06) - Initial Release. 0.1 (2015-05-06) - Internal Test. Inspiration:
  14. 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.
  15. 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.
  16. AtomicKerbal

    Aerodynamic Change?

    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
  17. As the title says: WHAT IS YOUR FAVOURITE KSP ENGINE? (mods too) Mine's modded
  18. 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.
  19. 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.
  20. The title says it all. How do I get engines to use real fuel?
  21. 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!
  22. 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!
  23. 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.
  24. 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
  25. The solid fuel chemist

    A simple mod request

    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.