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Axial/Swashplate Piston Engines


Azimech

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Here you see a primitive & crude model of a two-stroke axial/swashplate piston engine. This is the easiest type of piston engine to build in KSP until I build my plugin for a working ignition system. Build time: one hour. Worked with the second try. Efficiency & TWR: not to be mentioned, you can't drive anything with it in this state. It is reliable though.

 

Download link: http://kerbalx.com/Azimech/Axial--Swashplate-Piston-Engine

 

Double-acting version, and much improved with less wobble and friction.

http://kerbalx.com/Azimech/Axial--Swashplate-Piston-Engine-2

 

Here's number three:

Runs much smoother and faster than the previous two, don't it? :D

Download link: http://kerbalx.com/Azimech/Axial--Swashplate-Piston-Engine-3

Edited by Azimech
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If/once I can build this at 1/100 scale, both size & mass, then we have a go. The biggest problem is joint flexibility based on part mass, which has nothing to do with real life. Hopefully one day Squad will come up with a system based on material density and introduce multiple material types like in my mod Other Materials.

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It seems to me Azimech that you are spending a lot of time waiting for Squad to make very niche changes to KSP. Dude that ain't gunna happen. Why not just use tweakscale and mods to do what you want? If you really wanted it, nothing would stop you, at least that's how I operate.

 

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Really now ... Do you think Squad is going to waste future possibilities for totally different games and only focus on this space game? It's got the best editor on the market, the commercial potential is huge for all sorts of things. Think big man, the biggest selling point is the editor and one day the public is going to ask for more possibilities way beyond the narrow confines of a space sim  :)

Edited by Azimech
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Just now, Azimech said:

Really now ... Do you think Squad is going to waste future possibilities for totally different games and only focus on this space game?

Yes. Yes I do. I would bet real money on it too.

 You can do the things you want now man. Why wait for Squad to make the changes? I don't mean to be rude it just seems you really want to make those things but I mostly see you posting reasons why you can't when there are more reasons why you can.

 If someone else wont provide for you, provide for yourself.

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These are some really nice and innovative builds Azimech, and I think Squad should consider their next game release to venture into Hydraulics, and Mechanics with horse power and torque being a factor, this would be fun and also educational much like KSP.

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Got semi-ninja'd, the reply is for Majorjim :-)

I do, that's the reason I create mods as well.

I can't imagine Squad is going to be a one-trick pony though. The future market is going to integrate more and more game concepts as CPU/FPU power increases and RAM becomes even more cheaper than today. Twenty years ago the FPS was a hit, as was the RPG and they had their own markets. Nowadays most of the games have become a blend of the FPS/RPG genres. Same with flight sims and space combat sims. It won't be long before a large corporation with a big budget becomes interested in investing in a similar title as KSP, and with a large dev team, who knows what damage they can do to a small indie company as Squad. They need to be prepared & create more (detailed) content or go down like all the other little ones before them (thousands).

I predict: five years from now you'll see teams building a full scale Saturn-V with virtual systems like hydraulics, turbo pumps, electric circuits and other complex systems. And if Squad won't be able to provide this, I will find a title that can.

Edited by Azimech
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Just now, Azimech said:

Got semi-ninja'd, the reply is for Majorjim :-)

I do, that's the reason I create mods as well.

I can't imagine Squad is going to be a one-trick pony though. The future market is going to integrate more and more game concepts as CPU/FPU power increases and RAM becomes even more cheaper than today. Twenty years ago the FPS was a hit, as was the RPG and they had their own markets. Nowadays most of the games have become a blend of the FPS/RPG genres. Same with flight sims and space combat sims. It won't be long before a large corporation with a big budget becomes interested in investing in a similar title as KSP, and with a large dev team, who knows what damage they can do to a small indie company as Squad. They need to be prepared & create more (detailed) content or go down like all the other little ones before them (thousands).

I predict: five years from now you'll see teams building a full scale Saturn-V with virtual systems like hydraulics, turbo pumps, electric circuits and other complex systems. And if Squad won't be able to provide this, I will find a title that can.

Sorry i think we misunderstood each other. I thought that you meant updates to KSP, not a second game. Sorry for that. I agree, with Castille, that kind of engineering sandbox game is becoming more and more popular due to better physics and whatnot. Physics in games still excites me. I remember for so many years wanting physics in games, they lacked that emergent behavior that physics allows.

 I was thinking instead of waiting for squad to make those features, you could mod them in. As you are doing with some aspects of it now.

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13 minutes ago, Majorjim said:

Sorry i think we misunderstood each other. I thought that you meant updates to KSP, not a second game. Sorry for that. I agree, with Castille, that kind of engineering sandbox game is becoming more and more popular due to better physics and whatnot. Physics in games still excites me. I remember for so many years wanting physics in games, they lacked that emergent behavior that physics allows.

 I was thinking instead of waiting for squad to make those features, you could mod them in. As you are doing with some aspects of it now.

Nothing to apologize for, we're fine :-)

These are exiting times to be alive!

Hey and I added another one to the OP.

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Just now, Azimech said:

 

Nothing to apologize for, we're fine :-)

These are exiting times to be alive!

Hey and I added another one to the OP.

Indeed! I was actually expecting a lot more than what we have today in terms of physics. Do you remember those first game demos using the now defunct dedicated Physics Processing Units? Man those where exciting. Nothing like that exists ingame even now..

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On 10-1-2016 at 0:10 AM, Majorjim said:

Indeed! I was actually expecting a lot more than what we have today in terms of physics. Do you remember those first game demos using the now defunct dedicated Physics Processing Units? Man those where exciting. Nothing like that exists ingame even now..

Can't really remember them ... I'm sure there will be an exiting new thing coming up soon :-)

Oh and me = proud ... engine number 3 got featured on twitter & facebook! :D

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3 hours ago, Azimech said:

Can't really remember them ... I'm sure there will be an exiting new thing coming up soon :-)

Oh and me = proud ... engine number 3 got featured on twitter & facebook! :D

Nice! Congratulations! Have a look for PPU game videos on YT.

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14 hours ago, Kuzzter said:

Outstanding work! I guess I'd call it a model? Reminds me of the tabletop steam engines you used to be able to order from the backs of comic books :) 

Yes, the practical use is near zero at the moment, max rpm is too low, torque is too low, mass & fuel consumption are way too high. It's even much worse than when I invented the turboshaft engine back in 0.23, I built a rudimentary helicopter with that.

But it looks good!

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7 hours ago, Azimech said:

Yes, the practical use is near zero at the moment, max rpm is too low, torque is too low, mass & fuel consumption are way too high. It's even much worse than when I invented the turboshaft engine back in 0.23, I built a rudimentary helicopter with that.

But it looks good!

You made it because you could! I totally understand. I have something in this vein to show later today.

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Azimech, your work will never cease to amaze me.

Btw, are you the coaxial-rotor guy, or was that someone else?

 

Also, how hard would it be to stick the whole thing onto an oversized "rover" and use the torque for propulsion? Not saying it would be useful, but it'd make things even more amazing.

Edited by Kobymaru
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5 hours ago, Kobymaru said:

Azimech, your work will never cease to amaze me.

Btw, are you the coaxial-rotor guy, or was that someone else?

 

Also, how hard would it be to stick the whole thing onto an oversized "rover" and use the torque for propulsion? Not saying it would be useful, but it'd make things even more amazing.

Yeah, got a nice list of virtual inventions by now. Stock coaxial rotors was one of them.

If I can produce a good gear ratio (maybe 10:1 ?) this thing could drive some kind of car, yes. At a crawling speed.

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Just now, Azimech said:

Yeah, got a nice list of virtual inventions by now. Stock coaxial rotors was one of them.

If I can produce a good gear ratio (maybe 10:1 ?) this thing could drive some kind of car, yes. At a crawling speed.

Errr. Nope. :sticktongue: By your own admission good sir you made the first Turboshaft Coaxial Rotor.

The first Coaxial rotor was made by someone else. *Slaps writs* :P

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7 minutes ago, Majorjim said:

Errr. Nope. :sticktongue: By your own admission good sir you made the first Turboshaft Coaxial Rotor.

The first Coaxial rotor was made by someone else. *Slaps writs* :P

The first coaxial was made by someone else, but he used modified IR rotatrons & tip jets ;-)

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3 hours ago, Gman_builder said:

Once squad implements fluid dynamics and real piston-esque engine parts the KSP engine game is gonna change for sure.

It will cost me my social life ... I'll be building engines like a maniac.

And welcome to the forum!

Edited by Azimech
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