Temeter Posted December 19, 2013 Share Posted December 19, 2013 (edited) Noticed another small issue, the small turbofan-engines seem to have a very heavy impact on performance. Its also probably an older one, i never tried these engines en masse before. I'm using reduced textures.Since KSPs performance got quite a bit better, i'm building a large overengineered spaceplane. Its around 150 ton and 360 parts, and runs comfortable around 25fps in the hangar. The number doesnt change with 12 additional turbojets or vtol-engines including mounts. Adding 6 turbofans on the other hand drops the framerate to 20fps and it only gets worse as i add more.I assume usually the performance impact wouldnt be so obvious in small numbers (and they certainly look awesome), but i wanted to use them - and the nice thrust/weight-ratio - as a kind of 'kickstarter' to get heavy cargo-planes easier to a height where hybrid-engines can accelerate efficiently. Edited December 19, 2013 by Temeter Link to comment Share on other sites More sharing options...
Dal Posted December 19, 2013 Share Posted December 19, 2013 (edited) This seems to be the best we're going to get until Bac9's update is ready. These SABREs are fully functional aside from having no flames or smoke. If you don't mind that, gimbals work, gauges work, autoswitch works, heat works, ui and tweakables work, etc etc. Only change from the base mod is now the gauges show liquid fuel instead of air, as 0.23 relaxed flameouts dramatically (by an additional 50% or so) on top of adding autoswitch. To use, save the respective code as a new .cfg in each of the gamedata/B9_aerospace/parts/Engines_SABRE_S / M folders. If installed correctly you should see new SABREs next to the old ones. If you can't figure that out you should wait for an official update. If you really really needed to you could replace your base SABREs to support old craft but do so at your own discretion.SABRE S-R:PART{// --- general parameters ---name = B9_Engine_SABRE_SRmodule = Partauthor = author = bac9-flcl (textures), Taverius (model)// --- asset parameters ---mesh = model.muscale = 1.0rescaleFactor = 1// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0CoMOffset = 0.0, -0.625, 0.0// --- editor parameters ---mass = 1.5dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7breakingForce = 750breakingTorque = 750maxTemp = 3600TechRequired = aerospaceTechentryCost = 57000cost = 6500category = Propulsionsubcategory = 0title = SABRE S-R Engine manufacturer = Tetragon Projectsdescription = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,1,1,1,0EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = thrust_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, powerfx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = powersound_vent_soft = disengagesound_explosion_low = flameoutMODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle}// Alternator & PowerMODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 }}MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}}SABRE M-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_MR module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.625, 1.25, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = aerospaceTech entryCost = 85500 cost = 19500 category = Propulsion subcategory = 0 title = SABRE M-R Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 3000 breakingTorque = 3000 maxTemp = 3600EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, powerfx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = powersound_vent_soft = disengagesound_explosion_low = flameoutMODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 860 heatProduction = 750 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 740 heatProduction = 900 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = sabre_250_heat_nozzle}// Alternator & PowerMODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 }}MODULE{ name = ModuleGimbal gimbalTransformName = nozzle_transform gimbalRange = 3 //useGimbalResponseSpeed = true}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}} Edited December 19, 2013 by Dal Link to comment Share on other sites More sharing options...
Kass Posted December 19, 2013 Share Posted December 19, 2013 Thanks for the work-around Dal Link to comment Share on other sites More sharing options...
Slye_Fox Posted December 19, 2013 Share Posted December 19, 2013 A problem I got with B9 since the update, is that some of the cockpits will freeze in place when you launch the ship and the rest of the ship will come apart around it. Link to comment Share on other sites More sharing options...
Grover Posted December 19, 2013 Share Posted December 19, 2013 If I install the 0.22 version of B9, will i get most of the parts working? or will the Kraken have a feast on my KSP install? Link to comment Share on other sites More sharing options...
Hodo Posted December 19, 2013 Share Posted December 19, 2013 (edited) This seems to be the best we're going to get until Bac9's update is ready. These SABREs are fully functional aside from having no flames or smoke. If you don't mind that, gimbals work, gauges work, autoswitch works, heat works, ui and tweakables work, etc etc. Only change from the base mod is now the gauges show liquid fuel instead of air, as 0.23 relaxed flameouts dramatically (by an additional 50% or so) on top of adding autoswitch. To use, save the respective code as a new .cfg in each of the gamedata/B9_aerospace/parts/Engines_SABRE_S / M folders. If installed correctly you should see new SABREs next to the old ones. If you can't figure that out you should wait for an official update. If you really really needed to you could replace your base SABREs to support old craft but do so at your own discretion.This is what I came up with for the SABREs and they work, I have sound, and smoke. On a side note I have an unusually high heating issue and anything mounted on a rotation device from infernal robotics isn't working right... oh and my balance points have changed on almost ALL my craft.SABRE S-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_S module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = aerospaceTech entryCost = 57000 cost = 6500 category = Propulsion subcategory = 0 title = SABRE S Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 225 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 275 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }} MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle } MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true} MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 }}SABRE M-R:PART{ // --- general parameters --- name = B9_Engine_SABRE_M module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.625, 1.25, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = aerospaceTech entryCost = 85500 cost = 19500 category = Propulsion subcategory = 0 title = SABRE M Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 3000 breakingTorque = 3000 maxTemp = 3600EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = nozzle_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}MODULE{ name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle}MODULE{ name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 860 heatProduction = 375 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 }}MODULE{ name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 740 heatProduction = 450 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 }} MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_250_heat_nozzle }MODULE{ name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true} MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 }} Edited December 19, 2013 by Hodo Link to comment Share on other sites More sharing options...
Tigermisu Posted December 19, 2013 Share Posted December 19, 2013 Hodo, can I replace the original part.cfg of those engines with your code, instead of making a new one? Link to comment Share on other sites More sharing options...
NathanKell Posted December 19, 2013 Share Posted December 19, 2013 Hodo: you should also halve the heatProduction values of those engines, if you're using DRE. Link to comment Share on other sites More sharing options...
Hodo Posted December 19, 2013 Share Posted December 19, 2013 Hodo: you should also halve the heatProduction values of those engines, if you're using DRE.Thats good to know, I will do that... because right now they heat up faster than a Lamborghini Gallardo in Arizona. Link to comment Share on other sites More sharing options...
Hodo Posted December 19, 2013 Share Posted December 19, 2013 Hodo, can I replace the original part.cfg of those engines with your code, instead of making a new one?yes.. I will make one quick change as per NathanKell's wise suggestion. Link to comment Share on other sites More sharing options...
firefox5926 Posted December 20, 2013 Share Posted December 20, 2013 mean while on the outskirts of town ...did bac9 just say After all, there is still a pile of unreleased parts over here. ....... new...unreleased...parts... as in shine new parts?? and everyone else is talking about sabers... Link to comment Share on other sites More sharing options...
Kass Posted December 20, 2013 Share Posted December 20, 2013 mean while on the outskirts of town ...did bac9 just say After all, there is still a pile of unreleased parts over here. ....... new...unreleased...parts... as in shine new parts?? and everyone else is talking about sabers...We don't want to hope too much Firefox or put pressure on Bac9 @Hodo, thanks for getting the SABRES working buddy. Link to comment Share on other sites More sharing options...
Hodo Posted December 20, 2013 Share Posted December 20, 2013 We don't want to hope too much Firefox or put pressure on Bac9 @Hodo, thanks for getting the SABRES working buddy.Wasn't just me so I can't take any credit for that. Link to comment Share on other sites More sharing options...
Spearka Posted December 20, 2013 Share Posted December 20, 2013 will there be an updated version for .23? Link to comment Share on other sites More sharing options...
Hodo Posted December 20, 2013 Share Posted December 20, 2013 will there be an updated version for .23?This is Bac9's baby, I am sure he will update it give him time. Link to comment Share on other sites More sharing options...
Deathsoul097 Posted December 20, 2013 Share Posted December 20, 2013 He already said he would try to put out an update in the next week or so, and that there is a bunch of new parts coming too. Link to comment Share on other sites More sharing options...
Espresso Posted December 21, 2013 Share Posted December 21, 2013 will there be an updated version for .23?Please, for your own good, read the last few pages of a post before you ask a question like this, I'm being nice whne I say some people will jump on you and yell at their screens when you say that. Unless it's not been asked in previous pages. Or you can say 'Sorry if this has already been asked, but does this mod work in ________'. Just a word of advice. Link to comment Share on other sites More sharing options...
RHodeidra Posted December 21, 2013 Share Posted December 21, 2013 More parts ? Oh lollerskates yay Link to comment Share on other sites More sharing options...
gre8 Posted December 21, 2013 Share Posted December 21, 2013 Now that tweakables are stock, Is firespitter still gonna be a thing? Sure, there are the screens on the awesome cockpits, but those could be replaced by RasterPropMonitor glass cockpits plugin; which is amazing by the way. Link to comment Share on other sites More sharing options...
Hector_919 Posted December 21, 2013 Share Posted December 21, 2013 If there is an update necessary, I would like to request the SABREs' behaviour to be changed back to how they behaved in KSP 0.21 - less maximum thrust (640 if I remember correctly) but also less overheating. I liked those much better since the mechanics of the precoolers are not that easy to understand. Link to comment Share on other sites More sharing options...
Murph Posted December 21, 2013 Share Posted December 21, 2013 (edited) If there is an update necessary, I would like to request the SABREs' behaviour to be changed back to how they behaved in KSP 0.21 - less maximum thrust (640 if I remember correctly) but also less overheating. I liked those much better since the mechanics of the precoolers are not that easy to understand.Just stack about 4 pre-coolers on the SABRE Ms, and you can run at 100% continuous air-breathing, and 100% for a reasonable time in rocket mode. There's not a lot to understand, just needs a little testing to confirm what throttle levels are ok on your build, as long as you do throw some pre-coolers on.So, from my point of view, having played around with the SABREs fairly extensively in 0.22, there's nothing wrong with them as-is, they should not be changed. My request is to please do not nerf them, it's not necessary. They just need fixing to work with 0.23.Edit: Oh, and tweakables will let you set your own max-thrust, which would let you limit overheating on a per-craft basis, tuned to the specific build. Edited December 21, 2013 by Murph Link to comment Share on other sites More sharing options...
wasmic Posted December 21, 2013 Share Posted December 21, 2013 Now that tweakables are stock, Is firespitter still gonna be a thing? Sure, there are the screens on the awesome cockpits, but those could be replaced by RasterPropMonitor glass cockpits plugin; which is amazing by the way.B9 still depends on the Firespitter plugin for the VTOL engines, and it allows for much more control over the steerable landing wheels. Link to comment Share on other sites More sharing options...
Hector_919 Posted December 21, 2013 Share Posted December 21, 2013 Just stack about 4 pre-coolers on the SABRE Ms, and you can run at 100% continuous air-breathing, and 100% for a reasonable time in rocket mode. There's not a lot to understand, just needs a little testing to confirm what throttle levels are ok on your build, as long as you do throw some pre-coolers on.So, from my point of view, having played around with the SABREs fairly extensively in 0.22, there's nothing wrong with them as-is, they should not be changed. My request is to please do not nerf them, it's not necessary. They just need fixing to work with 0.23.someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs do Link to comment Share on other sites More sharing options...
sirklick Posted December 21, 2013 Share Posted December 21, 2013 someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs doFuel distance from engine is generally a heavy influence here. Intake, pre-cooler, vertically challenged fuel tank, engine works quite well. Kerbal heat mechanics are... interesting. Link to comment Share on other sites More sharing options...
Hodo Posted December 21, 2013 Share Posted December 21, 2013 someone already told me to stack four precoolers in front of the SABRE M, but it didn't work either - they blew up at 30% Thrust in Rocket mode. how exactly did you build your Spacecraft?even if they work as you say, I still prefer the old ones - they didn't give you that much of an advantage over the mainsail/jet engine combination as the new SABREs doPrecoolers do nothing in KSP currently. The way you can keep your SABREs from overheating that fast is move them closer to the CoM of an object. It is the way KSP calculates the heat sinking abilities. Link to comment Share on other sites More sharing options...
Recommended Posts