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Searching for RSS-Spaceplane-Engine


Bowman

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Dear all,

I'd like to create spaceplanes in RSS to achieve an orbit and stuff like that.

What problems I found out by now using ksp-stock-sized related mods:

  • ksp-fuels are way too dense --> spaceplanes don't produce lift enough at normal angles of attack (more angle - more lift - more dragg)
  • ksp fuels are way too dense --> runway collapses
  • jet engines and the rapier are adjusted for kerbin atmosphere and kerbin airspeeds

Thoughts to come by these problems:

  • using C7's Sabre Engine (2.5m) of the B9 pack and adjusting it to:
    • use intake air / liquid oxygen and liquid hydrogen in the correct ratio
    • adjust it in size and weight to the planned sabre engine from  Reaction Engines Limited
    • adjust performance-values to work at mode switch conditons (~30km @ mach 5.x)

Unfortunately I'm not a modder and don't know how to destroy adjust the configs correctly.

Do you know:

  • someone who created the piece of code I am looking for?
  • a link to the modpack I am looking for?
  • which values have to be adjusted?
  • how to adust those values?
  • do you know someone who is developing a jet-engine pack for RSS/real fuels?

If you have other ideas to get a proper technical base for spaceplane engines, I'd like to read your suggestions.

 

 

Thanks,

Lukas

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You can fairly edit engine performance by editing CFGs.  Open them in notepad or a simple text editor, and you should see something like this:

PART
{
	name = liquidEngine3
	module = Part
	author = Mrbrownce
	mesh = model.mu
	scale = 0.01
	node_stack_top = 0.0, 21.6498, 0.0, 0.0, 1.0, 0.0, 1
	node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, -1.0, 0.0, 1
	fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running
	fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = advRocketry
	entryCost = 1600
	cost = 390
	category = Engine
	subcategory = 0
	title = LV-909 "Terrier" Liquid Fuel Engine
	manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
	description = The 909 model was initially received with some skepticism by spacecraft engineers, as it defied the long-standing convention that "More Power!" is always better. Despite this, the 909 series has found its place in the spacecraft construction world, being particularly useful as a final stage and landing engine.
	attachRules = 1,0,1,0,0
	mass = 0.5
	heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size1
	tags = lander orbit propuls rocket (terrier vacuum
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 60
		heatProduction = 80
		fxOffset = 0, 0, 0.21
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 0.34
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 345
			key = 1 85
			key = 3 0.001
		}
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = thrustTransform
		gimbalRange = 4
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = HeatAnimatioEmissiveLiquidEngine3
		responseSpeed = 0.001
		dependOnEngineState = True
		dependOnThrottle = True
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = fairing
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 0.1
		jettisonForce = 5
		jettisonDirection = 0 0 1
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 127
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 600
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 2500
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.3
		maxDistance = 30
		falloff = 1.7
		thrustTransformName = thrustTransform
	}
}

Just edit the values you want to.  Size, weight, and O/F ratio are easy, I don't know much about combined cycles in CFGs.

 I'm not any good at all at doing CFG edits, there are people who know much more and can help you better.

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Another suggestion is to try the mod SMURFF. It makes the engines more powerful and the tanks way lighter, so you get some better, more accurate mass fractions. It's a popular solution for rescale mods where the stock stuff just doesn't cut it, but you don't want to take the plunge that is Realism Overhaul. Could be helpful :) 

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Fairly sure AJE & RF adjust the B9 SABREs already, although last time I tried I seem to remember them being setup as kerolox for some reason. That was a while ago...

Aero-wise you *really* should use FAR.

Edited by Van Disaster
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