JadeOfMaar Posted November 25, 2017 Share Posted November 25, 2017 On 11/20/2017 at 10:46 PM, kerbalfreak said: I'm having a problem with all the cockpits in this mod. It shows the correct mass in the part selector, but the real mass is much lower. TweakableEverything perhaps? Sounds like a familiar problem reported with OPT Spaceplane Parts Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted November 26, 2017 Share Posted November 26, 2017 5 hours ago, JadeOfMaar said: TweakableEverything perhaps? Sounds like a familiar problem reported with OPT Spaceplane Parts I don't use this mod. Only Tweakscale, but not rescaled any cockpit. Used some cockpits from OPT, haven't noticed any problem. I'm not using any cockpit from Mk2 expansion right now, but since it seems to be a common problem, I hope you guys can find the cause. I can support any additional info. My Gamedata folder with 1.3.0 (many, many parts are pruned with Janitor): Quote Link to comment Share on other sites More sharing options...
USB4 Posted December 16, 2017 Share Posted December 16, 2017 Just out of curiosity I was wondering how based on realism the liquid fuel/oxidizer burning vtols (banshee) are and what search terms I would even use to find out more about it. Quote Link to comment Share on other sites More sharing options...
NumlockHolmesBR Posted December 29, 2017 Share Posted December 29, 2017 Awesome part pack, helped me a lot with a SSTO I was designing. Quote Link to comment Share on other sites More sharing options...
fourfa Posted January 8, 2018 Share Posted January 8, 2018 Question for @SuicidalInsanity or any keen users - is there support for Advanced Jet Engine in this mod? I see discussion about it in this thread in 2015, but going through the mod configs I can't find anything relevant. There's a long list of patches but none for AJE. Thank you PS - same question for Mk3X Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted January 14, 2018 Author Share Posted January 14, 2018 (edited) Not at present for either M2X or M3X. There was AJE support at one point for M2X (1.7.01-pre?), but it got removed for some reason. I think it was due to the AJE patch being kludged together; too many 'best-guess' approximations for Mk2 jets that lacked convenient real-world counterparts to grab stats from, combined with not really knowing what I was doing re: AJE at the time, so it got pulled until it could get fixed, which never happened. I think there was an issue with AJE being unable to handle nuclear thermal jets as well, no idea it that's still true. This is the latest version of the AJE patch I could find. I've corrected part names and added in post-1.7.01 engines, but It's 2 years out of date, so it will need an overhaul, but maybe it can serve as a starting point for someone who knows what they're doing: Spoiler @PART[M2X_InlineIntake]:NEEDS[AJE]:AFTER[AJE] { @mass = 0.45 @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 1.2 #@AJE_TPR_CURVE_DEFAULTS/DSI/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/DSI/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/DSI/description$ } } @PART[M2X_Shockcone]:NEEDS[AJE]:AFTER[AJE] { @mass = 0.25 @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 1.65 #@AJE_TPR_CURVE_DEFAULTS/FixedCone/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/FixedCone/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/FixedCone/description$ } } @PART[M2X_MantaIntake]:NEEDS[AJE]:AFTER[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 2.1 #@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/description$ } } @PART[M2X_ViperCockpit]:NEEDS[AJE]:AFTER[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 0.6 #@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/description$ } } @PART[M2X_AtomicJet]:NEEDS[AJE]:AFTER[AJE] { @MODULE[ModuleEngines*] { @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet @maxThrust=78.7 Area = 0.232 BPR = 0.27 CPR = 26 FPR = 2.3 Mdes = 0.9 Tdes = 250 eta_c = 0.95 eta_t = 0.98 eta_n = 0.7 FHV = 22500000 bird = 1500 TAB = 2200 exhaustMixer = False thrustUpperLimit = 150 maxT3 = 1000 defaultTPR = 0.95 dryThrust = 53.16 drySFC = 0.82 wetThrust = 53.16 } } @PART[M2X_Jumpjet]:NEEDS[AJE]:AFTER[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 0.16 #@AJE_TPR_CURVE_DEFAULTS/PilotTube/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/PilotTube/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/PilotTube/description$ } @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet @maxThrust=40.3 Area = 0.11 BPR = 6.24 CPR = 20 FPR = 1.5 Mdes = 0.5 Tdes = 270 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 24000000 bird = 1250 TAB = 0 exhaustMixer = False adjustableNozzle = False thrustUpperLimit = 50 maxT3 = 800 intakeMatchArea = True defaultTPR = 0.95 drySFC = 0.37 dryThrust = 40.3 } } @PART[M2X_Turbofan]:NEEDS[AJE]:AFTER[AJE] { @MODULE[ModuleEnginesAJEJet] { @name = ModuleEnginesAJEJet @maxThrust=93.4 @Area = 0.35 @BPR = 1.72 @CPR = 20 @FPR = 1.9 @Mdes = 0.8 @Tdes = 250 @eta_c = 0.95 @eta_t = 0.98 @eta_n = 0.9 @FHV = 28000000 @bird = 1350 @TAB = 0 @exhaustMixer = True @adjustableNozzle = False @thrustUpperLimit = 120 @maxT3 = 800 @intakeMatchArea = True @defaultTPR = 0.95 @drySFC = 0.519 @dryThrust = 93.4 } } @PART[M2X_Turbojet]:NEEDS[AJE] { @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet @maxThrust=155.4 Area = 0.35 BPR = 0.45 CPR = 35 FPR = 3 Mdes = 0.9 Tdes = 250 eta_c = 0.95 eta_t = 0.98 eta_n = 0.7 FHV = 27000000 bird = 1970 TAB = 2350 exhaustMixer = True thrustUpperLimit = 250 maxT3 = 1200 defaultTPR = 0.85 dryThrust = 115.7 wetThrust = 155.7 } } @PART[M2X_Pegasus]:NEEDS[AJE] { !MODULE[ModuleGimbal] { } @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet Area=0.29 BPR=0.36 CPR=32 FPR=3.8 Mdes=0.9 Tdes=250 eta_c=0.95 eta_t=0.98 eta_n=0.7 FHV=22.5E6 bird=1620 TAB=2850 exhaustMixer=false maxThrust = 100 maxT3 = 1100 } } @PART[M2X_Siddeley]:NEEDS[AJE] { !MODULE[ModuleGimbal] { } @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet Area=0.29 BPR=0.36 CPR=32 FPR=3.8 Mdes=0.9 Tdes=250 eta_c=0.95 eta_t=0.98 eta_n=0.7 FHV=22.5E6 bird=1620 TAB=2850 exhaustMixer=true maxThrust = 100 maxT3 = 1100 } @PART[M2X_Ramjet]:NEEDS[AJE] { @title = H-07 "Afterburn" Ramjet Engine @mass = 0.8 %CoMOffset = 0, 1.5, 0 @description = A highly advanced ramjet engine using space-grade materials for very high performance. Built for the blazing fast speeds Mk2 spaceplanes deserve, this engine is designed to operate best at higher altitudes and speeds; it will not produce thrust under mach 0.3! @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet @maxThrust = 700 @useEngineResponseTime = False Area = 0.36 BPR = 0 CPR = 1 FPR = 0 Mdes = 0.9 Tdes = 250 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 28000000 bird = 1800 TAB = 0 exhaustMixer = True thrustUpperLimit = 900 maxT3 = 1200 } } @PART[M2X_ESTOC]:NEEDS[AJE] { @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { @name = ModuleEnginesAJEJet Area = 0.9 BPR = 0 CPR = 12 FPR = 0 Mdes = 1 Tdes = 280 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 36000000 bird = 900 TAB = 3800 exhaustMixer = True maxThrust = 700 maxT3 = 2000 } } @PART[M2X_MATTOCK]:NEEDS[AJE] { @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { @name = ModuleEnginesAJEJet Area = 0.9 BPR = 0 CPR = 12 FPR = 0 Mdes = 1 Tdes = 280 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 36000000 bird = 900 TAB = 3800 exhaustMixer = True maxThrust = 700 maxT3 = 2000 } } @PART[M2X_AugmentedRocket]:NEEDS[AJE] { @MODULE[ModuleEngines*] { @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] Area = 0.36 //?? BPR = 0 //?? CPR = 1 //?? FPR = 0 //?? Mdes = 0.9 //?? Tdes = 250 //?? eta_c = 0.95 //?? eta_t = 0.98 //?? eta_n = 0.9 //?? FHV = 28000000 //?? bird = 1800 //?? TAB = 0 //?? exhaustMixer = False thrustUpperLimit = 900 //?? maxT3 = 1200 //?? } } @PART[M2X_RadialAASRB]:NEEDS[AJE] { @MODULE[ModuleEngines*] { @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] Area = 0.36 //?? BPR = 0 //?? CPR = 1 //?? FPR = 0 //?? Mdes = 0.9 //?? Tdes = 250 //?? eta_c = 0.95 //?? eta_t = 0.98 //?? eta_n = 0.9 //?? FHV = 28000000 //?? bird = 1800 //?? TAB = 0 //?? exhaustMixer = False thrustUpperLimit = 900 //?? maxT3 = 1200 //?? } } @PART[M2X_RATO]:NEEDS[AJE] { @MODULE[ModuleEngines*] { @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] Area = 0.36 //?? BPR = 0 //?? CPR = 1 //?? FPR = 0 //?? Mdes = 0.9 //?? Tdes = 250 //?? eta_c = 0.95 //?? eta_t = 0.98 //?? eta_n = 0.9 //?? FHV = 28000000 //?? bird = 1800 //?? TAB = 0 //?? exhaustMixer = False thrustUpperLimit = 900 //?? maxT3 = 1200 //?? } } @PART[M2X_LiftFan|M2X_FuselageLiftFan]:NEEDS[AJE] { @MODULE[ModuleEngines*] { @ModuleEnginesAJEJet Area = 0.36 //?? BPR = 0 //?? CPR = 1 //?? FPR = 0 //?? Mdes = 0.9 //?? Tdes = 250 //?? eta_c = 0.95 //?? eta_t = 0.98 //?? eta_n = 0.9 //?? FHV = 28000000 //?? bird = 1800 //?? TAB = 0 //?? exhaustMixer = False thrustUpperLimit = 900 //?? maxT3 = 1200 //?? } } @PART[M2X_Turboprop]:NEEDS[AJE] { !MODULE[ModuleGimbal] { } @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet Area=0.29 //?? BPR=0.36 //?? CPR=32 //?? FPR=3.8 //?? Mdes=0.9 //?? Tdes=250 //?? eta_c=0.95 //?? eta_t=0.98 //?? eta_n=0.7 //?? FHV=22.5E6 //?? bird=1620 //?? TAB=2850 //?? exhaustMixer=false maxThrust = 100 //?? maxT3 = 1100 //?? } } @PART[M2X_HeavyVTOL]:NEEDS[AJE] { !MODULE[ModuleGimbal] { } @MODULE[ModuleEngines*] { @name = ModuleEnginesAJEJet Area=0.29 //?? BPR=0.36 //?? CPR=32 //?? FPR=3.8 //?? Mdes=0.9 //?? Tdes=250 //?? eta_c=0.95 //?? eta_t=0.98 //?? eta_n=0.7 //?? FHV=22.5E6 //?? bird=1620 //?? TAB=2850 //?? exhaustMixer=false maxThrust = 100 //?? maxT3 = 1100 //?? } } @PART[M2X_SCRamjet]:NEEDS[AJE] { @MODULE[ModuleEngines*] { ModuleEnginesAJEJet Area = 0.36 //?? BPR = 0 //?? CPR = 1 //?? FPR = 0 //?? Mdes = 0.9 //?? Tdes = 250 //?? eta_c = 0.95 //?? eta_t = 0.98 //?? eta_n = 0.9 //?? FHV = 28000000 //?? bird = 1800 //?? TAB = 0 //?? exhaustMixer = False thrustUpperLimit = 900 //?? maxT3 = 1200 //?? } } Edited January 14, 2018 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
fourfa Posted January 14, 2018 Share Posted January 14, 2018 Thanks, I'll see what I can make of it. Quote Link to comment Share on other sites More sharing options...
Agyrator Posted January 19, 2018 Share Posted January 19, 2018 (edited) У вас есть проблема с одной деталью. Это называется Сиддели. Это двигатель VTOL . При изменении режима. Сопла поднимаются и вырезаются в сетку детали, чтобы спуститься. Когда я принимаю участие в их каталоге. его положение правильное, а обрезанный край находится внизу, только сопло перемещается неправильно. Edited January 19, 2018 by Agyrator Quote Link to comment Share on other sites More sharing options...
softweir Posted January 19, 2018 Share Posted January 19, 2018 Translation of the above: Quote You have a problem with one detail. This is called Siddell. This is the VTOL engine. When the mode is changed. The nozzles are raised and cut into the mesh of the part to come down. When I take part in their catalog. its position is correct, and the trimmed edge is at the bottom, only the nozzle is moving incorrectly. Please use English outside the Russian forum. Many thanks! Пожалуйста, используйте английский язык вне российского форума. Большое спасибо! Quote Link to comment Share on other sites More sharing options...
Agyrator Posted January 19, 2018 Share Posted January 19, 2018 48 minutes ago, softweir said: Translation of the above: Please use English outside the Russian forum. Many thanks! Пожалуйста, используйте английский язык вне российского форума. Большое спасибо! Auto Translator worked ... Quote Link to comment Share on other sites More sharing options...
Snark Posted January 19, 2018 Share Posted January 19, 2018 30 minutes ago, Agyrator said: Auto Translator worked ... Yes, but that's not the point. All posters in the general KSP forums are required to use English only, so that the community can read them without needing to resort to translator tools. For folks who would really like to use some other language, there are specific international forums with various languages for that purpose-- for example, if you'd like to post по-русски, there's a Russian sub-forum for that. Thank you for your understanding. And добро пожаловать to the forums! Quote Link to comment Share on other sites More sharing options...
coreyfro Posted January 20, 2018 Share Posted January 20, 2018 (edited) Turboprops in MK2 and MK3 require the following change to their part file to properly burn fuel. Right now, they are burning fuel at one tenth their rate. PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 15 } Album a/cfJXK will appear when post is submitted Edited January 20, 2018 by coreyfro Quote Link to comment Share on other sites More sharing options...
coreyfro Posted January 20, 2018 Share Posted January 20, 2018 (edited) On 1/19/2018 at 7:07 AM, Snark said: Yes, but that's not the point. All posters in the general KSP forums are required to use English only, so that the community can read them without needing to resort to translator tools. For folks who would really like to use some other language, there are specific international forums with various languages for that purpose-- for example, if you'd like to post по-русски, there's a Russian sub-forum for that. Thank you for your understanding. And добро пожаловать to the forums! Is there a Russian Subforum for Suicidal Insanity's mods? If not, then.... ДОБРО ПОЖАЛОВАТЬ! I would rather the poster's original intent be expressed in their language than a botched translation by a web page. Edited January 20, 2018 by coreyfro Quote Link to comment Share on other sites More sharing options...
Snark Posted January 20, 2018 Share Posted January 20, 2018 2 hours ago, coreyfro said: I would rather the poster's original intent be expressed in their language than a botched translation by a web page. That's as may be, but regardless of your preference, it is not allowed by the forum rules and therefore is not to be done here. A poster who expresses original intent in their language is inaccessible to anyone who doesn't speak that language-- unless the reader uses a translate tool, which is just as capable of botching it as the original poster might. Folks, the rules are here for a reason. If a person wants to post in a non-English language, they can post in their language in the appropriate international subforum. If they want some visibility in the English-language thread, they can post there, in English. Regardless of your opinion on the matter, this thread is not the place to debate forum rules. It's for the mod. Please don't hijack the thread to pursue other agendas. If you'd like to talk to us about this or any other forum rule that you take issue with, feel free to message us privately, we're happy to discuss it. Further off-topic debate about forum rules in this thread will be removed. Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted January 20, 2018 Author Share Posted January 20, 2018 Mk2 Expansion update 1.8.06 is now up, which fixes the Siddley and turboprop issues; grab it from the usual places. Quote Link to comment Share on other sites More sharing options...
Agyrator Posted January 21, 2018 Share Posted January 21, 2018 7 hours ago, SuicidalInsanity said: Mk2 Expansion update 1.8.06 is now up, which fixes the Siddley and turboprop issues; grab it from the usual places. Very quickly reacted. Thank you. Quote Link to comment Share on other sites More sharing options...
scottadges Posted January 21, 2018 Share Posted January 21, 2018 I just have to say this mod is one of the best for KSP and literally one I can't play without. THANK YOU for all your hard work on it and keeping this updated as you do. Quote Link to comment Share on other sites More sharing options...
Phelan Posted January 26, 2018 Share Posted January 26, 2018 How are the nuclear engines supposed to be flown/work? I've tried fiddling with the reactor power and thrust (both up, RP down to 1-2% with full thust, low thrust with full RP, both tuned down), and the reactor keeps overheating within minutes at best unless I throttle down so far that even the pre-built M2X Zephyr can't stay in the air. (and yes, I've tried the copy-and-paste patch for the functionality.cfg in the OP since I'm using NearFuture stuff, no change as far as I can tell, at least it still keeps overheating way too quickly) Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted January 26, 2018 Share Posted January 26, 2018 (edited) Thought it might be an idea to pop a post here for those who might be unaware. There is a rather fabulous mod that goes by the name of Textures Unlimited. It offers a number of features for mod authors involving texture switching, recolouring and PBR shaders. Due to my love of (and many hours work with) KerbPaint, I have transferred the masks over which brings recolouring ability to not only the stock parts but now also MK2 Expansion. The designs are essentially made for stock but have surprising results when applied to this mod. If you would like to see stock parts in a new light and now with the added bonus of MK2 Expansion also, you will need... 1) Textures Unlimited. 2) Electrocutor's Pass 0 stock config in the opening post of their thread. 3) Electrocutor's Pass 2 stock Porkjet config also in that opening post. 4) My TU Stock recolour config and mask pack which you can download here or over in Electrocutor's thread. Those piccy things follow... Spoiler Aero parts to show paintable layers... Shiny props... More shiny props... There might be some changes in the future but it's at a point where it can be used, so I hope people enjoy it. Edit: Actually, should probably explain how to use them. In the editor, once a part is placed or craft built / loaded, right click on a part and there should be a new texture switch "slider". By default, parts should load in a mostly stock like appearance. Simply clicking on the left or right arrows will switch the scheme between various PBR shaders with a variety of settings. The final set in the slider is the recolour set, which should introduce a new button to the right click menu so the recolour GUI can be opened. Once opened, colour can be manipulated in a number of ways...just play about with the buttons and sliders. Edited February 2, 2018 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 26, 2018 Share Posted January 26, 2018 (edited) 9 hours ago, Phelan said: How are the nuclear engines supposed to be flown/work? I've tried fiddling with the reactor power and thrust (both up, RP down to 1-2% with full thust, low thrust with full RP, both tuned down), and the reactor keeps overheating within minutes at best unless I throttle down so far that even the pre-built M2X Zephyr can't stay in the air. Do you have the NFE patch active that adds a reactor module to engines? I haven't used it in a long time but your issue may be that you haven't provided enough cooling for the engine's reactor and the discrete reactor. Stock radiators will not work (without spamming and offsetting them per part) and last I remember, engine reactors need 1100kW of cooling. I'd recommend Nertea's Heat Control for convenience and effectiveness, or remove that patch. Edited January 26, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Phelan Posted January 26, 2018 Share Posted January 26, 2018 2 minutes ago, JadeOfMaar said: Do you have the NFE patch active that adds a reactor module to engines? I haven't used it in a long time but your issue may be that you haven't provided enough cooling for the engine's reactor and the discrete reactor. Stock radiators will not work (without spamming and offsetting them per part) and last I remember, engine reactors need 1100kW of cooling. I'd recommend Nertea's Heat Control for convenience and effectiveness. I've simply installed NFE via CKAN, but considering that the engine does have a reactor module, I'd say yes. But cooling for that would be the weird part, afterall, the reactor's heat is precisely what's used to heat up the air for propulsion, and even when I dial the reactor back to 1-2% and go full throttle, it overheats. Doesn't make sense. I'll try some radiators, but yeah... they absolutely should not be required, on the contrary. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 26, 2018 Share Posted January 26, 2018 @Phelan Engine reactors are strange indeed. I haven't forgotten that you should only need all that cooling when throttled up. Quote Link to comment Share on other sites More sharing options...
Phelan Posted January 26, 2018 Share Posted January 26, 2018 1 minute ago, JadeOfMaar said: @Phelan Engine reactors are strange indeed. I haven't forgotten that you should only need all that cooling when throttled up. Throttled down you mean? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted January 27, 2018 Author Share Posted January 27, 2018 With NFE, you're going to need at least a little radiator cooling - the reactor generates 1100kw of heat continuously; the jet will cool up to 1100kW, dependent on throttle setting and engine spool time; at 100% throttle, it will take a few seconds for the jet to get up to 1100kw cooling. Since the reactor and jet generate/dissipate the same amount, they can reach at best equilibrium; any increases in core temp can only be met, not reduced by jet cooling alone. If the jet is left to spool up to 100% on the runway before the reactor is started, core temp should be around the target 3000k. If reactor and jet are started at the same time, the reactor will have a few moments to generate extra heat, so core temp should stabilize at ~3100-3200kw - this is why the Zephyr has that small stock radiator panel on the bottom; it only cools 50kW, but in flight at full throttle, that's still enough to drop core temp to optimal levels. For flying at lower throttle settings though, yeah, the reactor will definitely overheat without sources of additional cooling; 4 stock Radiator Panel (large) attached to the nuclear jet will be able to almost fully cool it on their own and will let the jet operate down to about 10% throttle before the core will slowly begin to overheat. Quote Link to comment Share on other sites More sharing options...
Phelan Posted January 28, 2018 Share Posted January 28, 2018 Ahhh, thank you, the "start the engines/spool up first, then start the reactor" is the kind of thing I meant with "how are they supposed to be flown" Quote Link to comment Share on other sites More sharing options...
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