JadeOfMaar Posted December 1, 2021 Share Posted December 1, 2021 (edited) "Kerbal Aircraft Reactor Experiment" Spoiler Original image The KARE package is here, meeting the people's need for a suite of high performance atomic jet engines. License: CC-BY-NC-SA 4.0 DOWNLOAD :: SPACEDOCK :: GITHUB Edited September 11 by JadeOfMaar Updated cover image for v 2.0 release Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 1, 2021 Share Posted December 1, 2021 First Quote Link to comment Share on other sites More sharing options...
An Amongus Sussy Player Posted December 1, 2021 Share Posted December 1, 2021 Second Quote Link to comment Share on other sites More sharing options...
alberro+ Posted December 1, 2021 Share Posted December 1, 2021 Third Nice stuff dude, can't wait to try it out! Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted December 1, 2021 Share Posted December 1, 2021 Fourth and HOLY SATURN V, those look awesome! Quote Link to comment Share on other sites More sharing options...
Terminator Shock Posted December 1, 2021 Share Posted December 1, 2021 5th, hell yeah, more nuclear jet engines to polute the air with Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted December 1, 2021 Share Posted December 1, 2021 Don't know it i need it, but i give a try. They are beautiful. Tx JadeOfMaar. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 1, 2021 Share Posted December 1, 2021 I dont suppose these will work with OPT, will they? As always, GREAT JOB!! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted December 1, 2021 Share Posted December 1, 2021 I was going to write a thermonuclear adaptor for the stock engines but as soon as I saw this get uploaded, I knew that it would've been rather useless with this new neat mod! Quote Link to comment Share on other sites More sharing options...
obnox twin Posted December 1, 2021 Share Posted December 1, 2021 (edited) Time to install it and put it on some fighter jets and have one of them blow up scientific planes Edited December 1, 2021 by obnox twin Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 1, 2021 Author Share Posted December 1, 2021 4 hours ago, Stone Blue said: I dont suppose these will work with OPT, will they? As always, GREAT JOB!! A little repaint and reconfig can make all things possible. lol thanks Quote Link to comment Share on other sites More sharing options...
Chase842 Posted December 21, 2021 Share Posted December 21, 2021 Is it just me, or do the Mk2 engines cause weird problems with CoL when using FAR? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 21, 2021 Author Share Posted December 21, 2021 5 hours ago, Chase842 said: Is it just me, or do the Mk2 engines cause weird problems with CoL when using FAR? It's not standard practice for me to make FAR configs. From a quick glance at FAR's GitHub, I must assume that my Mk2 parts still have their stock lift surface module, and this is the source of your problems. If that is the case, save this config and let me know if it makes a difference: @PART[kare_eng_ntj_mk2|kare_int_ram_mk2|kare_int_shock_mk2]:NEEDS[FerramAerospaceResearch] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } Quote Link to comment Share on other sites More sharing options...
Chase842 Posted December 22, 2021 Share Posted December 22, 2021 On 12/21/2021 at 11:18 AM, JadeOfMaar said: It's not standard practice for me to make FAR configs. From a quick glance at FAR's GitHub, I must assume that my Mk2 parts still have their stock lift surface module, and this is the source of your problems. If that is the case, save this config and let me know if it makes a difference: @PART[kare_eng_ntj_mk2|kare_int_ram_mk2|kare_int_shock_mk2]:NEEDS[FerramAerospaceResearch] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } Yep, that did the trick! Thanks Jade! I'll take note of this, if I have any issues with FAR in the future, I'll try and create a config like this and see if I can solve my own problems. Quote Link to comment Share on other sites More sharing options...
Manul Posted December 26, 2021 Share Posted December 26, 2021 These engines shine. Literally. I don't know what makes me more happy: a shiny radioactive exhaust or the nice red hot glowing of the engine itself. Quote Link to comment Share on other sites More sharing options...
Manul Posted March 9, 2022 Share Posted March 9, 2022 Engines and intakes look even more awesome with B9 Animation Modules and DepthMask installed (had to write a patch to make depth mask work with a ModuleDepthMask not only with RestockDepthMask) Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 22, 2022 Author Share Posted December 22, 2022 Release 1.1 Added FAR config. Fixes CoL problems when involving these Mk2 parts. Added missing IntakeAtm patch for intakes. Added Waterfall configs. Fixed engineID values (changed from Dry & Wet to AirBreathing & ClosedCycle). Some mods, namely BDArmory, do trip over this. Reduced engine heat production values. Hey @HebaruSan I'd like to get a recommends: StockWaterfallEffects (made by @Knight of St John) Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 23, 2022 Share Posted December 23, 2022 (edited) 11 hours ago, JadeOfMaar said: Some mods, namely BDArmory, do trip over this. Meaning incompatible to BDA? I have this mod and would like to know, i I could use your KARE-Mod or if it will be incompatible? What kind of problems will it cause? Edited December 23, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Manul Posted December 23, 2022 Share Posted December 23, 2022 (edited) 21 minutes ago, Rakete said: Meaning incompatible to BDA? The BDArmory AI counts Wet mode as afterburner I guess Engaging a low thrust atmosphere-inefficient mode on a carrier takeoff might be confusing. I wouldn't call it "incompatible" but some ai controlled vessels might meet a horrible fate. But there is no dedicated aerospace fighter AI anyways so we can assume that BDArmory is incompatible with SSTOs in general (or SSTOs are incompatible with active combat at the edge of space because air to air combat at mach 6+ is physically impossible) Edited December 23, 2022 by Manul Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 23, 2022 Share Posted December 23, 2022 (edited) 21 minutes ago, Manul said: The BDArmory AI counts Wet mode as afterburner I guess Engaging a low thrust atmosphere-inefficient mode on a carrier takeoff might be confusing. Ah, so no hard incompatibility - just a confusion for AI-piloting, as I understand, right? So not much of a deal, I guess,.. right? yeah i don't use that much except for my smaller target vessels. I guess, they will have to take off manually, if fitted with KARE-engines. Or don't get those engines... we'll see No dependencies except Module Manager? Edited December 23, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Manul Posted December 23, 2022 Share Posted December 23, 2022 4 minutes ago, Rakete said: Ah, so no incompatibility - just a confusion for IR-Targetting, as I understand, right? Not for targeting because it depends on actual heat generation of the engine. But pilot AI can count Wet mode as afterburner and try to use it in the atmosphere loosing thrust on takeoff and crashing. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 23, 2022 Share Posted December 23, 2022 3 minutes ago, Manul said: Not for targeting because it depends on actual heat generation of the engine. But pilot AI can count Wet mode as afterburner and try to use it in the atmosphere loosing thrust on takeoff and crashing. Okay... so no engines for AI-pilots... I guess I may live with that. I guess the AI-pilots should stay away from modded engines. Quote Link to comment Share on other sites More sharing options...
Manul Posted December 23, 2022 Share Posted December 23, 2022 25 minutes ago, Rakete said: Okay... so no engines for AI-pilots... But it was fixed so AI pilots can fly SSTOs now (at least in lower atmosphere). I wonder what would happen if I put a wingman into the spaceplane and order him to follow me on the ascent into space. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 23, 2022 Share Posted December 23, 2022 (edited) @JadeOfMaar Little Bugreport: If you have an older version (in my case 0.5.2) of stock waterfall effects installed (because I like those plumes more, than the actual ones) the two multimodal engines generate Nulrefspam when in closed cycle mode and show no plume. So maybe you want to announce a minimum SWE-Version or change something in the config. For me, I will stick to 0.5.2 of the SWE configs, because i like them best - and will deactivate the KARE-waterfall-config as a compromise. And the non-waterfall-plumes are mostly alright too... But they look strange at higher speeds, because the particles leaving the engine are as slow as when the plane has lower speed. Optimum would be: Check for matching waterfall template for the open-cycle mode: If there, use it, else use old particle system... and check for template for closed cycle mode - if there use it, or switch to particle plume. So I could have a waterfall plume for open cycle (which i have a template for) and the particle plume for closed cycle mode (which I seemingly have no template for (Nullref-Spam) with my SWE 0.5.2 ) Edited December 23, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 23, 2022 Share Posted December 23, 2022 Under certain points of view the textures flicker and show stange beige color: See here: Inner area of the intake: KSP 1.12.3 Quote Link to comment Share on other sites More sharing options...
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