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KSP2 Release Notes
Everything posted by camlost
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If you want to know the size just compare to an existing inlet
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No, why? There's no reason transonic TPR has to be lower than subsonic. Many inlets actually is designed to have optimal TPR at transonic speed.
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Tweak it and the area will scale The VTOL engines from D12 is not obvious at all, for example
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Use tweakscale
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Believe it or not, figuring out a reasonable real world counter-part is the most challenging job.
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Why not show some pictures? I uploaded a A-12 like plane to test J58s about a month ago in this thread, which was capable of cruising at Mach 3.5 for 2000km
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150kN is just a eye-balled number which is ridiculously overpowering if the engine is a PT6A. Why do you assume 7kN is too little? The twin otter weighs about 5 tons only.
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Only if you want to use SABRE or RAPIER. You can find them in B9_SABRE.cfg and AJE.cfg and change it back to liquidfuel and oxidizer. Other engines are adaptive. There's no way a propeller driven by a 600hp engine producing 150kN of thrust. Suppose you travel at 10m/s, then the power output would be 1500kW>600hp Probably one of your mods like tweakable everything don't support ModuleEngineFX and you have HotRockets which uses ModuleEngineFX
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
camlost replied to ferram4's topic in KSP1 Mod Releases
It's a lot harder but totally possible to make SSTOs, on Kerbin or Earth I think the jet+intake system is just a very BAD implementation from the beginning -- too cheaty and buggy. To balance anything you need at least something like FSEngine- 14,073 replies
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- aerodynamics
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You don't have any inlets. You can choose the ones from stock and B9 as I only made config for those
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Hello Snjo, I was trying to use FSengine in my code. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using KSP; using Firespitter.engine; namespace AJE { public class EngineWrapper { public enum EngineType { NONE, ModuleEngine, ModuleEngineFX, FSengine } public EngineType type = EngineType.NONE; public ModuleEngines engine; public ModuleEnginesFX engineFX; public FSengine fsengine; //... The compilation passed under .NET 3.5 but in the log I have [ERR 20:05:41.155] AssemblyLoader: Exception loading 'AJE': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'AJE.EngineWrapper' from assembly 'AJE, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. If I delete the declaration "public FSengine fsengine;" everything's fine. I wonder what's causing this
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The problem seems to be with RF. With RF6+TweakSable1.19, When I start a vessel with a part with RF, I can tweak it, save it, but cannot load it correctly. When it's loaded KSP doesn't know which is root part and the title becomes "vessel name". Cannot fly it either, as it starts somewhere in the space instead of on the ground. When I start with a vessel without any part with RF, it seems fine. Reverting to 1.9 everything's fine too.
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So you think 7.4kN is a small number based on what?
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Which one are you talking about? I don't recall any turboprop having 2200 HP Did you update the MM?
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Their title and description describes I guess. And yes, the CF6 is rescaled to about 2.5m in diameter since the beginning, not by RO
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@Dr. Death, are you sure without AJE everything works? If that's the case your MM is not working somehow. @velusip, That was for TV_Pizza. I forgot there was a small inlet in the AJE folder
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I'm sure you're talking about the friction values, it certainly works. @ThermoShark, That unit for friction is newton? In that case they should be proportional to the suspension force on wheel. The way KSP is right now, a heavier vehicle is more likely to slip that a lighter one, which is incorrect. You can get force using "Wheelhit" method from unity. So I have to ask again, what's your plan? Do you want an ultimate overhaul of rover systems? I just made something similar to this mod the other day for testing ideas for such a system. We certainly don't want to re-invent wheels. Also since you published it, you should include source code IMO.
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You know this has nothing to do with separatrons or SRBs. Its probably an issue between HotRockets and other mods like tweakable everything
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@Dr. Death, make sure your installation is correct: no corrupted files, MM version etc. @NoMrBond, check out the pic and document and program in /AJE/AJETester. After configuring all the paramters, all you need to do is to add a AJEModule module to the part. @Hodo, most of normal designs will fly flawlessly, right-click the engine to show inlet info. If the inlet area < 100% the thrust will scale down.
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That's true for high-bypass turbofans only. For low-bypass or turbojets, not true If you have MM 2.0+ don't worry about kerosene.
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Now the spaceport is down, could someone provide a working link?
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eta7 mostly
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@Spooks, stop working means what? @TeeGEE, the RAPIER's Isp and thrust was not touched by AJE, it's the stock values. And it's probably not overpowered for Kerolox. AJE actually makes the air-breathing stage much harder, since you only got to M1.5, which is not impressive TBH. Aim for M3.5 or more. If you use RSS the best choice is SABRE M. SABRE S and RAPIER's TWR in rocket mode is too low I think.