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[20/11/2014][0.25] FTmN Atomic Rockets


Kommitz

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I'll change the temperatures around when I update.

Personally I think the stock temperature implementation is just a nuisance that makes no sense, I'll lower all the heat production.

Just installed deadly reentry and biggest of those engines blows up in ~20 sec of full-power burn.

I'm not familiar with dealy reentry, so I'll go give it a look. Does it reconfigure the stock engine temperatures with module manager? If so I could just put up a DR config patch.

I certainly don't want to big engines to explode when you use them how they're supposed to be used :|

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I'll change the temperatures around when I update.

I'm not familiar with deadly reentry, so I'll go give it a look. Does it reconfigure the stock engine temperatures with module manager? If so I could just put up a DR config patch.

I certainly don't want to big engines to explode when you use them how they're supposed to be used :|

I think so. There are a few CFG files in Deadly re-entry's directory that handle temperature, heat shielding, etc for a couple of other mods.

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I'm not familiar with dealy reentry, so I'll go give it a look. Does it reconfigure the stock engine temperatures with module manager? If so I could just put up a DR config patch.

I certainly don't want to big engines to explode when you use them how they're supposed to be used :|

It comes with module manager dll and it updates all parts with temperature stuff, so it looks like yes.

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Yes. For v4.2 I will try to add a check that, if it messes with an engine's temperature*, it will also lower heat production proportionally.

*in the "autocorrect" mode, where it does a final pass to see if any parts still have ridiculous (>2500C) maxTemps.

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I've been flying with the various Kommitz Nucleonics rockets for some time, but I have got to say I *really* like the 0.625m Little Boy engine. I stick one of those on the bottom of a FASA Agena fuel tank (the one that tapers at the bottom), stick a probe core, RCS, and power on it, and I have a really handy little tug for pushing space station parts around, or pushing them out to the Mun or Minmus.

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I got my Space plane up above 20KM traveling at around 800ms and the largest FTMn engine had fire around the front of it where it connects to the back of the plane and I could hear destructive sounds then it blew to bits the rest of the plane was fine and kept going higher and faster with the KSP stock engines.

Swopped it for the second largest FTMN engine and that one blew at 32Km up at 1000MS.

For both engines it was not an overheat problem it's a problem with the air friction. I'm using Ferram aerospace mod.

This is such a great mod solves a lot of problems from orbit - anywhere. Thanks

Edited by LMA
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Parts Updated, check the first page: adjusted the temperature related stats on all parts and added some new particle effects.

buYCuAe.jpg

As far as problems with Kerbal Engineer go, I believe that's to do with the new moduleenginesFX that my parts are using now. I'm reluctant to change them back though, it's all what allows the particle effects and sounds to work.

Aside from that, my struts are coming along well after I decided to change the aesthetic around a bit. All parts in various stages of early texturing:

fX6vZZC.jpg?1

_________________________________________________________________________________________________

For both engines it was not an overheat problem it's a problem with the air friction. I'm using Ferram aerospace mod.

I'll have to take a look at how ferram works as I don't use it myself, but I'd guess it's an issue with the colliders on my engines. They're very simple and just built out of unity primitives.

Edited by Kommitz
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1300ms 35Km FTmn engine is in perfect condition and the new flame is fantastic. Thanks for the fix :)

I like tubes especially tube reverbs.

Finally works SSTO taxi carries 2x crew 6x passengers and stealth so they can steal monster munch from others stations.

Oh 8x turbo jets under the wings.

7r4i.jpg

Edited by LMA
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Looking forward to the tubes, especially the ones with fuel tanks inside, but not so convinced about the new particle effects... I know that is more of a personal taste issue, so do not take this as a complaint, I will just try to get used to them :)

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Hey, pretty cool engines you got there :)

But the new FX ... hm somehow they don't seem right .. i think they would look better without the tiny beams radiating outwards.

Also, do you know THSS - Tri-Hexagonal Structural Strut http://forum.kerbalspaceprogram.com/threads/24849 ? It seems soon there will be three of the same kind of parts around. Has anyone tried to contact Semni for continuation of his work during his absence?

Edited by DaMichel
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Ah, well maybe the temperature fixes in the new upload should help.

Also does anyone like tubes? I love tubes.

http://i.imgur.com/SsPY0V2.png?1

Look out for a new thread soon!

Excited about these! Currently building a station and realizing the stock pieces aren't flexible enough, but THSS is overkill (and I don't really care for the hot orange.)

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As far as problems with Kerbal Engineer go, I believe that's to do with the new moduleenginesFX that my parts are using now. I'm reluctant to change them back though, it's all what allows the particle effects and sounds to work.

Please don't change it back ! All mods should switch to the new module ! :)

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All works fine for me in 0.23 and with many 0.23 mods. So you're working on fuel tanks in cages can't wait. The mini me engine could be great for a lander going to go build one with it.

Edited by LMA
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Thanks for update, will test that one. By the way, can you please include electricity generation in next update (scaled to stock atomic engine would be fair)? I'm adding it myself via config, but it's strange that it's not included by default. Or is there any specific reason for that?

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