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Posts posted by Pagan_Scorpion
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Sorry guys for the long silence. It was not intended. My babyboy was born a bit earlier, letting me no time to continue the mod until now. I'll do my best !
To give you some more information, the Jumo is on its way, just some problem to tweak (not the trust I want nor the top speed... Maybe because of a faulty hitbox messing with aerodynamics). I also want to produce a better texture for it. It's too blank for my own taste !
On 25/01/2016 at 0:41 AM, halo fan 117 said:would you be willing to post the craft files for the vehicles in the first post images ?
=> I'll do that, I just need to rework some of those, since Adjustable Landing Gear doesn't appear to work properly since 1.1
On 20/05/2016 at 1:06 AM, Ryanja99 said:Any chance of 1.1 support? Never knew this mod existed. Glad I found it!
EDIT: I tested the engines in 1.1 and they all seem to function normally. No weird bugs, pulsejets shutdown after Mach 1, and nothing seems glitchy. I haven't tried it with AJE or FAR yet but totally stock 1.1 seems to work.
Yeah, I didn't have problem with them either.
On 10/06/2016 at 3:09 PM, He_162 said:The pulsejet as-014 could not work past mach 0.95 the air forced the intakes open all the time.
The As-044 could stand up to mach 1.3 Im sure.
Yup for the As-014. Didn't remember if it's also the case for the 044. Need to check this !
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On 8/1/2016 at 8:26 PM, halowraith1 said:
will it have the variable exhaust nozzle?
I didn't think of that.
I'll release at first a static version (easier to do, and everybody can have fun with it ^^), then I'll try to make that (new to me, so probably longer to do). -
Here's a small update based on what we were discussing about flam out at 2.5 mach for lorin ramjets.
Just to show you the new atmosphere curve (if it needs more tweaks, it will be easier with this) :
And here is a WIP of the next part, I'm currently making the texture ! -
So, I've increased the thermalMassModifier to = 128.0, and the "craft" lasted a few seconds before, this time, "colliding in the surface", as stated on the F3 log.
Basically, it is better now , but not solved. Thank you for your help !I've copy pasted the config file from one of Squads' probe, so I didn't expect problem with it...
Edit --
I've added Launch Stability Enhancer to avoid this collision with the ground. Now, it jumps into space, straight forward through the solar system at crazy speeds... -
I'll try to increase this (of course this wasn't meant to stay that light...).
Edit --
I changed the mass to 8t, but no luck so far -
Right away !
I didn't have any problem like this with my engine mod -
Hi guys !
I've made the Star Forge with Blender in order to 3Dprint it, and then I was wondering "why wouldn't I use it in KSP ?". When it will work, I do want to keep it in solar orbit. I also didn't mind to texture it for now.
My problem is that my part is destroyed on the launchpad apparently "due to overheating", before I can do anything.
If I alt+f12 and ignore max temperature, the part will be there, but it will be pushed into space at crazy speed (it almost instantly escapes solar system).
Is there anybody that knows what might cause that ?
I can provide anything useful (cfg based on an unmanned probe from squad...).
I was thinking that was my collision mesh that was wrong (too complex) but I've tested with a simple cylinder, and it's the same.
Here is a picture of it :PART { name = starforge module = Part author = Pagan_Scorpion mesh = starforge.mu //rescaleFactor = 2043 CrewCapacity = 0 TechRequired = unmannedTech entryCost = 7500 cost = 1480 category = Pods subcategory = 0 title = Star Forge manufacturer = Rakata description = The Star Forge was a giant automated shipyard, designed to create the most powerful army of all time, constructed by the Rakatan Infinite Empire in 30,000 BBY, five thousand years before the rise of the Galactic Republic. attachRules = 0,0,1,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 3300 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.03 } } RESOURCE { name = ElectricCharge amount = 50000.0 maxAmount = 50000.0 } MODULE { name = ModuleSAS SASServiceLevel = 2 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 500 } } }
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Okay, that's what I've done for mach 1.2, best efficiency there ! I'll add a decreasing curve after.
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Understood, this is easy to change.
Does it need to slowly decrease in efficacity, or just stop working at 2.7/2.9 ? -
I'm gonna upload the update right away.
Tweaking "correctly" this engine was kinda hard, as I do not have a proper plane to test it (the former Lorin-Sänger was tested on a Me 262, for which it was built)
So, anything that can make it better will be appreciated
--Edit
Next engine will be the jumo 004. -
46 minutes ago, CobaltWolf said:
In the top toolbar, there is a black box with an i in it. Click that, give it the album code (the part of the link after the /a/) and it will insert an album.
I've tried it the wrong way so, I thought it was broken since it was like that on the former forum and didn't work after the transfer to the new one. I'll try that, if it do not work, I'll try @sal_vager's way.
Thanks to you both
--Edit--
It works, the albums are back ! Thanks again ! -
On 10/12/2015 01:19:12, sal_vager said:
@Pagan_Scorpion made a pulsejet and some planes to go with it, one is V-2'ish (albums are busted unfortunately)
That rocket looks very explosive ...
I've tried many ways to submit good album preview on the forum, but do not succed for now, I've put the links pointing them on the first post of my post, maybe that is better ?
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On 5/12/2015 02:22:43, He_162 said:
This place is pretty much dead it seems...
Not at all, just being busy with life...
I'm just letting this here, in case it interests you Imgur album (hope the imgur link works... if not : here's a steam community link )Yes, that's a (kinda) Ju-52 with a 8m long Lorin ramjet !
Need more tweaks, but it's coming ! -
I don't remember the mod's name, try ZZZ flag as the mod's folder's named that way.
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I didn't think it was, I was just gonna let you know...
The next thing I would model if I was you, was the different Sanger, and Lorin ramjets, You have the Lorin done, now the Sanger is left, as well as the other models.
Pretty much what I have in mind. As the jumo is kinda the juno, it can wait a little longer
The next will be the one on the blueprints you provided. Then probably the Super Lorin.
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So, the Porsche 109-005 engine is actually just a really bad copy of the Jumo 004, by the Porsche company, before they gave up on designing aircraft. It was never really built, and if it was, it would looks, and perform like a Jumo 004.
Noted ! It wasn't a priority, anyway !
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Yeah, the Me 262 was my test plane for those engines when I tested them. Mainly because I do not know other planes with them on.
I've made a He-162 with twin As014 and twin Lorin, but... Hard to say if it is as realistic as it can be.
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The top speed of the Me-262's wing could handle 1312 km/h speed, so I assume it's top speed would be 200 km/h or more below that, just to keep the airframe safe. The pilot would throttle down the engines to prevent overspeeding.
I used NASA's algorithm for calculating the Kn thrust, etc, as well as reading the data up in books from my Library.
Like I said before, I am a human aircraft encyclopedia, so I'm here to help.
- - - Updated - - -
I also modified my previous post a little bit. You may want to copy it into a text file somewhere so you can remember all that data.
Okay ! I'm having a hard time trying to find valuable data about those old techs over the internet, so I'm curious !
Yeah, of course, top speed doesn't mean the safest speed
--Update--
Already done
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Overheat was only a problem in the higher RPM zone, so you can make it like the afterburning engine, but instead of dry, and wet mode, it is limited RPM, and unlimited RPM, the unlimited RPM lets you run the engine at a higher RPM, giving more thrust, and that causes overheating, where the previous limited RPM is the safe zone.
The lorin ramjet looks like this: http://www.luft46.com/misc/skp14-2.jpg
The Sanger ramjet looks like this: http://hsfeatures.com/features04/images/do217e2jb_bw.jpg
The second Lorin type ramjet looks like this:
http://lonewulfmodels.co.uk/images/products//646_l.jpg
This is the Super Lorin ramjet: http://www.largescaleplanes.com/Photostory/JimMerrigan/FW283/2003_01_13.jpg
http://cdn3.volusion.com/qh9e9.jdqv9/v/vspfiles/photos/LUFT007-4T.jpg?1446566597
These are the smaller version of the Super Lorin Ramjet: http://www.thewebfairy.com/911/missilegate/rfz/images/064.jpg
Here is the Second Lorin Ramjet, mid-fuselage variant: http://modelplanes.de/wp-content/uploads/2015/02/106.jpg
Here are blueprints for the Lorin Ramjet:
Thrusts for these aircraft at mach 0.6 to 0.7.
Lorin Ramjet: 112 Kn
Mach 0.9: 150 Kn
Mach 1.5: 330 Kn
Sanger Ramjet: 236 Kn
Mach 0.9: 300 Kn
Mach 1.5: 500 Kn (Overheats at 450 Kn, but 500 Kn is possible at altitude)
Lorin Type 2: 268 Kn
Mach 0.9: 315 Kn
Mach 1.5: 450 Kn
Super Lorin: 330 Kn
Mach 0.9: 350 Kn
Mach 1.5: 450 Kn
Small variant super Lorin: 150 Kn
Mach 0.9: 200Kn
Mach 1.5: 330 Kn
Mid-Fuselage Lorin Ramjet: 250 Kn
Mach 0.9: 300 Kn
Mach 1.5: 600 Kn
Activation Speed for Ramjets:
Lorin: 97 m/s
Sanger: 100 m/s
Lorin Type 2: 70 m/s
Super Lorin: 65 m/s
Small version super lorin: 20 m/s (Very low thrust until 65 m/s)
Mid-fuselage Lorin: 65 m/s
- - - Updated - - -
I revised the speeds, and thrusts etc...
Nice idea for the Jumo with the analog of wet/dry ! I'll give this a check.
Wow, so much data. How do you know all that ?
With that Lorin 2, What speed would a Me 262 reach, if you know ?
I'll follow the blueprints to make the Lorin ramjet.
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It can easily be used in KSP! That long of an engine forces people to come up with more amazing designs, so sure! Go for it!
Sold. I'll go for it ! But... What an engine ! 20,000 HP... About 15,000kN it seems.
Well, stock now has a kerbalized Jumo, so......Here is the second design I made, its a larger scale bomber variant, to test large flying wings... no bomb load yet http://imgur.com/a/brIAj- - - Updated - - -
Their version of a Jumo is nothing near the real design, the real design uses more fuel, but produces slightly more thrust, and the real jumo is not 0.625 meters in size.
A REAL Jumo is the goal, if you know what I mean, a full 3d engine that can be put under wings, or over a fuselage.
You forget about the overheat problem ! It needs that too if we want something realistic (it might be the hard part to tweak the overheat to be satisfying tho) !
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Nice one ! I love tail-less crafts, they're so smooth !
Imgur's albums aren't always logical. It always needs to move the picture from one to another.
I was thinking about making this Lorin/Sänger ramjet :
http://www.datazap.net/sites/1953/28-04-2013/DO-217/P1260505.jpg
But it is a bit huge. Like... 11.5 meters long. Isn't that too big to use in KSP, in your opinion ? Or shall I go and make it ?
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I'm having a lot of fun with it, anyone want to see my latest creations?
Of course I do
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Just to let you know, as far as I have tested my engines with the new update, everything's fine !
--Edit : 2:31
Can't sleep, so here's a sneak peek of what I just made :
Javascript is disabled. View full album
A few more tests and I will update the mod with this part .
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Explosions! That would certainly be nice to use on low TWR craft. Could a part have two engine config files? One normal operation, the other a one time burst on staging.
I was thinking of something like that. Maybe a second hidden engine that could burst for a couple of seconds and then shut down. Kinda like a SB with very little solid fuel...
[1.1.3] Pulsejet Argus As 014 / As 044 and other WWII german engines
in KSP1 Mod Releases
Posted
I have currently less time to work on this mod, nonetheless I still work on it when I can !
I've some problems with the jumo, they're not working as intended !
And afaik the mod is compatible with latest ksp version ! If any bug, please let me know