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Showing results for tags 'engine plate'.
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Reason for removing twin-boar and mammoth engines was that you can do the same by attachment on engine plates. But in KSP2 it's so difficult to make rocket with several medium/big engines in most cases, because engines have big mount, which often goes over the edge of engine plate. Only vector engine suits well for engine plate way of building rockets, this is unfair. I suggest to make different variants of mount like in making history, it will make engine placement more comfortable, even if their nozzle is bigger than mount like KE-1 in last example I think it's not so big problem, just reworking of model. It will make creation of craft more comfortable and some engines and plates more useful. It will be more convenient to balance TWR by changing engines configuration on different stages, you could use available on current stage of career/progression mode engines more creatively, and also it will be good feature to make accurate replica
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Camera can't normal track vehicle if on previous stage was also drone core (or cabin?), camera focus on center between of vehicles. I realized it when had same bug with airlaunch and decoupling upper stages of this rocket, here is picture under spoiler to better understand what we're talking about You see that rocket has one drone core with small size, and other drone is core under fairing. When stages decouple camera tracks center between them and control is lost. Also same situation was when I air-launched rocket, camera focus on center between rocket and plane. But I didn't record these ;( I saw that not only I had delt with this, there are topics with names like "airbugs after decoupling " and other about camera. Here one with detailed video illustration Please if you have recordings share them to make the bug understandable
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- camera
- decoupling problems
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In KSP1, when you connect the decoupler to the engine, it creates a protective cover of the same diameter as the engine But if you decide, say in order to save weight, that a smaller engine is enough for you, you immediately run into the above property. This property can't always be corrected, because not all engines have a models with a different shroud diameters. As a result, the shroud will not be the diameter of the tank, but the diameter of the engine, which is very inconvenient in flight This problem in KSP1 is solved by installing the engine to a special part, the engine plate, which can be used to make different configurations of the propulsion system. But there is a disadvantage - the engine plate adds weight to the craft and, still, has, a limited number of configurations for engines I propose to get rid of the engine plates and allow players to install the engines as they want, which will expand the creative freedom. The idea is that after you create an any engine configuration on a stage, you put a decoupler that matches the diameter of that stage and it covers all the engines with one shroud that matches the tank diameter of the stage and decoupler. This will make it much easier to create crafts. And it will be better, if shroud could change its shape. For example, if lower stage tank has another diameter, you choose decoupler of its diameter and shroud would look like SLS universal stage adapter. I believe that creation of any interstages depending on the size of the parts will benefit the process of creating crafts. Crafts would be more diverse and there would be less hassle with creating non-standard crafts
- 11 replies
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- ksp2
- engine plate
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Hello. I would like to report a problem. You see, my 5m engine plate is decoupling prematurely. Could it be a kraken? If anyone can fix this problem, please reply.
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- ksp1
- engine plate
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So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? Can I create a brand new part, use an already used mesh, and just add that it is electric and has that thrust? So I am trying to make a series of power sucking electric engines that need an MPS nuclear power system and cooling to operate, and in Lynx I found the perfect candidate. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, heat generated, (which is much higher so it requires cooling for balance) even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Is a patch overriding these values somewhere?? Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? I'd prefer it to be a new part based on the hover engine mesh, allows tilt or rotor deployment (rotor deployment is muuuuch lower and seems to work well for angling the engine.) that allows for a different challenge like power consumption, power storage, and high speed supersonic heat reduction using multiple forms of cooling and secondary power systems. I want this to require nuclear power to run from the power draw for balance. I figure I can do this by just increasing the power requirements enough to need nuclear power. If anyone can point me just in the right direction with the right place to look it would allow me to start building the mod for 1.3.1 KSP and up as I want a unique challenge here. Below is the code for the Lynx Hover Engine and then the new part copied and edited as Sonic Engine 1: This is the Original Hover Engine File for the Lynx: "PART { //The hover engine for the Lynx Rover of the Feline Utility Rover series //---Metadata--- name = Lynx_Hoverengine module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 1 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = #LOC_FUR.hoverengine.title manufacturer = #LOC_FUR.manufacturer description = #LOC_FUR.hoverengine.description vesselType = Rover subcategory = 0 //---Physical--- mass = 0.01 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = #LOC_FUR.hoverengine.tags //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase maxThrust = 80 thrustSpeed = 1 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 7 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }" This is the one i built that does not reflect the thrust change in game: "PART { //The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. //---Metadata--- name = Sonic Electric Engine 1 module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 0.25 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = Sonic Electric Engine 1 manufacturer = FSEJE description = The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. vesselType = Rover subcategory = 0 //---Physical--- mass = 0.001 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = Sonic //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase minThrust = 80 maxThrust = 1200 thrustSpeed = 10 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 500 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }"
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Engines, Engine Plates, Locked Autostruts etc. When you merge two vessels in the editor this might happen after seperation during flight: https://imgur.com/a/6CzwGYi The solution/workourand is to always open first in the editor the upper/highest stage/part of your vessel then merge the later stages/other vessels under it.(The grandparent autostruts go up and not down). https://imgur.com/a/1Ne8p2E Please report this in bugtracker .I made an account but i have no idea how to do it .
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Hey, Just like the title suggests, I think a fuel toggle should be included with the engine plates. Side note, and most likely to my own stupidity, for some reason the engineer's log says that when I install the engine plate, that it is the wrong direction, but I seriously can't figure out how to get rid of the message! Use an engine plate and check the log... I'm not crazy! Man I hope not. Space Monkey
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- engine plate
- fuel
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