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Everything posted by blowfish
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It's an RS-68. You can tell by the dual exhaust ports (the J-2 and its derivatives have an exhaust injection manifold)
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Could you be more specific? All of the stock engines are converted to rough RL equivalents, and this will be even more true in 1.0.5 with the new engines added. AJE's model takes a lot of parameters which can really only be determined from real engines. What aspect isn't "stock enough" for your needs?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
blowfish replied to K.Yeon's topic in KSP1 Mod Releases
Correct, single-axis gimbaling requires using the Klokheed Martian gimbal module rather than the stock one -
Here is a decent plan view of the Pyrios. The engines definitely stick out the sides quite a bit. The stock Twin Boar is loosely based on it, but the proportions are very different.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
There's no incompatibility with ProceduralParts. They're entirely separate. One of the texture variants is more stockalike (I think the default one). -
The F1B intended for the SLS boosters is slightly different. The main difference is an exhaust port rather than the injection manifold. Picture here. If you were to do something like this, it would probably just be a two engine cluster - no need to attach a tank (though the tank is slightly different than others - it has liquid oxygen ducts on both sides, one feeding each engine). This is all purely informational of course - there are probably much higher priorities than this (and I don't particularly care about super-realistic looking engines anyway). On the subject of feature requests, I have a rather open-ended one: It would be nice to have some sort of separation motors for the boosters. I'm not sure if it's possible to put them in the same part (though with some creative coding maybe). But I recall all the boosters having the same diameter, so even if they have to be separate it might be possible to have a standard set...
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Is it really worth having two engine modules on the service module? They seem rather redundant.
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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
Nope. As mentioned a few pages ago, there's an undetermined issue preventing them from working with the new airbrake system (FSairbrake being broken now).- 4,460 replies
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Yes, but it's hardly worth pushing an entirely new version just for that and no new versions have been released since you requested it. If you want, I can whip up a quick config for you to use in the mean time.
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O_O camlost is back!!! I know of no sources that go into this level of detail for an engine. To do this, we would need to know tailpipe pressure at engine idle. I have not seen tailpipe pressure or any stats given for idle for any engines whatsoever. TTR stands for turbine temperature ratio. It's not something you have to set yourself. It works like this: you specify CPR (compressor pressure ratio) at the design point*. AJE then uses this to calculate TTR. That TTR is then used to calculate prat3 (compressure pressure ratio again) at off-design conditions. * It's ambiguous, when looking at spec sheets, whether this is specified at some flight design point or at static conditions. AJE assumes the former, but I'm inclined to believe the latter.
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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
I'm currently dealing with a new job and moving. If you want it to go faster, go update the temperature stats on all the fuselage parts. In fact, if someone does that, I can commit to having something release-ready within 72 hours afterword. An actual release depends on contacting bac9. Well MFT doesn't really do what I'm looking for either. And anyway, I already have the plugin mostly functional - just some bugs and refactoring to work out at this point. It won't make it into the next release but soonâ„¢ In other news, I discovered that FAR and FSmeshSwitch don't communicate, so the hangar openings on the HX parts don't actually affect drag. This is something I'm going to look at addressing in the new plugin though, so having the hangar shields around is still desirable, and they may even make it into the next release.- 4,460 replies
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Nitpick: The HUS/EUS is slated to use RL10C engines, which to my knowledge have fixed nozzles - according to Wikipedia, the nozzle diameter is less than most of the RL10A variants. I haven't been following this thread for very long, but I don't recall seeing any RO configs posted in the time that I've been here.
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In terms of reference pictures or performance stats? I've definitely seen a few additional reference pics I could dig up, and as far as performance goes I believe I can infer the missing stats based on available information.
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A vacuum variant of the Merlin engines might be nice. This would be relatively simple as it the only real change is that it's fitted with a larger nozzle (same turbomachinery etc). Some pictures also show an exhaust injection manifold (as opposed to the open exhaust port found on the lower stage variants). Data about it is sketchy, but there's some on the Wikipedia page - it should have the same flow (i.e. thrust/Isp) as the regular ones, but with higher (vacuum) Isp and thus higher thrust. Judging by pixel measurements of the image I linked above, the nozzle is about 2.6m in diameter.
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Delta IV uses the RS-68 as a lower. The upper uses an RL10B2 on one of two possible tanks, the larger of which is almost identical to the SLS ICPS which you already have modeled. The Atlas V uses an RD-180 lower (dual nozzle Russian engine), and a Centaur as the upper stage, which uses a single RL10A. Note that there are a few variants of the RL10 around - the RL10B2 has an larger, extendable nozzle which adds efficiency but also a lot of mass. The SLS ICPS uses the RL10B2, whereas the EUS/HUS is planned to use the RL10C, which lacks the extendable nozzle (sacrificing some efficiency but also saving weight). Future Centaurs will also use the RL10C. I'll also add that Nertea's CryoEngines mod already has pretty good RS68, J2X, and RL10B-alike engines. For the sake of diversity, it might make sense to not replicate all of those
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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
I'm in the process of developing a new plugin to handle mesh, resource, and node switching. Unlike Firespitter and interstellar, it will easily allow you to create additional resource variants using short MM patches, and tank density, mass, and cost will be defined globally rather than per-tank (of course specific variants can still have their own added cost and mass).- 4,460 replies
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If it's fixed in newer versions, why are you worried about it?
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There's no setting for minimum throttle currently - it's hard-coded. So this would require some code changes. I'd like to set it automatically (as is done with Area, FHV, and TAB), but the question is what to set it against. Static thrust should be positive, but the minimum throttle required for that depends on TPR, and it's also ambiguous exactly how high above the bare minimum (which would produce zero thrust) it should be set at. The underlying cause is that the jet pipe pressure is less than ambient, which would probably cause the jet to flame out in reality. The question I'm trying to figure out is how high above ambient does that pressure need to be in order to maintain flow through the engine?
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Negative thrust is a known issue. I'm not sure what the best way to address it is, perhaps just increasing the idle throttle from 1% to something higher where applicable.
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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
There's nothing that will prevent you from using this in stock Kerbin, but as stated, it will make getting to orbit much easier, since stock tanks are much heavier and engine TWRs lower than they are in real life (whereas RF Stockalike gives everything semi-realistic masses). It doesn't. You could try the Real ISRU mod. -
Currently no. I'm hesitant to tie that to the global setting, since you'd be able to push many jets to mach 7 if that cheat were enabled. If you really want it, perhaps it could be a separate setting?
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
It's only been a couple of hours. Give it time - CKAN automatically pulls updates periodically. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
I've submitted a pull request to fix the scale on the Science Jr and Mystery Goo (it was scaled down in stock in 1.0, but this mod hasn't yet been updated to reflect that). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Okay, so (1) That's a pretty rude way to phrase a support request, and (2) It's a known issue. Unfortunately it's a stock bug which is made worse by an interaction with FAR that is not well understood. Not much to be done about it for now. Reducing the conduction multiplier in the debug menu (Alt+F12) -> Physics -> Thermals helps a bit.- 14,073 replies
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Interesting plugin idea, I've been contemplating something similar myself. Some notes on what I've discovered: 1) Drag cubes for variable parts are a major question. There is a way to dynamically re-render them. If you're only working with cylindrical (or anything right prism-like), then it might be possible to just scale certain numbers in the drag cube. 2) Some animations, for instance, those on cargo bays, use multiple drag cubes (interpolating between them). This is even more difficult to support 3) If animations are supported, the same animation would need to be triggered across multiple models, which might require a bit of extra code 4) I don't know when/where Unity calculates MOI. Variable length parts seem to work fine for Procedural Parts so it might not be an issue but worth asking. 5) IVAs make crewed variants difficult - it might be possible to switch out the IVAs though 6) I've already written a plugin, based on the work of snoj and bac9, which allows switching of resources, meshes, and nodes, and drawing resource amounts, tank masses, and tank costs from central definitions. You can find it here. It's still in development, but feel free to use it as a resource, or if you want to collaborate on something more integrated let me know.