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[1.0.4] Instell Incorporated Experimental Technologies


8bitsblu

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Scramjets seem like a great idea, but could anyone show an example of a craft using them? I've tried at the SPH to put two whipsplash + two scramjets + one central nuke (around 30t), but the two whipsplash lack the thrust to break the sound barrier.

So I've tried at the VAB with four kickbacks (radially mounted) + 2 scramjets + 1 nuke, and my Ap was already over 100 km when the kickbacks were exhausted, making the scramjets redundant.

Maybe they work best in heavier aircraft?

Hey! I was just playing around with the engines, but this video may give you a rough idea of the thrust at different altitudes and speeds.

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Any of the proposals I have seen involve a cluster of many tubes, for ease of controllability.

So, yes, it will have a large singular outlet nozzle, but inside will be almost a honeycomb of detonator tubes.

Reason being, it's easier to contain such pressures in smaller diameter tubes

Very good point. Here is a revised sound: https://soundcloud.com/space-aids/pulsedet-soundhigher

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Scramjets seem like a great idea, but could anyone show an example of a craft using them? I've tried at the SPH to put two whipsplash + two scramjets + one central nuke (around 30t), but the two whipsplash lack the thrust to break the sound barrier.

So I've tried at the VAB with four kickbacks (radially mounted) + 2 scramjets + 1 nuke, and my Ap was already over 100 km when the kickbacks were exhausted, making the scramjets redundant.

Maybe they work best in heavier aircraft?

Could you post the .craft file of the plane you tried?

I'd like to see what I can do with it

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I made this in the meantime

2u6z3ac.jpg

Which spins wildly during reentry (too much weight at the back? Shouldn't use the tail fin?) but can take a single kerbal nearly everywhere in the Kerbol system.

It's like the old airhogging days, but with faster ascents! :D:D

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I made this in the meantime

http://i61.tinypic.com/2u6z3ac.jpg

Which spins wildly during reentry (too much weight at the back? Shouldn't use the tail fin?) but can take a single kerbal nearly everywhere in the Kerbol system.

It's like the old airhogging days, but with faster ascents! :D:D

Modifications complete, https://drive.google.com/open?id=0B6xMIw3Oj8GAWE01R3YySVEyUW8

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Action groups are as follows:

  1. Toggle 2x Whiplash Turbojets, Precoolers, and Shock Cones
  2. Toggle 4x Leech Scramjets and integral intakes
  3. Toggle NERV rocket

Ascent profile is according to my previous post

NOTE, you'll have to reassign your control surfaces if you don't use FAR

Pitch with the inner evelons, roll with the outer, and yaw with the vertical stabilizers

Edited by Nothalogh
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Hmm well I thought I'd post one of my old (pre 1.0.4) scram-jets to compare.

Here is the Tourist Trap.

http://i.imgur.com/EkB29Et.jpg

http://i.imgur.com/mMQQBcb.jpg

That thing looks like it must have an obscene amount of drag

Also, that reminds me of my Scimitar SSTO

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Edited by Nothalogh
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With your redesign. My second design is uglier than yours, but ends up with more delta-v though

You could probably add another LF tank or two to it and not throw off the TWR too much, but for a one man SSTO I doubt it really needs half of that dv

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That thing looks like it must have an obscene amount of drag

Also, that reminds me of my Scimitar SSTO

http://imgur.com/a/RY8qV

Well it was a bit of a kludge design I'll admit, it was planned for Kerbin/Mun/Minimus rescue/personal transfer/tourist flights under 1.0.2, I used the LANTERN from Porkjetès Atomic Age pack to boost it past the Mach barrier if needed, or I was impatient. Once it was past the Mach barrier it just kept going, and going.

As for drag I have MUCH worse... :D

uvJPt7e.jpg

ook10Lx.jpgUexNRVW.jpg

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Well it was a bit of a kludge design I'll admit, it was planned for Kerbin/Mun/Minimus rescue/personal transfer/tourist flights under 1.0.2, I used the LANTERN from Porkjetès Atomic Age pack to boost it past the Mach barrier if needed, or I was impatient. Once it was past the Mach barrier it just kept going, and going.

As for drag I have MUCH worse... :D

http://i.imgur.com/uvJPt7e.jpg

http://i.imgur.com/ook10Lx.jpghttp://i.imgur.com/UexNRVW.jpg

I take it you don't fly with FAR

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8bitsblue, just a little question. How is the memory footprint of your mod? I love it, as you know, but if I use it in an almost clean install it works well, otherwise in a heavy modded install I feel it heavy while playing. Am I wrong?

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I take it you don't fly with FAR

What gave it away?:D

Seriously I had just started using NEAR when 1.0 came out and was loving it, I had looked at FAR and thought 'not now maybe much later'. Oddly enough I never was a spaceplane enthusiast until .90, and I began using NEAR. Now especially with tourist missions SSTO/spaceplanes make alot of sense, plus there are some wonderful mods out there (like this one!) that let me indulge my inner mad scientist.

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What gave it away?:D

Seriously I had just started using NEAR when 1.0 came out and was loving it, I had looked at FAR and thought 'not now maybe much later'. Oddly enough I never was a spaceplane enthusiast until .90, and I began using NEAR. Now especially with tourist missions SSTO/spaceplanes make alot of sense, plus there are some wonderful mods out there (like this one!) that let me indulge my inner mad scientist.

Same here, but then I got B9 Aerospace and OPT Spaceplane, and jumped directly to FAR and DRE

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8bitsblue, just a little question. How is the memory footprint of your mod? I love it, as you know, but if I use it in an almost clean install it works well, otherwise in a heavy modded install I feel it heavy while playing. Am I wrong?

The memory footprint shouldn't be that big. The models are all relatively low-poly, and the textures aren't especially large either. It could be that I'm using .png for textures, rather than other, smaller formats. After I get this update out of the way I'll look into compressed textures.

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A little update on the progress of the XE-404:

I literally just need to get the sound files working and it will be done. Neither the stock or firespitter configs are working... and I have no idea why.

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  • 3 weeks later...
Just a suggestion but you might want to see how Eskandare made the custom sound effects for his mod, Thermal Nuclear, work in the game. Might point the way to beating your issue with sound effects into submission. Just my $0.02.

Thank you so much for the suggestion! That finally got it working. I have no idea why exactly it wasn't working before but it works now! Version 1.6 is now out with the XE-404 engine!

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