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Everything posted by blowfish
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Thanks, Nansuchao. Changes have been committed (with some modifications), and now the 72 hour clock begins: within that time period, I will have a product which is, to my knowledge, ready for release. Of course, getting an actual release done will require bac9 to be around, so that might take longer. - - - Updated - - - The HX parts have now been moved to their own folder, and the wings and landing gear have been moved to a legacy folder (per discussions with bac9). Since I have a bit of time, I'm going to see if I can get the airbrakes working. No guarantees though. If anyone has any outstanding issues they'd like to report, now would be the time.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Ignore the CoL indicator. It is meaningless in FAR. But yes, a vessel like that is likely unstable in that configuration.- 14,073 replies
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Wait. This is all about the names? Why didn't you just say so? You can fix this easily for yourself but removing the @title and @description lines for the engines (BasicJet and TurboFanEngine) in GameData/AJE/Squad.cfg. I might try to think up a more permanent solution at some point.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
blowfish replied to SuicidalInsanity's topic in KSP1 Mod Releases
There's an error: M2X_AtomicJet has dryThrust and wetThrust set to the same thing, which will cause unexpected behavior. But AJE wasn't really designed to handle atomic jets, so it might be worth just removing that patch entirely. But in general, a note on those parameters, if you're interested: dryThrust, drySFC, and wetThrust are used by a fitting routine to set Area, FHV, and TAB respectively. This means that you can make sure the (static) thrust and efficiency hit certain values.- 1,520 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Either way works A pull request is easier for me (and note that it's Bitbucket, not Github), but if it's easier for you, just raw files work too.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It's certainly possible within KSP's capabilities, but it would require a lot of changes to the models. Do you have a use case in mind for this, in any case? I'm having trouble imagining a scenario where you'd actually want to re-enter the atmosphere with an HX ship. There's no math involved, it's just changing maxTemp in the config file. And it's mostly just the fuselage parts I'm worried about (Mk1, Mk2, HL). Where relevant, you can just change maxTemp from 2000 to 2300. Don't worry about the cockpits as I've already taken care of those.- 4,460 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
Not RSS specifically, but yes everything will be very OP for stock Kerbin. Squad has engines and tanks massing several times what they do in real life, and this gives them realistic masses. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
They're single use detachable panels.- 4,460 replies
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The first page you linked actually has two numbers Anyway, here's a preliminary config. I haven't tested it yet, and it's not in the repository +PART[turboFanEngine]:FOR[AJE] { @name = aje_j75 @title = Pratt & Whitney J75-P-17 Turbojet @description = Essentially a larger J57, the P&W J75 saw extensive military and civilian use. This afterburning variant powered the F-106 A/B. 109.0kN wet, 76.5kN dry. SFC 0.8/2.15 lb/lbf-hr static. Temperature limit Mach 2.5. @mass = 2.7 @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet @Area = 0.4 @BPR = 0 @CPR = 12 @FPR = 0 @Mdes = 0.9 @Tdes = 250 @eta_c = 0.95 @eta_t = 0.98 @eta_n = 0.7 @FHV = 35000000 @TIT = 1150 @TAB = 3140 @exhaustMixer = True @thrustUpperLimit = 200 @maxT3 = 900 @maxThrust = 109.0 @defaultTPR = 0.85 @drySFC = 0.8 @dryThrust = 76.5 @wetThrust = 109.0 } }
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The HX hangar shields (models by bac9 of course) seem to be working nicely. For now they're just aesthetic, when I implement the new part switch plugin they will be relevant under FAR.- 4,460 replies
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Hey Svm420, were you able to find a reference for the J75-P-17's dry thrust? I can't seem to find it anywhere.
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It gives them the stats of roughly matched real-world equivalents (and renames them). The models and scales (at least for the stock engines) hasn't changed. If you have some specific aspect of the matching or real-world engine stats that you don't like, I'd definitely be willing to hear it, but if not, I don't think this conversation is going anywhere.
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I had a thought about the SLS upper stages: Rather than attempting to tailor them to specific use cases, why not make them semi-adjustable? The flat ribbed sections look like they could be tiled pretty easily. It might not work perfectly with your stretchable tanks module (particularly since the fairing would have to be adjusted too), but I don't believe it would require too many changes and most of them would be on the code side rather than the assets side. Just a thought Also, is there a usage guide for the lander parts? What's the midpoint node on all of the fuel tanks for? Both nodes on the decouplers appear to face the same direction - is that intentional? How would I stack things in order to set up multiple stages?
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Like Svm420 said, you're still not being specific enough, I'm sorry to say. What aspects of those engines do you feel are not stock enough? e.g. thrust (which as I mentioned is ambiguous), top speed, efficiency?
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
The currently-WIP SSTU mod has some smallish engines that might do well with methalox configs. -
Correct, but I only indend to modify the firespitter module so that it gets the throttle from AJE. I wasn't planning anything fancier than that.
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There's no documentation on this, sorry. I can however tell you how engines in AJE behave in general, and about specific engines if you ask. Overheating happens when the compressor gets too hot, which happens at high speed. Note that it's not cumulative - how close the engine is to overheating is only a function of what the engine is doing at that particular instant in time. The overheat bar will appear long before the engine explodes (which happens when it fills up completely), so there's plenty of time to throttle down. There's no "optimal" altitude/speed for any engine. Altitude matters almost not at all - thrust decreases with air pressure, of course, and Isp increases a little bit with altitude (but so little that you probably won't even notice). As for speed, as a general rule higher bypass engines are more efficient at lower speeds but won't allow you to go as fast. Use high bypass turbofans for subsonic planes, low bypass turbofans for transonic planes, and turbojets for the best supersonic performance. Both should be negligible. - - - Updated - - - The only meaningful difference between Earth's and Kerbin's atmosphere is that Kerbin's is only 80% as tall. So altitude won't quite match up but everything else should hold.
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Probably the landing gear. Try increasing the spring constant.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Welcome to the forums! The way FAR models wings, they produce zero lift at zero angle of attack. In order to get lift, the wing needs some positive incidence to the airstream. There are 3 ways to do this: (1) Position the rear landing gear just behind the center of mass so that you can pitch up before taking off, (2) Angle the wings a bit in the editor, (3) Make the nose landing gear taller than the tail landing gear so that the plane sits at an angle.- 14,073 replies
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I get that, but I think it's underpowered even for that purpose. In my testing I recall getting ~700 m/s out of it with the CSM on top, which isn't even enough for a trans-munar injection. I'd recommend at least increasing the fuel amount to put the delta v at 1200-1500 m/s, which is enough for final circularization around Kerbin (assuming a shallow ascent path) and then a trans-munar or trans-Minimus injection.
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If you end up doing the SpaceX Falcon engines, you could probably do clusters of various sizes - 3.75m x9 (roughly Falcon 9) and 1.25m x1 (roughly Falcon 1) are the obvious ones, but you could probably do 2.5m clusters of 3-5 of them. And remember to work with what you already have too No reason why all of the RS-25 clusters have to be 5m. I forget the exact stats, but it's possible that a 3.75m x3 or 2.5m x1 variants could get some use. Now, some notes on balance: The Ship Core B (SLS) ICPS and HUS seem to have some balance issues - the ICPS has Isp consistent with stock engines but very little fuel relative to its volume, making it nearly useless. The HUS has higher Isp than stock engines and fuel storage more consistent with its volume (and more than 8x the thrust), making it somewhat OP. Would it be possible to unify these a bit more?
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That makes some sense, but it still doesn't point to exactly what legoclone09 wants to change. RF Stockalike keeps the thrust and overall role of rocket engines, while setting the mass and Isp to realistic values. In AJE, thrust is ambiguous because it can be dry/wet and the intended use cases are already pretty well matched (and will be even better with 1.0.5).
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Sorry, but I'm still not sure what you mean. All of the stock engines are matched to rough RL equivalents, and while of course there are some differences the overall performance and use cases and up being pretty similar. So which aspects of which engines specifically do you feel aren't to your liking?