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8bitsblu

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Everything posted by 8bitsblu

  1. Yeah I considered doing this for the scramjets. But after using OPT's turboramjet, I decided against it. It's a pain in the ass to incorporate and I don't have the slightest idea how to make custom resources. I think that it would make the scramjets tedious. I am interested in making parts with custom resources though. "Tripropellant Aerospike" has a nice ring to it.
  2. Okay so I wanna know what you guys think would be a good addition to this pack. Right now I'm working on a couple of parts that could disperse heat from a craft. One would passively radiate heat away at a low rate while the other actively radiates heat by dumping oxidizer with a much higher rate. What other engines/parts/features might also fit here? I really want to add more.
  3. Are you using the latest version? I ain't gonna change anything I'm just wondering. I'm hesitant to even lower their thrust anymore because it's so much lower than it was when I first made them in 0.90 (Houdini had 300, Leech had 130).
  4. Whoops sorry forgot to hit "publish" on the mod page. Try the link again it should work now.
  5. Alright the Leech has exactly half the thrust of the Houdini now. See if that's any better.
  6. I originally planned on making the part this way, however due to how rusty I was with texturing I decided to simply work off of the test textures that I made. I might make stockalike textures when I'm feeling a bit more confident in my abilities. For now I'm going to try and develop my own aesthetic. I'm planning a third engine currently (not a scramjet) and I might do stockalike once I finish that one.
  7. Nooooooothisisjustmyfirstmoditisn'tthatgreatIhaven'tevenmadea3Dmodelin2years Oh my god this is golden. Is it okay if I use this for the KerbalStuff page?
  8. Yeah the Leeches weren't tested as thoroughly as the Houdini was. I'll see if lowering the thrust will make then a bit less OP. Unless you guys think they're fine in their current state. Should I change them?
  9. Thanks! IRL scramjets can be just as crazy too, look up the X-43 and X-51. The X-43 holds the world record for fastest air-breathing aircraft. They both go so fast they ended up melting from shock heating.
  10. Alright I updated the download link. Added particle effects, lowered thrust, slightly lowered isp. At lower altitudes they have an isp of around 3000 but at higher altitudes it is a bit more efficient than the turboramjet engine.
  11. Thanks for the suggestions. I'm fiddling with the config files right now. I have implemented your changes and they mostly work fine, though it gets a bit OP with the lower air resistance (I was able to get an apoapsis of 3 million Km with a small test craft.)
  12. The license is in the .rar file. Does it also have to be in the OP?
  13. Thank you very much. That ship should get you to orbit too, those rapiers aren't just there for show. It's slow at first, but fly it just right and you can get to the right speeds.
  14. I think you misunderstand the engine's appearance. Both engines are in that photo I've just mounted them on a liquid fuel tank. And the way I've done it so far is in the true kerbal way. I slapped an ass-ton of SRBs onto it to get it up to speed. Here's a video of me testing it back in 0.90:
  15. [LOOKING FOR HELP DEVELOPING THIS MOD AND UPDATING TO 1.2. PLEASE EITHER POST IN THIS THREAD OR PM ME IF YOU'RE INTERESTED IN HELPING OUT. MODELLING, TEXTURING, OR CONFIG WRITING EXPERTISE GREATLY APPRECIATED] We at Instell Incorporated pride ourselves in customer satisfaction. We wish to give our customers only the greatest and most fashionable ways to ride their reusable ICBMs. Our engineers are ready and eager to work on any project that can get them close to the liquid oxygen again. Here at Instell we have only the best of experimental technologies, because finished products are just too mainstream. Why spend precious funds on testing when the customer can do it for you? At Instell we believe in shooting for the moon, and even if we miss, our craft melted on the way up. SCRAMJET ENGINES! New from Instell, the Semi Combustible Ramjet. Have you ever thought that stuffing air and fuel into a tube until it exploded was a bad idea? We did, but we kept trying anyway until we figured out that shoving more air in makes it explode out the back of the tube! [WARNING - Sharp edges, high temperatures, and ludicrous G forces may cause death, dismemberment, and or hallucination] We at instell incorporated are proud to offer a selection of two wonderful scramjets: XE-101 and the XE-202. Both are scramjets and are built to propel your spaceplane to hypersonic speeds. They become more powerful and efficient the higher they are and the faster they go. Advantages of scramjets: Very efficient at high speeds/altitudes Very light Can function at very high altutudes Is the physical representation of acceleration Does not require intake hogging However it poses a couple of challenges: Must be going past mach 3 to function Engines have a tendency to cause other parts to overheat due to atmospheric heating. Engines are more efficient in the upper atmosphere ELECTRIC ENGINES! Introducing the XE-303/E electronic turbofan engine! This engine is considerably more simple to use than our Scramjets. This engine is excellent for subsonic crafts, especially those on other planets. Since it doesn't rely on combustion to power its turbine, it will run in any atmosphere. It's perfect for aircraft transports on other planets! Advantages: Can run in any atmosphere Small onboard battery supply Cheaper than a traditional basic jet Very quiet Makes for a great air conditioner in a pinch Disadvantages: Cannot go above Mach 1 Can only be radially attached A bit bulky PULSE DETONATION ENGINES! Introducing Instell's latest work of mad science: The XE-404 Pulse Detonation Engine! This engine is the perfect companion to the XE-101 and 202. It has a maximum speed of mach 6 and sounds like a mosquito screwing a dragon. Despite using the most advanced coolant systems that Jeb could find in his junkyard, this engine still has a tendency to overheat, so watch out! Advantages: Can easily take a SCRAMjet up to the required speed. Has a speed ceiling of mach 6. Operates well in the same flight conditions as a TurboRamJet. Can cook a burger in 6 seconds flat. Disadvantages: LOUD!! Cannot reach as high of an altitude as the XE-101 and 202 Can overheat easily ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ To-do list: Get G.O.N.A.D.S. working properly Cool fuselage parts Better model for Casper better (stockalike?) textures better models in general more engines, the more experimental the better Changelog: v1.6.1 Repackaged for 1.0.5 v1.6 Added XE-404 "Jackhammer" Pulse Detonation Engine Added XF-35B SuperBullShark to demonstrate XE-404 Added F-38 Mako just for fun v1.5 Added RI-01 Hypersonic Intake Added Mk.1 Battery Fuselage Remodeled XE-303/E XE-303/E no longer needs IntakeAir to function, but does need to be in an atmosphere. XE-303/E takes way less electricity to run. Removed G.O.H.N.A.D.S. until I can get the damn thing to work. Added new parts onto IX-102 and IX-201 v1.4 RETEXTURED ALL THE THINGS! Tweaked G.O.H.N.A.D.S. to actually do the thing that it was made to do. Added XE-303/E Electric Turbofan engine (Thank you firespitter for your wonderful plugin) Added IX-201 to showcase the new engine Added fairings to XE-101 v1.3 Added G.O.H.N.A.D.S. (Gunkworks Oxidizer-augmented Heat Neutralizing And Dumping System) Updated IX-102 with new part, can now survive more abuse! v1.2 Added IX-203 (X-43 style aircraft) Edited IX-102 spaceplane Lowered thrust of Houdini to 70 Lowered thrust of Leech to 35 v1.1 Added particle effects nerfed engines slightly v1.0 release Download (KerbalStuff): [instell Incorporated is not liable for crafts melting or disintegrating from heat or acceleration, warranty void if engine exposed to fire.] License: This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
  16. I do understand that scramjets are very linear in design but in this case I decided to sacrifice realism for fun. I plan on making a smaller, radial version of this engine that will be designed that way. I might add its own intake in the future, but for now I mostly want to get the engine working.
  17. Nope. I honestly find it annoying when people do that, so I decided to go without that.
  18. Thanks. Atmo and velocity curves have been redone.
  19. Hello everyone. This is my first mod. I noticed that scramjet engines don't get much love here, so I decided to make one. The engines have higher efficiency and thrust the higher and faster you go, but needs to be going at around 700-900 m/s at around 10Km to produce much thrust. They're lighter than a turbojet engine, but cost more. There's one that stacks like a normal engine, and another that is attached radially. To-do list: Balancing Better textures? hotrockets config Emissives Changelog: 0.02 Redid atmosphere and velocity curves. 0.03 Updated for 1.0.2 and added XE-202 radial scramjet Download: https://drive.google.com/open?id=0B6c5Wgsrm-zTOU9sT3ZJTVVwV0U
  20. So I opened up KSP (32 bit) last friday and found that it was loading slowly. EXTREMELY slowly. At first I thought it might be Active Texture Management reloading textures since I had just Updated and reinstalled B9 aerospace among other mods, so despite how slow it was loading (IT TOOK 4 DAYS!), I persevered. Today when I got home I checked my computer and KSP had crashed after 4 days of continuous loading. Thinking that it would load faster now that it had loaded the game once, I started it up again, only to find that it was loading at the exact same speed. I still thought that ATM was the problem, so I removed it, however when I started it up again it still loaded at nearly the exact same rate (marginally faster). By this point I was getting pretty frustrated, especially since the earlier crash did not generate a crash report so I had no idea what the problem was. I reinstalled the game (and kept my mods), but no dice there either. I finally gave up and google'd the problem, and heard of the network adapter solution, but that didn't work either! I am officially out of ideas. As far as I know none of my mods conflict, so that shouldn't be the problem. Someone please help! As far as I know all mods are updated to their latest versions FAR B9 Aerospace B9 procedural wings Procedural wings (the old one) Procedural parts Procedural Fairings KW Rocketry Animated Decouplers Adjustable Landing Gear Klockheed Martian KOSMOS (just engines, no station parts) RasterPropMonitor Firespitter CrossFeedEnabler Textures for procedural parts Kerbinside Kerbpaint KineTechAnimation KSP API Extensions Infernal Robotics MechJeb Kerbal Konstructs Realchute ResGen ScanSat SDHI SmokeScreen TextureReplacer TweakScale Virgin Kalactic Just in case I missed anything, here's a screenshot of the GameData Folder EDIT: NEVERMIND! FIDDLING A LOT WITH THE GAME FILES MADE THE GAME WORK SUDDENLY! I STILL HAVE NO IDEA WHAT WENT WRONG BUT HEY IT'S FIXED!
  21. For some reason my game crashes randomly while using these wings in the editor. It doesn't do this with any other part that I currently have installed (KW, B9, Procedural Parts), even the other Procedural Wings. Does this mod conflict with the other wing mod?
  22. Along with the heat shield you should probably include a Specialized decoupler for the capule when the heat shield is attached (like the Avionics ring used in the SDHI Service Module mod)
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