Zarbizaure

[1.2.2] Forgotten Real Engines (FRE)

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Forgotten Real Engines (FRE)

Q8sw5h0.jpg

 

DOWNLOAD on Spacedock

OR install through CKAN (I recommend using CKAN, you won't have to manage dependencies)

You could also check the Github page

Requirements: Realism Overhaul and its dependencies.

Recommended: Texture Replacer

Installation Instruction: Extract "GameData/ForgottenRealEngines" inside "KSPDirectory/GameData"

This pack is intented to fill the engine gap within RO. Tired of unrealistic models? Want moar engines? Or just a specific engine forgotten by the modding community? FRE got you deserved! FRE adds a bunch of engines to your RO-game, with realistic details, nice glowing animations, working gimbal systems and full Real Plume support! These engines are intented to be played with Realism Overhaul; I may not provide a config for stock. This mod is also supported by RP-0!

From version 0.7.0.0, Texture Replacer is also supported and recommended; it will add some reflection effects.

Part gallery (Unity screenshots):

http://imgur.com/a/1zgsl

In-game screenshot (Thanks RVE! :D)

http://imgur.com/a/AWtiZ

Planned:

  • Korean engines (KARI 7, KARI 75...)
  • Brasilian engines (MPFL-75,...)
  • HM7 engine (maybe...)
  • Vega engines (SRBs and last stage)
    • P120 (P80 evolution, Ariane 6 booster)
  • Indian engines (CE-7.5, CE-20...)
  • Vinci/Vulcain engines? (though already modelled)
  • Ariane SRBs?
  • Anything else you ask :) (if I have enough time), i'm open to suggestions

Currently included:

  • FRE-2 (Firefly Research Engine 2)
  • FRE-1 (Firefly Research Engine 1)
  • LE-7
  • LE-5
  • Rutherford engine
  • Rutherford Vacuum engine
  • Viking 2/2B
  • Viking 4/4B
  • Viking 5C/6
  • P80
  • Zefiro 23
  • Zefiro 9
  • RD-843

Changelog:

Spoiler

 

0.7.1.0 - KSP 1.1.3 / 1.2.2

  • FIX the missing emissive animation (conflict with Texture replacer reflective module). However, there's no more reflective effect on nozzles with a heat animation until a fix is found.
  • Tested on KSP 1.2.2.

0.7.0.0 - KSP 1.1.3

  • NEW PART: Firefly Research Engine 1! (FRE-1)
  • NEW PART: Firefly Research Engine 2 (FRE-2), an aerospike engine!
  • Texture Replacer support and reflection effect for most of the engines (if you have TR installed)
  • Minor changes to Rutherford SL ISP
  • Some tweak to the P80 nodes size
  • Major organization/folder structure changes (it should not change a lot in game, but it'll make thing easier for me)
  • Other minors fixes

0.6.0.2 - KSP 1.1.2

  • FIX for the Rutherford Vac model
  • FIX of the KSP AVC version

0.6.0.0 - KSP 1.1.2

  • NEW PART: Rutherford engine!
  • NEW PART: Rutherford Vacuum engine!
  • Warning : These engines are still WIP and stats may change in the near future.

0.5.0.0 - KSP 1.1.2

  • NEW PART: LE-7! :) 
  • NEW: Engines placed and priced by engine config (should work well with RP-0)
  • CHANGE: Texture reduction (for emissive maps)

0.4.1.0 - KSP 1.1.2

  • FIX: LE-5A mass (was a bit wrong, "only" 2000T)
  • CHANGE: Improved Viking Upper Texture

0.4.0.0 - KSP 1.1.2

  • Updated to KSP 1.1.2!
  • NEW PART: LE-5! with four different configs :wink: : LE-5, 5A, LE-5B, LE-B2

0.3.1.1 - KSP 1.0.5

  • CHANGE: Size infos for Viking engines
  • CHANGE: Some tweaks to the emissive maps (the interior of the nozzle wasn't glowing)
  • CHANGE: Shared Vega SRM emissive texture for an "awesome" 300ko size reduction - should also fix the blue-glowing bug on the Zefiro23
  • CHANGE: Some gimbal center tweaks on the vikings

0.3.1.0 - KSP 1.0.5

  • NEW PART: RD-843 (Vega Fourth stage)
  • FIX: Thrustcurves! (zefiro23 mainly)
  • FIX: node_attach parameter and plumes settings

0.3.0.0 - KSP 1.0.5

  • NEW PART: P80 (Vega first stage)
  • NEW PART: Zefiro 23 (Vega second stage)
  • NEW PART: Zefiro 9 (Vega third stage)

0.2.2.0 - KSP 1.0.5

  • CHANGE: Viking engines now have glowing effect!
  • CHANGE: Switched normal and specular maps to 2k (2048*2048) instead of 1K
  • CHANGE: New engines configs: Viking 4B+ and Vikas engines
  • FIX: Minors tweaks to engine's plumes

0.2.1.1 - KSP 1.0.5

  • FIX: Viking 4/4B plume size
  • CHANGE: Viking manufacturer name (now Snecma)

0.2.1.0 - KSP 1.0.5

  • FIX: KSP-AVC support

0.2.0.0 - KSP 1.0.5

  • NEW PART: Viking 2/2B
  • NEW PART: Viking 4/4B
  • TWEAK: Minor changes to Viking 5C/6 texture

0.1.0.0 - KSP 1.0.5

  • Initial release. Includes: Viking engine (2, 2B, 5C, 6).

Credits:

Spoiler

Thanks to:

Contributor(s) !
Texture Replacer dev (shaw) for his TRReflection Module.
The KSP devs for this amazing game.
Everybody who commented on the forum thread :-)

Feel free to leave a comment on this thread !

Also make sure to check @MockingBird Niche Parts mod which adds some other great engines to your RO game :) 

KSP--AVC-Supported-brightgreen.svg?style

CKAN-Indexed-red.svg?style=flat

Licensed on Creative Common Non Commercial 4.0  Licence Creative Commons

Edited by Zarbizaure

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Thanks! Its my first mod, turned out I'm not bad at modelling but I suck to create textures - but I will do my best to have something good :)

BTW, does anyone knows how to directly configure an engine using ModuleEngineConfig ?

Edited by Zarbizaure

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I mean, configure these engine directly realistic, not depending on RO patches. But that's done! The only (and last) issue is that RealPlume is not working; I set the plume config inside another file like that:

@PART[FREVIKING]:FOR[RealPlume]:NEEDS[SmokeScreen] //Viking Engine
{
    PLUME
    {
        name = Hypergolic-Lower           
        transformName = thrustTransform
        localRotation = 0,0,0    
        localPosition = 0,0,4 
        fixedScale = 1        
        energy = 2    
        speed = 1                        
    }
}

and I refer to the effect like this: (I added others configs, here I just kept the Viking-2 config siince they are all almost the same)

PART //http://www.b14643.de/Spacerockets/Diverse/European_Rocket_engines/engines.htm
{
	RSSROConfig = True
	
	name = FREVIKING
	module = Part
	author = Zarbizaure
	mesh = model.mu
	rescaleFactor = 1
	attachRules = 1,1,1,0,0
	node_stack_top = 0.0, 1.58, 0.0, 0.0, 1.0, 0.0
	node_stack_bottom = 0.0, -1.03, 0.0, 0.0, -1.0, 0.0

	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 20
	maxTemp = 1973.15 // = 3600
	category = Engine
	subcategory = 0
	
	title = Viking
	manufacturer = Arianespace
	description = The Viking rocket engines were members of a series of bipropellant engines for the first and second stages of the Ariane 1 through Ariane 4 commercial launch vehicles.
	
	MODULE
	{
		name = ModuleEnginesRF
		minThrust = 693
		maxThrust = 693
		exhaustDamage = True
		ignitionThreshold = 0.1
		thrustVectorTransformName = thrustTransform
		PROPELLANT
			{
				name = UDMH
				ratio = 0.75
				DrawGauge = True
			}
			PROPELLANT
			{
				name = Hydrazine
				ratio = 0.25
			}
	}
	
	MODULE
	{
		name = ModuleEngineConfigs
		type = ModuleEngines
		configuration = Viking-2
		origMass = 0.776
		modded = false
		CONFIG
		{
			name = Viking-2 //http://www.astronautix.com/engines/viking2.htm
			minThrust = 693
			maxThrust = 693
			heatProduction = 100
			PROPELLANT
			{
				name = UDMH
				ratio = 0.75
				DrawGauge = True
			}
			PROPELLANT
			{
				name = Hydrazine
				ratio = 0.25
			}
			atmosphereCurve
			{
				key = 0 281
				key = 1 248
			}
			%ullage = True
			%pressureFed = True
			%ignitions =1
			%powerEffectName = Hypergolic-Lower
			IGNITOR_RESOURCE
			{
				name = ElectricCharge
				amount = 0.05
			}
		}
	}

	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = thrustTransform
		gimbalRange = 4
		useGimbalResponseSpeed = true
		gimbalResponseSpeed = 16
	}
}

But the plume/flare does not work. What's wrong?

EDIT: I was stupid (and tired), It just had to deleted these "%" ! Now it works perfectly :) and I'm almost ready for a release!

Last question: Can anybody tell me how much a viking could be re-ignited? Since it's powered by hypergolic propellants, it could be infinite, right? And any informations about Viking's gimbal?

Edited by Zarbizaure

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Well an engine being hypergolic doesn't always mean it can be re-ignited as you please! If I had to guess, since it's a first stage of a rocket, I'd say once.

Update: Why not do something like an RD-191? Those are always fun to play with!

Update 2: I don't know what this is but I like it.

400-n-cryogenic-rocket-engine.jpg

It's a 300 N. Some small European engine that I just now learned of. :P

Edited by VenomousRequiem

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@VenomousRequiem re: the RD-191, I think, per the text of the OP, the point is not to do engines that have been done to death. :P

 

@Zarbizaure the one wrinkle with configging it that way is that then it doesn't use RO's engine config system. Although I'm not sure if there's a global for the Viking yet...

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1 hour ago, NathanKell said:

@VenomousRequiem re: the RD-191, I think, per the text of the OP, the point is not to do engines that have been done to death. :P

"done to death?" Where? For RO? Lemme get that

Edit:

Never mind, I forgot Bobcat's Soviet Engines existed... That's just about all of the engines I was going to request right there. :P

Edited by VenomousRequiem

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6 hours ago, VenomousRequiem said:

an engine being hypergolic doesn't always mean it can be re-ignited as you please!

why not? You just have to accelerate a bit with your RCS, open the valves and boom! Explosion & Ignition withouth any other resources than UDMH/N2O4! If I add an ignition limit I would set 1 for all engine except Viking 5C/4/4B, since they work in higher atmo (and potentially in orbit). What's the engine you sent? Looks nice and we don't have a lot of tiny engine :) @NathanKell I think there isn't any existing Viking config inside RO. But where is the issue? For me the config works fine, we don't always have to add new files to RO, that's why I created the whole config in my mod folder. Anyway, if you think it's better to move it inside RO, I'll have to use the engineType parameter.                

 

 

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32 minutes ago, Zarbizaure said:

why not? You just have to accelerate a bit with your RCS, open the valves and boom! Explosion & Ignition withouth any other resources than UDMH/N2O4! If I add an ignition limit I would set 1 for all engine except Viking 5C/4/4B, since they work in higher atmo (and potentially in orbit). What's the engine you sent? Looks nice and we don't have a lot of tiny engine :) @NathanKell I think there isn't any existing Viking config inside RO. But where is the issue? For me the config works fine, we don't always have to add new files to RO, that's why I created the whole config in my mod folder. Anyway, if you think it's better to move it inside RO, I'll have to use the engineType parameter.                

It's easy to ignite propellants, even non-hypergolic ones.  The hard part is getting turbopumps spinning.  So as far as ignitions go, you should think less hypergolic vs non-hypergolic and more pressure fed vs pump fed.

Edited by blowfish

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6 hours ago, Zarbizaure said:

why not? You just have to accelerate a bit with your RCS, open the valves and boom! Explosion & Ignition withouth any other resources than UDMH/N2O4! If I add an ignition limit I would set 1 for all engine except Viking 5C/4/4B, since they work in higher atmo (and potentially in orbit). What's the engine you sent? Looks nice and we don't have a lot of tiny engine :) @NathanKell I think there isn't any existing Viking config inside RO. But where is the issue? For me the config works fine, we don't always have to add new files to RO, that's why I created the whole config in my mod folder. Anyway, if you think it's better to move it inside RO, I'll have to use the engineType parameter.                

 

 

 

6 hours ago, blowfish said:

It's easy to ignite propellants, even non-hypergolic ones.  The hard part is getting turbopumps spinning.  So as far as ignitions go, you should think less hypergolic vs non-hypergolic and more pressure fed vs pump fed.

Well even a lot of pressure-fed engines can't ignite infinitely, but in the battle of pressure-fed vs. turbopump-fed, pressure-fed is definitely more reliable in terms of re-igniting. There are special cases, however! There are a lot of turbopump-fed engines that restart! Like the RL-10 on the Centaur can re-ignite several times, despite having a traditional turbopump. Both the first stage and the second stage engines of the Falcon 9 have the ability to restart maybe even more than 3 times.

To make a long story short, however, you should assume that the Viking engine can only start once, as that's all it ever needed to do in it's life of a hypergolic engine. I doubt they would install the parameters for extra restarts if they didn't need to.

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@Zarbizaure there are indeed Viking configs in RO. The point of the global config system is so that every part that uses a certain engine config pulls from the same place; that means if we need to change that config any, we only have to change one. We don't have to go find all the part patches and change all of them and keep them in sync.

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5 hours ago, VenomousRequiem said:

 

Well even a lot of pressure-fed engines can't ignite infinitely, but in the battle of pressure-fed vs. turbopump-fed, pressure-fed is definitely more reliable in terms of re-igniting. There are special cases, however! There are a lot of turbopump-fed engines that restart! Like the RL-10 on the Centaur can re-ignite several times, despite having a traditional turbopump. Both the first stage and the second stage engines of the Falcon 9 have the ability to restart maybe even more than 3 times.

Sure, but in general it's a safe bet that pressure-fed engines have dozens of restarts which require relatively little in the way of resources, whereas pump-fed engines are usually limited to at most a few restarts per flight and might require a large amount of something like helium.

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On 21/3/2016 at 8:00 PM, NathanKell said:

@Zarbizaure there are indeed Viking configs in RO. The point of the global config system is so that every part that uses a certain engine config pulls from the same place; that means if we need to change that config any, we only have to change one. We don't have to go find all the part patches and change all of them and keep them in sync.

Great! If you have any link to these configs, I would be happy to use them. However I planned to use two differents engines: one for Viking 2/2B/5C/6, and one for Viking 4/4B since they have ifferents size and mass. I don't know if it's split like that in RO though.

By the way, I won't have time for a first release soon. You may have to wait a week and a half.

Edited by Zarbizaure

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And...published! I hope it will work fine ;) any feedback appreciated! Also, how can I change thread name?

Edited by Zarbizaure

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always released and your Viking 2 has the wrong nozzle.

yuF3nIT.png

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On 30/3/2016 at 11:13 PM, hraban said:

always released and your Viking 2 has the wrong nozzle.

You're right. Thanks for the picture, I was struggling to find one! I will split my viking engines in three parts (viking 2/2B + viking 5C/6 + Viking 4/4B) as soon as possible (possibly in the next week-end).

Edited by Zarbizaure

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I can't for the life of me get the mod to download from Spacedock. Is the download broken or something? Whenever I click the download button the page just refreshes.

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well I don't know what's happening. I will work on that soon (and add Viking 2 and 4 by the way). It's borked for me too.

Edited by Zarbizaure

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On 31.03.2016 at 10:46 PM, heliobyte said:

I can't for the life of me get the mod to download from Spacedock. Is the download broken or something? Whenever I click the download button the page just refreshes.

I have the same problem too.

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UPDATE:

0.2.0.0 - KSP 1.0.5

  • NEW PART: Viking 2/2B
  • NEW PART: Viking 4/4B
  • TWEAK: Minor changes to Viking 5C/6 texture

It should also fix the download bug on SpaceDock. Enjoy! ;)

@Philipp K. Why not! I do not need help for now but if you have any idea or project on one engine you can PM me ;) you can also write RP-0 configs for my engines.

0.2.1.0 - KSP 1.0.5

  • added KSP-AVC support

Now I'm waiting for an answer on a CKAN integration!

Question about RP-0: how much worth, in dollars, one KSP fund? maybe @NathanKell has the answer?

Another question: how to price an engine config? (not the whole engine, just an upgrade: for me 2B, 4B and 6)

Edited by Zarbizaure

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