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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90


nli2work

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Hello! Loving the mod thus far, is it possible to have a version where the kerbals in the coffins look more heroic? Kinda like in the eterno rest coffin. I would like my kerbals to look like fallen heroes, not dead squids :P

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  • Adjusted Emissive animations
  • Smaller FX for 0.625m engine
  • Small texture updates
  • fixed flameout FX transforms
  • 1.25m engine new thrust 55kN @ 0.5t mass
  • If you wish to keep the yellow/black strips, keep the older _DIF textures.

new link in 1st post

Awesome engines, thanks for making and sharing them!

Just a suggestion. the new D/L'ed zip "EDEngines.ZIP" has the same name as the previous version (different size though) , any chance at adding versioning to the filename so us users can make sure they have the latest version?

Thanks again for your mods, I appreciate your work and creativity!

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Empty coffin switch is good idea. :) I'll add that. I'm part way there with an engine module that puts flames on it and burns it. just need to find the correct orientation for the FX. I want to apply the plaque thing on it from the beginning, still haven't figured out enough coding to add that yet. It looks possible.

Actually, going one step further, it would be amazing if you plugged a simple iVA in there and allowed Kerbals to get inside, that way you could actually go and rescue Kerbals, load them on your rescue craft with KAS and then take them home. Or, alternatively, use the coffins as cryo containers.

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@guto8797 - made texture change, not sure if it's more heroic, but certainly less dead-squid looking :D

@Kolago, good idea, to the drawing board!

@smurphy34, done. new filename should be EDEngines-v1.1.zip

@jamesbjoseph, still trying to figure out cryobox setups. no much of a use unless I can get the mesh to change based on crew inside, so far it's purely cosmetic. IVA would be extremely claustrophobic and would have nothing to see inside, no controls of any sort, this is not really an escape pod. just a box to bury dead kerbals in.

small udpates for the koffin, link in 1st post. I turned off gravity in the video.

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Are there any other pods that use the new JSI Transparent Pod thing or is the Panopticon the first? Also, the thing is is that the eterno rest 200 has (there is a download on curse somewhere) the kerbal appear as if it is asleep, I personally still prefer the Eterno Rest-200 just because it seems more like the kerbal at peace. Having the kerbal have the X eyes does make it look like the dead kraken on Bop.

Edit: Nice Job on the 2 top node to allow it to fit with either 1.25m parts or 2.5m parts at the top. Did you learn that technique from Orionkermin?

Edited by mike9606
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Are there any other pods that use the new JSI Transparent Pod thing or is the Panopticon the first? Also, the thing is is that the eterno rest 200 has (there is a download on curse somewhere) the kerbal appear as if it is asleep, I personally still prefer the Eterno Rest-200 just because it seems more like the kerbal at peace. Having the kerbal have the X eyes does make it look like the dead kraken on Bop.

Edit: Nice Job on the 2 top node to allow it to fit with either 1.25m parts or 2.5m parts at the top. Did you learn that technique from Orionkermin?

first pod I think... sumgai is implementing it into some Fustek station parts if I'm not mistaken. fortuitous timing that mihara released .17 with transparentPod module just as I was starting to design a hi-visibility pod. originally it was going to be more like the stock copula, hemispherical dome, seating 2 kerbals. after reading the docs on transparentPod module and a few question to mihara the result is the Panopticon. At first it was going to just have the big mounting plates but I needed something more FAR friendly, and those flat discs will make the pod practically unlaunchable without fairing... and that's when I remembered Orionkermin's Spud and how he used multiple stack nodes. all in all I'm very happy with how the Panopticon turned out.

as for the Koffin, it was for laughs, like the Kerdoz was a kerbal knock-off of Zardoz. X for the eyes is more fitting considering the game is about short green creatures launching rockets that rattle apart as often as getting into orbit. :D Still, the new version has more regular looking closed eyes.

Edited by nli2work
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Just installed it thinking "looks good give it a go" and then noted the two nodes and the fairing that it adds for larger connections...

In awe.

Also you beat me too it - I have been playing with my own visible pod - all working but no dashboard I just hadn't released it yet!

Kinda pleased - I would be feeling inadequate about now.

Edited by Jahulath
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@guto8797 - made texture change, not sure if it's more heroic, but certainly less dead-squid looking :D

@Kolago, good idea, to the drawing board!

@smurphy34, done. new filename should be EDEngines-v1.1.zip

@jamesbjoseph, still trying to figure out cryobox setups. no much of a use unless I can get the mesh to change based on crew inside, so far it's purely cosmetic. IVA would be extremely claustrophobic and would have nothing to see inside, no controls of any sort, this is not really an escape pod. just a box to bury dead kerbals in.

small udpates for the koffin, link in 1st post. I turned off gravity in the video.

Ah, I get that, I was thinking more in terms of having some kind of IVA image available for any kerbals you place in the box, not so much as an IVA purposed with allowing you to control a craft from it.

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Congratulations on producing both the butt-ugliest and most beautiful command capsules in all of Kerbaldom!

Edit: Nice Job on the 2 top node to allow it to fit with either 1.25m parts or 2.5m parts at the top. Did you learn that technique from Orionkermin?

Those are actually giving me a problem. When attaching a small part to the top double node, such as a parachute, the larger adapter appears and engulfs it, and then I can't grab it again. Maybe cranking the ball size down a notch might be a solution, but that could have consequences I haven't thought about.

Edited by ultrasquid
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@jamesjoseph, IVA is the only way to get the small portrait in the lower left. The portrait camera is embedded in the Kerbal believe it or not. There's the option of preventing IVA, but it would be vessel wide so not a great solution. Even so, the Kerbal in IVA would be animated and there's no way I know of to make them look as if sleeping.

@ultrasquid, thanks! I like to cover all my bases. Once I get it updated to newest versions, RPM will be required. and you'll never have to look at the lumpy opaque cool mint flavored pod windows ever again. :D The dual stack nodes can be problematic. making the node smaller in Editor reduces the joint strength. Making it larger will just aggravate the problem. I'll adjust the collision mesh on the large adaptors, that should at least alleviate the problem, if not solving it completely.

@Minor Mayhem, I don't know .haven't had the chance to test myself yet. Wouldn't be surprised if it didn't. x64 player is buggy to begin with, couple that with a highly experimental part of a large complex plugin is asking for trouble. :)

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I'm very impressed with the models of these engines. Moreover, I don't think anyone has ever tried to make expansion-deflection nozzles in KSP. These would be ideal engines for atmospheric blastoff someplace like Duna, right? I'd like to do a set of RealFuels engine configs for these, unless someone else is already working on that. Shall I try?

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  • 2 weeks later...

Well, a week and a half later, I've found the time to put together some RealFuels configs for ModuleManager. This is an early draft and mostly a cut-and-paste job to match the general feel of the Stockalike configs, but I did try to be believable. I consulted a textbook I have - Mechanics and Thermodynamics of Propulsion - to learn about what expansion-deflection nozzles are and how they compare to aerospikes. In a nutshell, these engines are nearly as efficient as plug nozzle variants, but not quite; I reflected that in the configs. One major advantage is the ability to vector thrust by adjusting individual plates/petals in the nozzle, so I buffed the engine gimbal to 15 degrees on all of them. A considerable design hurdle is cooling the central plug, according to the book. I didn't touch the heat production values, but I did nerf the maximal heat tolerance to be more similar to the other aerospikes. I didn't touch the tech levels in the engines themselves, but most aerospikes are unlocked at tech level 6 and up... The smaller Eddies, however, get unlocked at level 4, IIRC, which deserves some thought. I also didn't touch the engine mass values. The two largest engines are probably overweight for RealFuels, though. After all, 2.4 tons is a monster compared to some other 2.5 meter scale engines in RealFuels - to say nothing of 3.7 tons.

I gave the engines a wide variety of fuels: kerolox and hydrolox, together with three varieties of popular hypergolics: MMH, UDMH, and Aerozine. Thrust levels for the hypergolics still need to be tweaked, all of them are completely even; they probably should be a little higher than the base kerolox.

What do you think? Did I do a decent job? These engines fill a very keen niche for Duna lander propulsion, I think. I've tried out hovering around and landing on Kerbin, too - the extra thrust vectoring helps tremendously.

// NohArk Eddie engine RealFuels MM configs, version 1.1 - DracovaXIV

@PART[ED125]:FOR[RealFuels_StockEngines] //"Eddie" 125 Engine
{
@maxTemp = 1970

@MODULE[ModuleGimbal]
{
gimbalRange = 15
}

@MODULE[ModuleEnginesFX]
{
@maxThrust = 55
@heatProduction = 650
@atmosphereCurve
{
@key,0 = 0 342
@key,1 = 1 281
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
PROPELLANT
{
name = Kerosene
ratio = 37.694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 62.305913
}
}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 6
origTechLevel = 6
engineType = A
origMass = 0.5
configuration = Kerosene+LiquidOxygen
modded = false
CONFIG
{
name = Kerosene+LiquidOxygen
maxThrust = 55
heatProduction = 650

PROPELLANT
{
name = Kerosene
ratio = 0.37694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.62305913
}
IspSL = 1
IspV = 1
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = LiquidH2+LiquidOxygen
maxThrust = 41.25
heatProduction = 650

PROPELLANT
{
name = LiquidH2
ratio = 0.7630831
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.2369169
}
IspSL = 1.3
IspV = 1.3
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = MMH+N2O4
maxThrust = 60
heatProduction = 650

PROPELLANT
{
name = MMH
ratio = 0.50366459
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.49633541
}
IspSL = 0.953
IspV = 0.952
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = UDMH+N2O4
maxThrust = 60
heatProduction = 650

PROPELLANT
{
name = UDMH
ratio = 0.47823219
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.52176781
}
IspSL = 0.95
IspV = 0.943
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = Aerozine+N2O4
maxThrust = 62
heatProduction = 650

PROPELLANT
{
name = Aerozine
ratio = 0.5017301
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.4982699
}
IspSL = 0.963
IspV = 0.955
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 2
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 1.2
}
}
}

}
!MODULE[ModuleEngineIgnitor] {}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}

@PART[ED051]:FOR[RealFuels_StockEngines] //"Eddie" 06 Engine
{
@maxTemp = 1970

@MODULE[ModuleGimbal]
{
gimbalRange = 15
}

@MODULE[ModuleEnginesFX]
{
@maxThrust = 30
@heatProduction = 650
@atmosphereCurve
{
@key,0 = 0 338
@key,1 = 1 277
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
PROPELLANT
{
name = Kerosene
ratio = 37.694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 62.305913
}
}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 6
origTechLevel = 6
engineType = A
origMass = 0.15
configuration = Kerosene+LiquidOxygen
modded = false
CONFIG
{
name = Kerosene+LiquidOxygen
maxThrust = 30
heatProduction = 650

PROPELLANT
{
name = Kerosene
ratio = 0.37694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.62305913
}
IspSL = 1
IspV = 1
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = LiquidH2+LiquidOxygen
maxThrust = 22.5
heatProduction = 650

PROPELLANT
{
name = LiquidH2
ratio = 0.7630831
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.2369169
}
IspSL = 1.3
IspV = 1.3
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = MMH+N2O4
maxThrust = 33
heatProduction = 650

PROPELLANT
{
name = MMH
ratio = 0.50366459
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.49633541
}
IspSL = 0.953
IspV = 0.952
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = UDMH+N2O4
maxThrust = 33
heatProduction = 650

PROPELLANT
{
name = UDMH
ratio = 0.47823219
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.52176781
}
IspSL = 0.95
IspV = 0.943
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = Aerozine+N2O4
maxThrust = 35
heatProduction = 650

PROPELLANT
{
name = Aerozine
ratio = 0.5017301
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.4982699
}
IspSL = 0.963
IspV = 0.955
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 2
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 1.2
}
}
}

}
!MODULE[ModuleEngineIgnitor] {}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}

@PART[ED250]:FOR[RealFuels_StockEngines] //"Eddie" 250 Engine
{
@maxTemp = 1970

@MODULE[ModuleGimbal]
{
gimbalRange = 15
}

@MODULE[ModuleEnginesFX]
{
@maxThrust = 225
@heatProduction = 650
@atmosphereCurve
{
@key,0 = 0 347
@key,1 = 1 286
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
PROPELLANT
{
name = Kerosene
ratio = 37.694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 62.305913
}
}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 6
origTechLevel = 6
engineType = A
origMass = 2.4
configuration = Kerosene+LiquidOxygen
modded = false
CONFIG
{
name = Kerosene+LiquidOxygen
maxThrust = 225
heatProduction = 650

PROPELLANT
{
name = Kerosene
ratio = 0.37694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.62305913
}
IspSL = 1
IspV = 1
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = LiquidH2+LiquidOxygen
maxThrust = 168.75
heatProduction = 650

PROPELLANT
{
name = LiquidH2
ratio = 0.7630831
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.2369169
}
IspSL = 1.3
IspV = 1.3
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = MMH+N2O4
maxThrust = 235
heatProduction = 650

PROPELLANT
{
name = MMH
ratio = 0.50366459
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.49633541
}
IspSL = 0.953
IspV = 0.952
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = UDMH+N2O4
maxThrust = 235
heatProduction = 650

PROPELLANT
{
name = UDMH
ratio = 0.47823219
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.52176781
}
IspSL = 0.95
IspV = 0.943
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = Aerozine+N2O4
maxThrust = 240
heatProduction = 650

PROPELLANT
{
name = Aerozine
ratio = 0.5017301
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.4982699
}
IspSL = 0.963
IspV = 0.955
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 2
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 1.2
}
}
}

}
!MODULE[ModuleEngineIgnitor] {}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}

@PART[ED399]:FOR[RealFuels_StockEngines] //"Eddie" 399 Engine
{
@maxTemp = 1970

@MODULE[ModuleGimbal]
{
gimbalRange = 15
}

@MODULE[ModuleEnginesFX]
{
@maxThrust = 399
@heatProduction = 650
@atmosphereCurve
{
@key,0 = 0 351
@key,1 = 1 290
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
PROPELLANT
{
name = Kerosene
ratio = 37.694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 62.305913
}
}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 6
origTechLevel = 6
engineType = A
origMass = 3.7
configuration = Kerosene+LiquidOxygen
modded = false
CONFIG
{
name = Kerosene+LiquidOxygen
maxThrust = 399
heatProduction = 650

PROPELLANT
{
name = Kerosene
ratio = 0.37694087
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.62305913
}
IspSL = 1
IspV = 1
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = LiquidH2+LiquidOxygen
maxThrust = 299.25
heatProduction = 650

PROPELLANT
{
name = LiquidH2
ratio = 0.7630831
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.2369169
}
IspSL = 1.3
IspV = 1.3
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}
CONFIG
{
name = MMH+N2O4
maxThrust = 424
heatProduction = 650

PROPELLANT
{
name = MMH
ratio = 0.50366459
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.49633541
}
IspSL = 0.953
IspV = 0.952
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = UDMH+N2O4
maxThrust = 424
heatProduction = 650

PROPELLANT
{
name = UDMH
ratio = 0.47823219
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.52176781
}
IspSL = 0.95
IspV = 0.943
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 24
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = false
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2
}
}
}
CONFIG
{
name = Aerozine+N2O4
maxThrust = 435
heatProduction = 650

PROPELLANT
{
name = Aerozine
ratio = 0.5017301
DrawGauge = True
}
PROPELLANT
{
name = N2O4
ratio = 0.4982699
}
IspSL = 0.963
IspV = 0.955
throttle = 0

ModuleEngineIgnitor
{
name = ModuleEngineIgnitor
ignitionsAvailable = 2
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 1.2
}
}
}
}
!MODULE[ModuleEngineIgnitor] {}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Electric
useUllageSimulation = true
IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 2.1
}
}
}

Edit Aug 12: updated config to 1.1 - thrust levels tweaked to be more accurate, UDMH/MMH have a bit more thrust than kerolox, Aerozine has a bit more still

Edited by DracovaXIV
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very cool! I don't know anything about the realfuels mod. and very little about rocket engines beyond what I can read on some webpages. I just made them for looks. :D

What changes do you suggest in the regular versions? The stats were drawn up using the stock counter part engines... 2.5m is poodle; 1.25 is LV909; 0.625m is rockmax 48-7s. 3.75m I kind of extrapolated fromt 2.5m. perhaps I can adjust the models for more visible gimble effects. :)

mind if I include your realfuels patch in a a future update?

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Oh, absolutely, include it! I'd be delighted. All I ask in return is that my name gets mentioned. I'll keep tweaking the configs, too; I think the thrust levels need to change a bit, for one.

Generally, the engine masses in stock KSP are nerfed to match the feel of a small-scale star system. And, of course, there's only one variety of propellant, with one fixed density. I have a gut feeling that the largest Eddie engine should weigh less than 2 tons for RealFuels/RSS. It can't be too light, but still. For example, the KW Rocketry SPS gets buffed from over 2 tons to less than one ton in the mod. I'll give it some thought and amend the file after some comparisons with other aerospikes.

As far as changes to the basic design go - besides the improved thrust vectoring to reflect the advantage over a plug aerospike (a base 15 degrees should be pretty good for the regular versions, too) I doubt there's much that needs to be done, but if you are interested in animating the nozzle changing shape as the thrust is vectored, that would look very cool indeed! I was always a fan of the fluffy-looking red-and-blue flame these engines make, too, even though it's likely not realistic IRL. You did a great job with the engine FX.

Speaking of aerospikes, there was a really good mod one or two years ago - Kerbolar. That mod had several conventional aerospikes as well as a stackable linear aerospike kit; you could assemble long linear aerospike "sticks". I felt like it would be great if they could be surface-attachable, like control surfaces get attached to wings. It's a very cool idea. The maker hasn't logged into the forums since January. I sent him a message. If he does respond, and is interested in passing the mod along, would you be interested in bundling a few of those aerospikes together with your mod? I've already got some configs written up both for stock and RealFuels.

Edited by DracovaXIV
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I've updated the config a bit more. The original post was edited. Next up I'll work on the engine masses. There's clearly some work to be done there: other aerospike configs don't weigh as much, and I already made the engines have slightly less Isp than plug aerospikes, so it all has to be balanced.

Maybe I should grab HyperEdit and experiment with these on Eve...

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They looks good, may I suggest you to add a readme in your archives and be clear with dependencies ? There is quite "a lot" (FS, ORS, Karbonite, amybe some other...) to get them to work, I don't see the point to spend time to put licenses, but no readme :(.

(This should be a rule in add-ons posting rules !)

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the only plugin required is Firespitter. The Ka engines will only be loaded by KSP if you have Karbonite mod installed. I'll put up separate images to make it more obvious

Edited by nli2work
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I have tried every one of the engines with a brief test flight and can offer some initial impressions.

First of all, these things look utterly amazing. The closest propellers to these in terms of sheer attractiveness are the ones in the D12 Aerospace pack, and these blow them out of the water: you've got cooling vents opening up on the nosecones, tiny 3D features on the engines, everything is moving, and the textures are beautiful. Speaking of which, my game actually crashed on the first load, but that's because I probably have over 2gb of mods installed. ^_^

Second, the engines are wildly overpowered (perhaps my AJE mod is doing something to them; it certainly switched LiquidFuel to Kerosene). I effortlessly passed Mach 4 and got as far as the thermosphere before the engines would flame out, and on a few occasions, parts were torn off from my planes due to the excess Q on the flight body. If I'm going to balance these for AJE configs, I've got some work to do.

Thirdly, it's clear that at least two of these are scientifically accurate gas turbine propfans (the red-hot cooling vents remove all doubt). In that case, the engine needs a separate air intake somewhere, just like a jet engine! Surely a relatively small one would do, since the turbine mainly just drives the propellers. This should be an easy config file mod, I'll see how to make it realistic.

Finally - for some reason, the texture on the V12 engine body wouldn't load. It's beautiful too, I can tell; there's some kind of cyclone air intake on the side, very cool. I don't know if the issue is related to the memory load (it shouldn't be). I also have a suggestion! Release the V12 engine body separately as a structural part, like the other radial engine bodies available for KSP, and provide the straight-blade prop as its own part, exactly like the other engines in this pack. That way it's possible to arrange the vehicle how you want it; I use Procedural Parts and the engines look especially beautiful on a rounded conical part. There exists a mod which makes the engine bodies actually act as engines, too: http://forum.kerbalspaceprogram.com/threads/61717-InfiniteDice-ICE-An-alternative-Engine-Module-for-Atmospheric-Vehicles With it, it would even be possible to have multiple props powered by one engine, I think. I'm not too familiar with the mod in question. By the way, there is a module available which reverses the direction of a prop engine's thrust (D12 and Lack Luster Labs use these). I'm actually going to try and do some of these modifications to the config files, and pass them back to you.

All in all, fantastic work! These have the potential to become just as well-known as B9 Aerospace parts!

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Thanks! I enjoyed working on these. :D the two propeller are my favorites.

the engines are wildly overpowered (perhaps my AJE mod is doing something to them; it certainly switched LiquidFuel to Kerosene). I effortlessly passed Mach 4 and got as far as the thermosphere before the engines would flame out, and on a few occasions, parts were torn off from my planes due to the excess Q on the flight body. If I'm going to balance these for AJE configs, I've got some work to do.

I believe AJE removes FAR's global engine nerf and replaces stock ModuleEngine with AJE ModuleEngine. FAR reduces all engine thrust by 50% IIRC. With FAR, the propellers produce 39kN (Trianka) and 48kN(JeyTew) of max thrust, velocity curve restricts top speed to about 300m/s; the turbofans under 200kN, probably still overpowered. I haven't tested them all that much to be honest.

Thirdly, it's clear that at least two of these are scientifically accurate gas turbine propfans (the red-hot cooling vents remove all doubt). In that case, the engine needs a separate air intake somewhere, just like a jet engine! Surely a relatively small one would do, since the turbine mainly just drives the propellers. This should be an easy config file mod, I'll see how to make it realistic.

All the engines have Intake module to make them FAR friendly. I haven't tried it without Intake Module. I think they would probably be okay because FAR has built-in special exception for Firespitter propeller modules. Visually I figured the opening in front just behind the blades act as intakes. For tail mounts I have radial intake that will come with the fuselage parts. Currently adding couple airbrake parts to make landing more manageable. Should see full release in the next day or so.

Finally - for some reason, the texture on the V12 engine body wouldn't load. It's beautiful too, I can tell; there's some kind of cyclone air intake on the side, very cool.

My oversight! the engine body uses texture from the fuselage parts that I haven't released yet. That should be fixed in a day or two.

I also have a suggestion! Release the V12 engine body separately as a structural part, like the other radial engine bodies available for KSP, and provide the straight-blade prop as its own part, exactly like the other engines in this pack. That way it's possible to arrange the vehicle how you want it; I use Procedural Parts and the engines look especially beautiful on a rounded conical part. There exists a mod which makes the engine bodies actually act as engines, too: http://forum.kerbalspaceprogram.com/threads/61717-InfiniteDice-ICE-An-alternative-Engine-Module-for-Atmospheric-Vehicles With it, it would even be possible to have multiple props powered by one engine, I think. I'm not too familiar with the mod in question. By the way, there is a module available which reverses the direction of a prop engine's thrust (D12 and Lack Luster Labs use these). I'm actually going to try and do some of these modifications to the config files, and pass them back to you.

I will definitely make a separate engine body, something like the P51. and single set of blades. Those won't take long. The Jey-Tew will stay as it is officially though. I'm too attached to it. :D

Overall I want to keep the parts generic enough that people build planes that capture the feel of historical planes, but not exact replicas. yes reverse thrust is a Firespitter module, I will add that for the next update.

Edited by nli2work
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updated; see OP

v1.1

New Parts

1m, 2m, 4m taper to 0.625m, rectangular fuel structural parts;

1m rectangular to 1.25m standard adapter

surface mount air intake

lateral deploy, high clearance main landing gear

high clearance nose gear

spoiler

airbrake

Changes

Trianka Mk D max thrust increased to 88kN

Jey-Tew V12 max thrust increased to 102kN

nosemount and tailmount PropFans max thrust reduced to 175kN; velocity curve reduced.

Edited by nli2work
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