BudgetHedgehog Posted June 17, 2015 Share Posted June 17, 2015 anyone have screenshots of these?See the OP. Quote Link to comment Share on other sites More sharing options...
iDisOrder Posted June 17, 2015 Share Posted June 17, 2015 See the OP.those the ones on top?I didn't know if he updated it.thanks! Quote Link to comment Share on other sites More sharing options...
Whizzkid Posted June 17, 2015 Share Posted June 17, 2015 Awesome work! What does the new R4-D engine use, is it just IntakeAtm? Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted June 17, 2015 Share Posted June 17, 2015 Great update!You might want to update thread's title, though - - - Updated - - -Awesome work! What does the new R4-D engine use, is it just IntakeAtm?It means that it can work in any atmosphere - not only on Kerbin or Laythe, but also on Eve, Duna and Jool. An incredible tool for an interplanetary shuttle. Quote Link to comment Share on other sites More sharing options...
Val Posted June 17, 2015 Share Posted June 17, 2015 What does the new R4-D engine use, is it just IntakeAtm?I was wondering the same. No other propellants are listed in the part.cfg. Which as far as I can tell, means it's a perpetual motion machine as long as it's in an atmosphere. Or am I missing something? Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted June 17, 2015 Share Posted June 17, 2015 Nope, that's what it is: Open cycle nuclear thermal engine that uses the atmosphere as the working fluid. So, you've got an engine that can work on Jool or Eve. Quote Link to comment Share on other sites More sharing options...
Val Posted June 17, 2015 Share Posted June 17, 2015 (edited) @MaverickSawyer & biohazard15The question was why the R4-D only has Air as propellant. Edited June 17, 2015 by Val Oops Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted June 17, 2015 Share Posted June 17, 2015 (edited) @MaverickSawyer & biohazard15The question was why the R4-D only has Air as propellant.http://i.imgur.com/nvqrV3P.jpgHuh. Mine shows IntakeAtm, but I have a few other mods that required the ability to operate in ANY atmosphere. Lemme see if that's a ModuleManager patch real quick... and what other mods would be required for you to make use of that.EDIT: Nope, that's part of the .cfg. Huh.Anyways, the reason that it can use only air for the working fluid is because, it's basically a ramjet, but instead of generating heat with combustion, you're using the heat from a nuclear reactor core to heat the air. There was work done back in the 50's and '60s for one of these in real life: Project Pluto. It was a Mach 3 cruise missile that flew, well, forever. The only reason it was never made was because the exhaust plume had bits of reactor core in it. (High-temp reactors and oxygen don't play nice...) But, seeing as you're probably going to use it offworld, the radiation is far less of a problem. Edited June 17, 2015 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 17, 2015 Share Posted June 17, 2015 The question was why the R4-D only has Air as propellant.Because reasons. Correct me if I'm wrong (as I haven't had a chance to play with it yet), but it's an end-game engine that allows infinite in-atmosphere flight deliberately, no other propellants are needed. I think it's well balanced because A, it's 3.5 tons and B, doesn't work outside of an atmosphere. If you're planning on using it for an SSTO, you'll still need another engine and if you're planning on using it for a normal plane, you'll have to haul around 3 tons of extra mass.. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted June 17, 2015 Share Posted June 17, 2015 Now we just need a decay patch just like ones found in Near Future packs. It can't fly indefinitely; there must be some limiting (years, but still!) Quote Link to comment Share on other sites More sharing options...
Val Posted June 17, 2015 Share Posted June 17, 2015 Anyways, the reason that it can use only air for the working fluid is because, it's basically a ramjet, but instead of generating heat with combustion, you're using the heat from a nuclear reactor core to heat the air. There was work done back in the 50's and '60s for one of these in real life: Project Pluto. It was a Mach 3 cruise missile that flew, well, forever. The only reason it was never made was because the exhaust plume had bits of reactor core in it. (High-temp reactors and oxygen don't play nice...) But, seeing as you're probably going to use it offworld, the radiation is far less of a problem.Because reasons. Correct me if I'm wrong (as I haven't had a chance to play with it yet), but it's an end-game engine that allows infinite in-atmosphere flight deliberately, no other propellants are needed. I think it's well balanced because A, it's 3.5 tons and B, doesn't work outside of an atmosphere. If you're planning on using it for an SSTO, you'll still need another engine and if you're planning on using it for a normal plane, you'll have to haul around 3 tons of extra mass..OK. That makes sense. Thank you, both.Huh. Mine shows IntakeAtm, but I have a few other mods that required the ability to operate in ANY atmosphere. Lemme see if that's a ModuleManager patch real quick... and what other mods would be required for you to make use of that.EDIT: Nope, that's part of the .cfg. Huh.Yeah, sorry about that little deception. I had to replace IntakeAtm with IntakeAir, to get it to load at all. Otherwise I got a freeze on loading KSP and this in the log: ...PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[ShipTemplate]: No Resource definition found for RESOURCE(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)IntakeAtm not found in resource database. Propellant Setup has failed.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 ... Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted June 17, 2015 Share Posted June 17, 2015 OK. That makes sense. Thank you, both.Yeah, sorry about that little deception. I had to replace IntakeAtm with IntakeAir, to get it to load at all. Otherwise I got a freeze on loading KSP and this in the log: ...PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[ShipTemplate]: No Resource definition found for RESOURCE(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)IntakeAtm not found in resource database. Propellant Setup has failed.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 ...Yeah... It's a resource in the Community Resource Pack.- - - Updated - - -Okay, unrelated to the previous few posts...Was recently trying out the Wedge engine, and hit a snag: Trim has a few "dead zones" where it refuses to go. It jumps straight from 2* to 5*, from 7* to 9*, and from 17* to 20*. These are not able to be passed through by action group driven adjustments to the trim. Is this something from your end, or do I need to go take it up with Klockheed Martin? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 17, 2015 Author Share Posted June 17, 2015 (edited) @Whizzkid;Just IntakeAtm. Ideally, thrust would be tied to the part's heat in the stock heat system, but barring a bespoke plugin that's not going to happen. It doesn't require fuel in the traditional sense, but it's heavy, has a low top speed, and will explode if you push it too hard.@MaverickSawyer;The old Pluto research and some other stuff was the primary inspiration. Such a very kerbal period of USAF aerospace R&D.As for dead zones on the 'Wedge': do you have the same problem with the 'Vector' and MATTOCK? All three engines use the same KM_Gimble module, and I haven't really messed around with parameters for it. Asking on the Klockheed Martain thread wouldn't hurt.@Val;Like the others have said, reactor heat instead of fuel combustion for thrust. It is very much an end game engine. I was toying with the idea of also having it very slowly consume Fuelrods or EnrichedUranium, but then there's the problem of losing mass over time. Its also sort of heavy and potentially explosive if run for too long. RE: the freeze on loading: that is my fault, I forgot to bundle the CRP with the mod. A 1.4.1 hotfix is now up with it included, or you can simply dl the CRP by itself. Apologies for the inconvenience.Edit: CKAN USERS: Netkan metadata has been updated to reflect the CRp being bundled, so CKAN users should be able to get the newest version as soon as the pull request goes through. For now, just get the CRP seperately Edited June 18, 2015 by SuicidalInsanity netkan update Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted June 17, 2015 Share Posted June 17, 2015 (edited) @MaverickSawyer;The old Pluto research and some other stuff was the primary inspiration. Such a very kerbal period of USAF aerospace R&D.As for dead zones on the 'Wedge': do you have the same problem with the 'Vector' and MATTOCK? All three engines use the same KM_Gimble module, and I haven't really messed around with parameters for it. Asking on the Klockheed Martain thread wouldn't hurt.I'll give 'em a look and see.EDIT: Huh. It's a quirk of the gimbles themselves. In the negative direction, you've got those stops. In the positive, it's totally normal. Clean, smooth transition across the range for BOTH the Vector and the Wedge. MATTOCK does not have the trim feature.- - - Updated - - -I was toying with the idea of also having it very slowly consume Fuelrods or EnrichedUranium, but then there's the problem of losing mass over time. Its also sort of heavy and potentially explosive if run for too long.Take a look at the Near Future Electric pack. their reactors convert Enriched Uranium into Depleted Fuel. Same weight and volume, so you neither gain nor loose mass. a clean and elegant setup. Edited June 17, 2015 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
LitaAlto Posted June 18, 2015 Share Posted June 18, 2015 So far it looks like my KSP 1.0.2 game hangs on load of version 1.4.1, when trying to load AtomicJet.And output_log.txt gives me this:PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[ShipTemplate]: No Resource definition found for RESOURCE(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)IntakeAtm not found in resource database. Propellant Setup has failed.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Quote Link to comment Share on other sites More sharing options...
DarthWall Posted June 18, 2015 Share Posted June 18, 2015 this engine using only IntakeAtm... Should it use IntakeAtm separately from IntakeAir? Because it is not using air from others intakes... Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted June 18, 2015 Share Posted June 18, 2015 Correct.- - - Updated - - -So far it looks like my KSP 1.0.2 game hangs on load of version 1.4.1, when trying to load AtomicJet.And output_log.txt gives me this:PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[ShipTemplate]: No Resource definition found for RESOURCE(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)IntakeAtm not found in resource database. Propellant Setup has failed.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Yeah, it's looking for IntakeAtm, which is a resource that isn't stock. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 18, 2015 Author Share Posted June 18, 2015 @LitaAlto; The AtomicJet uses intakeAtm which isn't stock, and included in the CommunityResourcePack which is bundled with 1.4.1. The freeze on load happens because KSP can't find the resource on load. Did you install the CommunityResourcePack along with everything else in the 1.4.1 package?@DarthWall;Yes, it uses the CRP IntakeAtm, because that allows it to function in non-oxygenated atmospheres - Eve, Duna, and Jool. The consequence of this, though, is that stock intakes won't supply the R4-D with resources. There isn't really anything I can do about this, short of hacking together an MM patch that adds an IntakeAtm resource collector to all air intakes. Quote Link to comment Share on other sites More sharing options...
bonesbro Posted June 18, 2015 Share Posted June 18, 2015 Today's 1.4.1 has a bad bug in it. The agency textures were converted from .png to .dds and KSP seems to choke hard on that:[LOG 18:57:30.887] Agent: Found 19 agent mentality types[ERR 18:57:30.888] Agent: Cannot find logo scaled at url 'Mk2Expansion/Agencies/IA_scaled'[EXC 18:57:30.890] UnityException: Texture 'Mk2Expansion/Agencies/IA' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start ()Please switch it back to .png! I took the .pngs from the 1.3.1 folder and replaced the .dds files and it unbroke contracts.Props to nightingale for figuring out the issue. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 18, 2015 Author Share Posted June 18, 2015 (edited) @Bonesbro; Issue noted, Agency decals have been converted back to .png@maverickSawyer et al; After some testing, I figured a workaround for R4-D decay using stock modules. Doing some back of the envelop calculations is works out to a core lifetime of 2222 kerbin days at full thrust. Once the integrated supply of EnrichedUranium is consumed, the engine will cease to function. Refuelling the engine at this point in testing doesn't exist, so if you somehow manage to run the engine continuously at full thrust for 5.2 years, you might have a problem.For those who want to play around with it:@PART[M2X_AtomicJet]{ @mass = 3.45 @MODULE[ModuleEnginesFX] { PROPELLANT { name = EnrichedUranium ratio = 0.000025 DrawGauge = True } PROPELLANT { name = DepletedFuel ratio = -0.000025 DrawGauge = False } } RESOURCE { name = EnrichedUranium amount = 20 maxAmount = 20 isTweakable = false hideFlow = true } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 20 isTweakable = false hideFlow = true }}Its one of those things that seems obvious in hindsight, but I never thought of trying earlier.Edit: 1.4.2 hotfix up on kerbal stuff. Edited June 18, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
KroShan Posted June 18, 2015 Share Posted June 18, 2015 (edited) EDIT 2:All the Craft files which use the chine roots cant be loaded because of this missing parts. i use the stock Techtree not CTT. Also i didn' find the new Atomic Jet here...Edit 1: Everthings OK - CKAN didn't finish the installation - sorryI updated from CKAN to 1.4.2 but the Game did't load.Is there a seperate mod installation necessary?[LOG 11:23:28.271] PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet'[ERR 11:23:28.277] [ShipTemplate]: No Resource definition found for RESOURCE[LOG 11:23:28.282] IntakeAtm not found in resource database. Propellant Setup has failed.[EXC 11:23:28.284] NullReferenceException: Object reference not set to an instance of an object ModuleEngines.SetupPropellant () ModuleEngines.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext ()[EXC 11:23:28.291] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () Edited June 18, 2015 by KroShan Edit 2: Chine Roots not Found Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 18, 2015 Share Posted June 18, 2015 Got some weird stutter action going on here.https://youtu.be/X2stlcJZ31c Quote Link to comment Share on other sites More sharing options...
LitaAlto Posted June 18, 2015 Share Posted June 18, 2015 @LitaAlto; The AtomicJet uses intakeAtm which isn't stock, and included in the CommunityResourcePack which is bundled with 1.4.1. The freeze on load happens because KSP can't find the resource on load. Did you install the CommunityResourcePack along with everything else in the 1.4.1 package?I used CKAN, which recommended CTT--but I see nothing in CKAN or on the OP saying CRP is a dependency. And I didn't see CRP bundled within the zip file.I installed CRP, and it works now--thanks for the guidance! But would you consider updating CKAN and the OP to reflect CRP as a dependency, please? Quote Link to comment Share on other sites More sharing options...
ZentroCatson Posted June 18, 2015 Share Posted June 18, 2015 Thanks for the update, dude! Your the best, keep it going! I love those new cockpits and engines. The rover cockpit looks kinda weird, but I'm sure I can live with that Also, the new engines are really cool. I personally hate that the stock rapier is so underpowered. Your Malloc engine really helps make less complicated SSTOs. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 18, 2015 Author Share Posted June 18, 2015 @KroShan; In the update from 1.3 to 1.4 CRP was added as a dependency. I updated the netkan metadata yesterday evening to include the new dependency, so depending on when pull requests are done, the netkan might not yet be up to date.@LitaAlto; CKAN's Mk2Expansion netkan wasn't up to date. @vardicd;That is weird. I've never seen that before when I was testing the engine. I can poke at it some more, though. What mods are you running?@ZentroCatson;It does look a bit different in terms of style - it went through a bunch of iterations to try and find a balance between something that would work and something close to what I had in mind. I might rework the model sometime in the future, but after working on three cockpits and IVAs back to back, I don't really want to make more cockpits for a while. As for the MATTOCK, yeah, it is a powerful little engine. Used it to made any planes without any control surfaces of any kind yet? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.