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theonegalen

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Everything posted by theonegalen

  1. I wouldn't call it an application. I mostly just guessed at most of the numbers. But I am doing more testing, and I'll have updated configs for you shortly - for one thing, the IntakeAir PROPELLANT module needs to have ingnoreForIsp = true, or KER says the engines will fly for over a day on 100 LiquidFuel. You're completely welcome to use them. EDIT: Here are the test results! https://drive.google.com/open?id=1xrJ620P0biSLHgooT8jvwvXQ9LQ8kr2x9mdZgZNdgfU The Radial, Marlin, and Whirlwind testbeds were all identical except for the engines themselves, and the Juno testbed was set up from the same parts (plus NCS adapter and Small Nose Cone) configured in a low dual wing-mounted configuration like the Me 262.
  2. I've just made some configs for these engines, based off of the KAX radial prop, which I also boosted to a static thrust of 60 to maintain it's power superiority, as it's the Double Wasp equivalent. I lowered the static thrust of the Marlin to match the old KAX radial number, 52, but gave it a superior "supercharger" to maintain the greatest power-to-weight ratio of all three engines at medium to high altitudes, although it falls to zero at the highest altitudes faster than the others due to their "turbosuperchargers" (I based this on P-47 vs P-38 and P-51 data). The Marlin: PART { // --- general parameters --- name = merlin module = Part author = blackheart612 // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- //fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power //fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power //fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- //sound_fspropstart.wav = engage //sound_fspropidle.wav = power //sound_jet_deep = running //sound_vent_soft = disengage //sound_explosion_low = flameout // --- editor parameters --- TechRequired = highAltitudeFlight cost = 950 entryCost = 2200 category = Engine subcategory = 0 title = RR Marlin Engine manufacturer = Seen falling from the sky description = Because jet engines are too mainstream. More advanced than the Whirlwind, with less weight and higher overall performance, except at the extreme service ceiling. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.69 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 15 maxTemp = 3600 fuelCrossFeed = True MODULE { name = FSengineSounds engage = AirplanePlus/Sounds/mustang_startup //running = power = AirplanePlus/Sounds/mustang_idle disengage = AirplanePlus/Sounds/mustang_stop flameout = AirplanePlus/Sounds/mustang_stop //warning = powerPitchBase = 1.0 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.0025 powerFadeInDelay = 0.1 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1s minThrust = 0 maxThrust = 52 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 2.5 engineDecelerationSpeed = 5.0 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 30 } atmosphereCurve { key = 0 5600 0 0 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve velCurve { key = 0 0.6 key = 0.25 1 key = 0.7 0.1 key = 1.2 0 } atmCurve { key = 0 0 key = 0.15 0 key = 0.2 0.7 key = 0.37 1 key = 0.75 1.1 key = 1 1.2 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } //---- Integrated air intake (based on Kethane engine) MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.03 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake } RESOURCE { name = IntakeAir amount = 0 maxAmount = 15.0 } //---- Deployable air scoop responding to the throttle MODULE { name = FSplanePropellerSpinner propellerName = nosecone rotationSpeed = 200 windmillRPM = 0.1 spinUpTime = 3.0 useRotorDiscSwap = 1 rotorDiscFadeInStart = 0.55 rotorDiscFadeInEnd = 0.95 rotorDiscSpeed = 30 rotorDiscName = disc blade1 = blade1 blade2 = blade2 blade3 = blade3 blade4 = blade4 } MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform } MODULE { name = FSengineHandCrank } // PART END } and the Whirlwind: PART { // --- general parameters --- name = fighterProp module = Part author = blackheart612 // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- //fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power //fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power //fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- //sound_fspropstart.wav = engage //sound_fspropidle.wav = power //sound_jet_deep = running //sound_vent_soft = disengage //sound_explosion_low = flameout // --- editor parameters --- TechRequired = highAltitudeFlight cost = 950 entryCost = 2200 category = Engine subcategory = 0 title = K1710 "Whirlwind" Engine manufacturer = Seen falling from the sky description = It's a V12 engine with a big fan in it. Could potentially fly an aircraft if you're clever enough. It's turbosuperchargers increase weight and efficiency at high-altitude flight. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 15 maxTemp = 3600 fuelCrossFeed = True MODULE { name = FSengineSounds engage = AirplanePlus/Sounds/V1710_startup //running = power = AirplanePlus/Sounds/V1710_idle disengage = AirplanePlus/Sounds/V1710_stop flameout = AirplanePlus/Sounds/V1710_stop //warning = powerPitchBase = 1.0 thrustAddedToPitch = 0.25 powerFadeInSpeed = 0.0025 powerFadeInDelay = 0.4 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1s minThrust = 0 maxThrust = 44 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 2.5 engineDecelerationSpeed = 5.0 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 30 } atmosphereCurve { key = 0 5600 0 0 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve { key = 0 0.6 key = 0.25 1 key = 0.7 0.1 key = 1.2 0 } atmCurve { key = 0 0 key = 0.12 0 key = 0.2 0.7 key = 0.37 1 key = 0.75 1 key = 1 1.2 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } //---- Integrated air intake (based on Kethane engine) MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.03 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake } RESOURCE { name = IntakeAir amount = 0 maxAmount = 15.0 } //---- Deployable air scoop responding to the throttle MODULE { name = FSplanePropellerSpinner propellerName = nosecone rotationSpeed = 200 windmillRPM = 0.1 spinUpTime = 3.0 useRotorDiscSwap = 1 rotorDiscFadeInStart = 0.55 rotorDiscFadeInEnd = 0.95 rotorDiscSpeed = 30 rotorDiscName = disc blade1 = blade1 blade2 = blade2 blade3 = blade3 } MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 0 } MODULE { name = FSengineHandCrank } // PART END } I tried to make sure all the numbers were similar to their real-world equivalents, especially with the atmospheric power curve. The velocity curves are identical to the KAX radial for now, just assuming that curve has a good approximation of the difficulties propellers have when approaching supersonic speeds. I also changed the flavor description text to reflect what I did with the atmospheric curve, and the kinds of super- and turbo-charging those WW2 engines used. I haven't touched anything like costs or the sound issue yet.
  3. I'm currently running OPM with @Proot's texture and Kopernicus enhancements of the stock system (KSPRC). It makes all the planets look about the same (high) quality. I've been watching the development of @GregroxMun's Revamped Stock System with great interest as well. So far I'm not sold on all his changes to the positions of the various planets, but they certainly look amazing.
  4. Hey there @linuxgurugamer! I posted a few months ago that I would try this out with Kerbal Konstructs, and so I have been. They seem to work well together, which one exception - I cannot start a simulation from anywhere but the KSC launchpad and runway. I'd like to be able to simulate from the various KerbinSide runways, but this does not seem to be possible. Am I derping somewhere, or is this just how KRASH is going to work?
  5. Hey @MasseFlieger, I was just thinking about your question from a few weeks ago about switching the IVA of the parts through tweakables. Have you asked @blowfish, who is maintaining B9 Aerospace, and therefore B9PartSwitch, about that possibility? It seems to be the more robust of the "change things through config files and tweakables" dlls.
  6. Well, to get my KSP to run quickly (~80-100% physics time) on my potato laptop (it was near top-of-the-line five years ago ), I installed KSPRC then had to remove Scatterer and everything EVE related. I also got rid of all the new part textures and some of the suits to save RAM, as I am using a TextureReplacer suit pack I downloaded somewhere and now cannot find to check for updates. (sadface)
  7. Hello, everyone, I'm looking for a specific suit texture pack. I've looked for it throughout this thread but found nothing. It was mostly white and blue, and the most distinctive thing it came with was an IVA suit for Scientists that made them look like they had a lab coat and tie on underneath the space suit. It was super classy. Does that ring a bell with anyone?
  8. You da best, Esk. We know you're busy - thanks for all the hard work!
  9. Have you asked in the RPM thread? @MOARdV is usually good about responding to questions.
  10. Great mod. Also have to like your post for the mention of Sir Terry. (RIP)
  11. Are you using a science rebalance mod like Science Revisited Revisited or SETI / Unmanned Before Manned? It may be that the rebalance is configured to change the stock instruments but doesn't change the DMagic / US version.
  12. Is it possible something you could do with Unity using MODEL nodes the way parts packs like KSPX are made, or how the UbioZur welding mod used to work? I don't know if Props work at all in the same way, though.
  13. The creativity and ingenuity of the people on this board never ceases to amaze me.
  14. 2300, gosh. Seems like someone could kitbash those large numbers of nonfunctional switches together into single part panels to save on that. Otherwise, it looks amazing.
  15. My favorite mod for stock IVAs is @MasseFlieger's ModifiedIVA
  16. Seems a little bare so far, but I look forward to the final version!
  17. What would be the difficulty of making a funding config that depended on activating a certain strategy from the Administration Building, especially using something like Strategia?
  18. Wow, @Sterbehilfe there are a lot of sounds from Alien in there.
  19. Hello, @inigma, Contract Configurator is saying there's a problem with your contract pack. Here's the error: And the log: https://drive.google.com/open?id=0B6ZYgATQfNhBcUJlWGlEdkR2a0k
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