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SasquatchM

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Everything posted by SasquatchM

  1. It almost has to be something to do with the really high Isp. Everything else is set up similar to other engines
  2. The Isp of an afterburner would be crazy low, however it should produce a lot of thrust. I'd almost have to set it up like the xenon injector.. the jet it was attached to would need to produce a resource to power the afterburner, or you could just activate the afterburner when the jet was off. I suppose I could just copy a stock engine and ad an alternator to it.
  3. Well, if yo have anything you want to see, let me know
  4. Well, lets see what happens with this update. I still haven't been able to recreate the fuel bug myself, but I did try to make the numbers a bit less math intensive
  5. Updated resource cfg and part cfg on the FFR to hopefully eliminate the vanishing fuel bug
  6. Added Ducted Fan VTOL Engine. Still playing with numbers with the FFR. Sadly I still have not been able to recreate the fuel bug.
  7. All you have to do is strut them to something else, 2 struts will definitely do it, and heat shouldn't be an issue
  8. So it turns out excited hydrogen actually emits a pink glow. Should I update the BRJ to reflect this?
  9. I'm going to poke around at the FFRs a bit more soon. I really am thinking it is a math error over 500000 isp compared to an average of 330 or so makes for way more decimal points
  10. I landed a plane on the Mun when was first playing with these engines. I am considering making a docking ring with long range engines and fuel reserves for transport.
  11. The rear-mount PDEs I made more or less for that purpose. I thought they would be fun to use for silliness like space-superiority fighters and whatnot. The radial mounts are a bit more balanced
  12. To be honest I have no idea. I have been unable to recreate this bug myself. I am wondering if it is actually a math error somewhere as there are only 10 "units" of thorium in the engine.
  13. To get custom sounds I had to use the Firespitter Plugin, which causes the sound not to turn off when throttled all the way down.
  14. Updated textures and a few model tweaks. Added sound (couldn't find a good base for a custom sound so uses the same sounds as the stock nuclear engines). replaced video on the main page with an update showing the new model and textures. Somewhat annoyed as the vid i uploaded seems to be a bit glitched.
  15. I'll probably just use the same sounds as the nerva
  16. Story away good sir. This is definitely a long range design. There are many better engines for just getting to Mun or Minmus
  17. Well, here ya go then: Download Feedback on balancing would be nice. It is for all intents and purposes a self fueling engine, so I feel I may have to dial down the performance or increase the weight. Make sure to add some batteries and solar panels.
  18. Screen shots of 0 thrust and full power with updated textures and normals added
  19. Well, the scoop does grow and shrink with throttle, the problem with the engines is that they are all or nothing, as far as i know anyway. So if there is not enough fuel it won't just work at a reduced rate, it just won't work at all. Hence the velocity curves. I also read that they think that 35000m/s is the max velocity from on of these before the drag of the various interstellar particles makes further acceleration impossible. The real question is what should the minimum velocity be for ignition? I decided to set it low with a very cripple velocity curve just to make it useable a low speeds in orbit. That is easily changeable, but now additional rockets must be added for lower speed maneuvers thus increasing part count on the ships.
  20. Emissives work like crap with any sort of transparency. To simulate the more fuel = going faster I tried to make a velocity curve that would sort of emulate that. If there were a way to make intakes work in vacuum and make them scalable based on throttle that would be perfect. The way it is now there isn't a way to make it have 0 thrust if the scoop is facing the wrong direction. I also, due to the lack of intakes, had to make a hydrogen generator to fake an intake, for whatever reason a hydrogen alternator keeps ending up with 0 fuel.
  21. Here is the part.cfg. Keep in mind that this is NOT balanced yet. The hydrogen isn't reaction mass, it is actually being used as fuel in a fusion reactor. PART { // --- general parameters --- name = SM-Bussard-Ramjet module = Part author = SasquatchMarmalade // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1.25 // --- node definitions --- node_stack_top = 0.0, 2.22417, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.98312, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_gasJet_white = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- cost = 5000 category = Propulsion subcategory = 0 title = SM-Bussard-Ramjet manufacturer = SM Aeronautics description = The Bussard Ramjet uses enormous electromagnetic fields as a ram scoop to collect hydrogen from the interstellar medium. This hydrogen is used to power a fusion reactor that vents from the rear of the ship propelling the ship. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 4.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2500 //stagingIcon = SOLID_BOOSTER MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 450 heatProduction = 300 fxOffset = 0, 0, 0.5 useVelocityCurve = True PROPELLANT { name = CompressedHydrogen ratio = 1 DrawGauge = True } PROPELLANT { name = ElectricCharge ratio = 10 DrawGauge = True } atmosphereCurve { key = 0 450 key = .001 100 key = 1 0 } velocityCurve { key = 0 .1 0 0 key = 2500 1 0 0 key = 17500 1 0 0 key = 32500 1 0 0 key = 35000 .1 0 0 }
  22. Really, screenshots of the file open in blender and unity would help a lot. It sounds as if you may be missing the thrustTransform. Decoupler and SRB will work together, you just cannot activate them with staging without them both activating at the same time, but you can key up action groups
  23. Actually I made the Hydroponics tank when I was considering doing a life support mod. They don't actually do anything useful atm. i am considering making them compatible with the Ioncross Crew Support Plugin.
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