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[Stock Helicopters & Turboprops] Non DLC Will Always Be More Fun!


Azimech

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  • 3 weeks later...
  • 2 weeks later...
  • 2 weeks later...
  • 3 weeks later...

We can update our engines with replacing all of the LY10 gears with the LY05. But the basic jet engine is useless now. I really hate the package of the turbojet, it's much too large.

I'm thinking of starting a mod.

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That's great, Yukon! I'm looking forward to see your designs!

Meanwhile, here's a preview of my newest twin:

dXn12Sl.gif

Tf0s7zE.gif

Modlist: Procedural Parts, Procedural Parts Extended, Procedural Fairings, Infernal Robotics, Internal Combustion Engine Construction Kit, Tweakscale, Smart Parts, The Colliders Strike Back.

The ignition isn't working yet, but Firov is close in completing his work on the proximity sensor!

And here are the last of the 0.90 aircraft I made last month:

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http://kerbalx.com/Azimech/77I-Azi7-Whistling-Ghoul

This one has my high speed record: 155 m/s.

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http://kerbalx.com/Azimech/77I-Azi8-Howling-Harpy

And this one is the same model, parts reduced but with a pilot, for use in wargames.

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http://kerbalx.com/Azimech/77I-Azi9-Nagging-Nix

And my last complex design, though less quick than Azi8:

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http://kerbalx.com/Azimech/77I-Azi10-Shouting-Spectre

And it resulted in this minimalist UAV, it's very fast and has a superb part count:

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http://kerbalx.com/Azimech/77I-UAV1

I also updated my first helicopter. Increased power, range, horizontal speed. Reduced mass and part count.

http://kerbalx.com/Azimech/77I-5H1-11

I feel I want to ask Squad if we can have a short engine model like the basic jet engine, but with the performance of the turbojet. I really wouldn't like to have to build with a bigger radius than the old designs.

And Squad really needs to get rid of the occluded engine rule.

Edited by Azimech
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Should have seen it coming. I knew deep down squad would make some small seemingly innocent changes that drastically impact our creative abilities.

I am not giving up on stock yet. I have some good bearings using the small landing gear and I sm sure I can build neat stuff with them.

Like you I am seriously dissapointed as my pre-version 1 projects got crippled. I had a high capability mega truck using basic turboshafts for axel power I was going to release. Maybe squad will one day add hinge parts or freely rotating stuff to make our lives easier. Luckily these old designs were documented when they still worked to be seen in the history books.

It was going to be so awesome...

pLZHUO3.png

Edited by Jon144
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  • 2 weeks later...

I'm currently doing my own 1.0.2 testing, but using minimal mods (only IR, for its free-spinning bearing).

No success with flight yet, but I am making non-insignificant amounts of thrust.

(Maybe I can crack this, due to the fact that I never did this in 0.90 or prior, so i am not stuck in a previous way of turboprop thinking :) )

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  • 4 weeks later...

1.0.3 Has renewed the potential for stock turboshaft development!

Here's my newest prototype. Built in half and hour and ran immediately!

BG7A4ca.png

FVI0YWU.png

O6a0VNv.png

Instead of the basic jet engines I use the turbo ramjet engines. Fuel consumption is horrible. We'll never get 0.90 performance back, time to create a new standard.

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1.0.3 Has renewed the potential for stock turboshaft development!

Here's my newest prototype. Built in half and hour and ran immediately!

http://i.imgur.com/BG7A4ca.png

http://i.imgur.com/FVI0YWU.png

http://i.imgur.com/O6a0VNv.png

Instead of the basic jet engines I use the turbo ramjet engines. Fuel consumption is horrible. We'll never get 0.90 performance back, time to create a new standard.

Amazing job bringing this back built just like how I had imagined. Now the problem is 1.0.4's lower drag and lower lift. Would have to see how fast this could actually take something.

Still... It is sad how inefficient this sort of engine is now.

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And here's the first airplane prototype in 1.04 which flies. Max speed a mediocre 75 m/s at 6500m.

Alas, no longer 100% stock: to cope with the increased drag and decreased thrust, I've written my own engine(blower) config.

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The blower is a mix between the basic jet engine and the turbo-ramjet. You can use it if you like and please share your experiences.

instructions: copy the code into a new text file, save as jetengineadvanced.cfg and put in Gamedata/Squad/Parts/Engine/Basicjetengine


PART
{
name = JetEngineAdvanced
module = Part
author = C. Jenkins
mesh = model.mu
node_stack_top = 0.0, 0.7783, 0.0, 0.0, 1.0, 0.0
CoMOffset = 0.0, 2.3, 0.0
TechRequired = aviation
entryCost = 50000
cost = 10000
category = Engine
subcategory = 0
title = TB1 Turboshaft Blower
manufacturer = 77 Industries
description = A blower for building turboshaft engines. Much more power than the turbo-ramjet, but heats up easily.
attachRules = 1,0,1,1,0
mass = 1.0
// heatConductivity = 0.06 // half default
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 = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEnginesFX
engineID = Cruise
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 600
heatProduction = 125
useEngineResponseTime = True
engineAccelerationSpeed = 0.8
engineDecelerationSpeed = 0.8
useVelocityCurve = False
fxOffset = 0, 0, 1
flameoutEffectName = flameout
powerEffectName = running_thrust
runningEffectName = shockDiamond
engageEffectName = engage
disengageEffectName = disengage
spoolEffectName = running_turbine
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Turbine
PROPELLANT
{
name = LiquidFuel
resourceFlowMode = STAGE_PRIORITY_FLOW
ratio = 0.5
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ignoreForIsp = True
ratio = 7
}
atmosphereCurve
{
key = 0 19200 0 0
}
// Jet params
atmChangeFlow = True
useVelCurve = False
useAtmCurve = True
flameoutBar = 0.02
machLimit = 0.75
machHeatMult = 3.5
velCurve
{
key = 0 1
key = 0.35 1
key = 0.8 1
key = 0.9 0
key = 1.0 0

}
atmCurve
{
key = 0 0 0 0
key = 0.1 0.1
key = 0.3 0.5
key = 0.5 1
key = 1 1
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationEmissiveJet
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 0.5
}
}

MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
EFFECTS
{
running_thrust
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.4
volume = 1.0 1.0
pitch = 0.0 0.9
pitch = 1.0 2.5
loop = true
}
//PREFAB_PARTICLE
//{
// prefabName = fx_smokeTrail_light
// transformName = thrustTransform
// emission = 0.0 0.0
// emission = 0.05 0.0
// emission = 0.075 0.01
// emission = 1.0 0.25
// speed = 0.0 0.25
// speed = 1.0 1.0
// localOffset = 0, 0, 1
// localRotation = 1, 0, 0, -90
//}
}
shockDiamond
{
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/afterburner_shock
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.4 0.1
emission = 0.6 0.6
emission = 1 1
speed = 0.4 0.1
speed = 0.6 0.2
speed = 1.0 0.3
}
}
running_turbine
{
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.7
volume = 1.0 1.0
pitch = 0.0 0.1
pitch = 0.05 0.5
pitch = 1.0 2.5
loop = true
}

MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/afterburner_flame
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.2 0.1
emission = 0.6 0.6
emission = 1.0 1.0
speed = 0.0 0.1
speed = 1.0 0.3
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.5
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.5
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = false
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 1.0
loop = false
}
}
}
}

Edited by Azimech
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I've managed to build a Ducted Fan prototype, need to do some thrust tests, but it spins like... well... a jet engine.

Also, I used the small gears from the 1.0, as they have no (or less) suspension.

I might need to use smaller wing sections for the fans, as they probably need a higher angle to operate.

Pics:

I used 48-7s engines to push the inner "fanblades", proved easier to fit than standard jet engines.7Yl0BvN.png

The Turbojet is just for FX :)DCRDhn3.png

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It is really amazing you have this working again but so far less that it is no longer possible in stock. Which is why this was all so glamorous in the first place.

Yeah, it's a loss. But one day we'll have fluid dynamics, and then we can really rock & roll!

- - - Updated - - -

Very nice! If you're interested, keep following this thread. In the mean time, I challenge you to build a two-spool turbofan ;-)

I've managed to build a Ducted Fan prototype, need to do some thrust tests, but it spins like... well... a jet engine.

Also, I used the small gears from the 1.0, as they have no (or less) suspension.

I might need to use smaller wing sections for the fans, as they probably need a higher angle to operate.

Pics:

I used 48-7s engines to push the inner "fanblades", proved easier to fit than standard jet engines.http://i.imgur.com/7Yl0BvN.png

The Turbojet is just for FX :)http://i.imgur.com/DCRDhn3.png

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  • 4 weeks later...
That's great, you're working on an automatic reloader too!

Tell you what, I'm going to publish mine today. Stay tuned :-)

Hey man you are the one that got me into making bearings and stuff glad to hear from one of the greats!

Btw how does yours work? My idea is for it to automatically dock after every shot so the bearing becomes part of the ship again.

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Yeah, it's a loss. But one day we'll have fluid dynamics, and then we can really rock & roll!

- - - Updated - - -

Very nice! If you're interested, keep following this thread. In the mean time, I challenge you to build a two-spool turbofan ;-)

Already working on it :wink:

Think i might try using the really tiny fins for the blades. Then i might even fit a third spool in there :)

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