SSgt Baloo Posted July 22, 2016 Share Posted July 22, 2016 On 7/20/2016 at 9:40 PM, blackheart612 said: @StevieC Unfortunately, I remember Wankel Rotaries don't behave like this, they are covered and unseen. Even if they are seen, only the timing belts and cam wheels are going to be animated. (I also heard it was a very violent engine to the parts inside) On 7/20/2016 at 9:44 PM, StevieC said: In fact a Wankel engine is less violent to its parts than a reciprosaur. To boot: It has fewer moving parts, and because of the way it's designed, the rotor can be made of cast-iron with its housing being made of aluminum, Since aluminum has a higher coefficient of thermal expansion, that makes the Wankel engine, no matter how badly you overheat it, immune from seizing up. It'll still fail but that failure will not be catastrophic in nature. The other type of engine I'd like to see in this is a "Barrel" or "Axial" engine (in which the pistons move in cylinders oriented parallel to the driveshaft, like so: http://youtu.be/uJSLDq7MkhQ Relevant: Quote Link to comment Share on other sites More sharing options...
StevieC Posted July 22, 2016 Share Posted July 22, 2016 Rebuttal. Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 23, 2016 Share Posted July 23, 2016 Hello! been a long time since i've last posted, i usually just sit in the back and work on the back end stuff, i come around time to time to read (but not usually read) the posts and suggestions but there is something important i got to say 1. This next update will add more engines (YAY!) and do massive changes to the thrust and curves of the engines thus breaking any files you have now (BOO!) now in testing i found the engines to be balanced with variety 2. Because this update may make all the engines "Nerfed" depending on who you ask, please direct all lynch mobs towards me not blackheart 3. Direct post about future engines/design/animation glitches towards blackheart and all thrust/back end stuff towards me, im making this post to say that i will be more active in this (chain? Forum? Post?) and would like to try to share some of the public weight (and pitchforks) with the guy who made this great mod in the first place. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted July 23, 2016 Share Posted July 23, 2016 @Tanner Rawlings will the changes actually break the files, or just completely change the flight dynamics? Gonna have to recalculate speeds and ranges.... Yay! Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 23, 2016 Share Posted July 23, 2016 7 hours ago, kiwinanday said: @Tanner Rawlings will the changes actually break the files, or just completely change the flight dynamics? Gonna have to recalculate speeds and ranges.... Yay! it will not break the files but you will find that your plane is no longer capable of going 300+ m/s (which is way faster than any planes of the era that the engines are placed in) Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted July 24, 2016 Author Share Posted July 24, 2016 (edited) We're gonna have Four more engines on next release too. Here's the fourth and most recently added! Derived from the engine of the SPAD S.VII. Edited July 24, 2016 by blackheart612 Quote Link to comment Share on other sites More sharing options...
Supermarine Posted July 25, 2016 Share Posted July 25, 2016 Hello! Love your mod but I never thought propellers would be so expensive and more advanced than jet engines! Who knew I'd have to get 300 science points just to have fun with good ol' warbirds Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 25, 2016 Share Posted July 25, 2016 (edited) 2 hours ago, Supermarine said: Hello! Love your mod but I never thought propellers would be so expensive and more advanced than jet engines! Who knew I'd have to get 300 science points just to have fun with good ol' warbirds All of the engines that are currently released are wwII era which are considered "High altitude" The next update will be including many wwI engines for low end flight, besides, tech tree placement has not been much of a concern as blackheart has been working on the new engines and animations while ive been working on the balancing of the engines and a few other things that are not ready to be released, now that we've reached a point that the engines are covering a good chunk of history next will be the balancing of cost (science and monies), fuel consumption, isp curves and all the other curves provided by firespitter (currently only stock curve system used) EDIT: so far i see most of the engines being levels 3-6 Edited July 25, 2016 by Tanner Rawlings Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 25, 2016 Share Posted July 25, 2016 12 hours ago, Tanner Rawlings said: EDIT: so far i see most of the engines being levels 3-6 Since I also came to ask about the nodal placement, I will change my question to; What Tech Tree are you using? In the Stock Tech Tree,I am flying Redstone analog rockets in Tech Tree level 2-3. Saturn I Analogs at 5-6. Assuming you are using Stock Tech Tree. That would put the V-1710/V-1650 Analogs in line with the Pratt and Whitney J-58 (SR-71) Or the General Electric J93 (B-70 Valkyrie) And yes before you say it, the Stock Tech tree sucks. But that is what most of the mod users are still using, and I have not seen a good tech Tree mod that fits the Human History of flight (everyone seems to me to gets too focused in ONE facet of flight.) I final thought. We get the Junkers Jumo 004B engine (Juno 04) at Node 3. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted July 25, 2016 Author Share Posted July 25, 2016 @Pappystein I think that we have no responsibility to incorporate into any other tech tree but stock. It's quite problematic to not have stock tech tree support because we are not, in any way, affiliated to other mods other than firespitter. *So if other tech trees would like to add AP+ on theirs, they're free as long as they ask permission and credit us.* In any case, I've left tech tree development and costs to Tanner which we might actually get into release in this coming version (which seems packed with features and balance!). So I couldn't really talk much but I'd probably put the WWI props with the Juno and going up to Radial and V engines. Not sure if we are gonna separate Early and Late WWII props but I'll leave it to Tanner's discretion for now as I have guests coming to visit irl. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 26, 2016 Share Posted July 26, 2016 8 hours ago, blackheart612 said: @Pappystein I think that we have no responsibility to incorporate into any other tech tree but stock. It's quite problematic to not have stock tech tree support because we are not, in any way, affiliated to other mods other than firespitter. *So if other tech trees would like to add AP+ on theirs, they're free as long as they ask permission and credit us.* In any case, I've left tech tree development and costs to Tanner which we might actually get into release in this coming version (which seems packed with features and balance!). So I couldn't really talk much but I'd probably put the WWI props with the Juno and going up to Radial and V engines. Not sure if we are gonna separate Early and Late WWII props but I'll leave it to Tanner's discretion for now as I have guests coming to visit irl. Thanks for the quick reply. I agree 100% you should not have to configure your parts for another Tech Tree other than stock. I was just shocked to be getting the parts in line with Moderately advanced space parts. Makes me wish I was good at making graphics so I could make my own Tech Tree.... Quote Link to comment Share on other sites More sharing options...
theonegalen Posted July 26, 2016 Share Posted July 26, 2016 I rebalanced the previous release for my own pleasure, and created several custom tech tree nodes deriving from Engineering 101. @Pappystein Here's the techtree code: Spoiler //---KB 601 "Tornado" Engine and K-14 "Divine Wind" Radial Engine @PART[109Prop|zeroprop]:NEEDS[AirplanePlus] { @TechRequired = propEngines } //---RR Marlin Engine and K1710 "Whirlwind" Engine @PART[merlin|fighterProp]:NEEDS[AirplanePlus] { @TechRequired = impPropEngines } //---K-2800 "Bumblebee" Radial Engine @PART[corsairprop|spitfiremerlin]:AFTER[UnmannedBeforeManned]:NEEDS[AirplanePlus] { @TechRequired = advPropEngines } //---Mk1 Junior Liquid Fuel Fuselage @PART[JuniorFuselage|shortboom]:NEEDS[AirplanePlus] { @TechRequired = stability } //Modifications to techtree for AirplanePlus @TechTree:NEEDS[AirplanePlus] { RDNode { id = propEngines nodeName = tog_propEngines title = Basic Propeller Engines description = We're starting to get the hang of this "internal combustion" thing. We've harnessed the "tiny explosions principle" to great effect! cost = 4 pos = -2250,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = engineering101 lineFrom = RIGHT lineTo = LEFT } } RDNode { id = impPropEngines nodeName = tog_impPropEngines title = Improved Propeller Engines description = More explosions, more power, more speed! cost = 8 pos = -2170,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = propEngines lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advPropEngines nodeName = tog_advPropEngines title = Advanced Propeller Engines description = Our most powerful combustion engines yet! cost = 10 pos = -2090,1102.3,-1 icon = RDicon_propulsion-nuclear anyToUnlock = False hideEmpty = True hideIfNoBranchParts = False scale = 0.6 Parent { parentID = impPropEngines lineFrom = RIGHT lineTo = LEFT } } } To use it, make sure you have the updated version of ModuleManager, copy and paste the above code into a new text file somewhere in your KSP_win/GameData folder, and rename the file something like "AirplanePlusTech.cfg." Voila! Props before jets! Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted July 26, 2016 Share Posted July 26, 2016 On 7/22/2016 at 11:40 AM, StevieC said: Rebuttal. Had you viewed the video I posted, you would understand that it wasn't claiming that all rotary engines were "dead", just the Wankel. Quote Link to comment Share on other sites More sharing options...
StevieC Posted July 27, 2016 Share Posted July 27, 2016 And had you viewed the video I posted you'd see why I was claiming that the Wankel still has an appreciable amount of life in it. Quote Link to comment Share on other sites More sharing options...
Tanner Rawlings Posted July 27, 2016 Share Posted July 27, 2016 @SSgt Baloo @StevieC Stop now, I'm ending this argument, sorry but y'all have gone off topic, no report sent just asking y'all to stop Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted July 27, 2016 Share Posted July 27, 2016 7 hours ago, Tanner Rawlings said: @SSgt Baloo @StevieC Stop now, I'm ending this argument, sorry but y'all have gone off topic, no report sent just asking y'all to stop Message received and understood. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted July 30, 2016 Share Posted July 30, 2016 Out of curiosity, is there an ETA on the update? Most of my prop-based design work is on hold for the new maps for the WW2 engines, since they'll change the power dynamics of the designs. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted July 30, 2016 Author Share Posted July 30, 2016 @kiwinanday I'm now waiting for Tanner for some finishing touches and a last engine config. Once I get that, I'll be testing as soon as I can and there'll be a release. I can't say for sure but it may be out in just a few days. If not, I'll bug him. The next release has a little bit more content than the usual release so I hope you understand the hold up. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted August 1, 2016 Author Share Posted August 1, 2016 Release 4.0 Latest Changelog: Added KM-105P "Silver Crow" Engine based on Yakovlev Yak-3 Added K-25V "Cyclone" Radial Engine based on Polikarpov I-153/I-16 (Contains MeshSwitch) Added 8A "Spud" Engine based on SPAD S.VII Added 9J "Baron" Rotary Engine based on Fokker DR.I (Contains MeshSwitch and Rotary Engine rotation) - Made for better tech tree support especially for early flight Adjusted costs to better match other parts and economy when in career mode - Reconfigured engine performance curves, prepare to have a different aircraft setup Normalized Engine Sounds to match KSP loudness a bit Gave propeller and sound better synchronization on most engines Check out the OP for updated album which contains the images of the newest parts. (Enjoy!) Meanwhile, I was searching for a way to start a pool because I noticed the number of custom sounds I add are getting higher and higher. I was curious whether I should keep making a custom one for each or start sharing files for certain engines. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted August 1, 2016 Share Posted August 1, 2016 Woooo! Now I get to re-test and rebuild all my prop airplanes! I know what I'm going to be spending this week doing Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted August 1, 2016 Author Share Posted August 1, 2016 @kiwinanday Thanks again for your work! Tanner told me it was helpful Such is said in the OP. Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted August 1, 2016 Share Posted August 1, 2016 Just now, blackheart612 said: @kiwinanday Thanks again for your work! Tanner told me it was helpful Such is said in the OP. My colleague-in-plane-design/friend blames me for having to update everything I'll update the Drive spreadsheet I sent @Tanner Rawlings with the new data, for future referencing. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted August 1, 2016 Share Posted August 1, 2016 (edited) 6 hours ago, blackheart612 said: Release 4.0 Latest Changelog: Added 9J "Baron" Rotary Engine based on Fokker DR.I (Contains MeshSwitch and Rotary Engine rotation) - BEST NEW ENGINE EVER! A Rotary engine that actually Rotates! With 1.1.3 I am primarily a Rocket jockey but maybe this engine will allow slow enough flight not to totally break the landing gears PS, Eindecker here I come! Edited August 1, 2016 by Pappystein That was one sir! ONE! Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted August 1, 2016 Author Share Posted August 1, 2016 @Pappystein It wouldn't be a rotary engine anymore if it didn't! It comes with a cover on the front of the engine but it's toggle-able with mesh switch (just right click and there will be next and previous options) so you can remove the cover and make it look more like a classic Eindecker! (The uncovered cowling is seen in the screenshot of part lists on the OP) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 1, 2016 Share Posted August 1, 2016 It would seem that @blackheart612 is a time traveler! Quote Link to comment Share on other sites More sharing options...
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