SasquatchM Posted May 19, 2013 Share Posted May 19, 2013 (edited) This needs Snjo's Firespitter Plugin to workWikipedia link for PDE information. Edited November 13, 2016 by monstah MediaFire link removed Link to comment Share on other sites More sharing options...
Svga777 -RUS- Posted May 19, 2013 Share Posted May 19, 2013 Nya! :3 Great engine! Link to comment Share on other sites More sharing options...
KinkyFerrets Posted May 19, 2013 Share Posted May 19, 2013 So...time to build the X-1? Link to comment Share on other sites More sharing options...
SasquatchM Posted May 19, 2013 Author Share Posted May 19, 2013 I still may have to tweak the Isp and propellant ratios a bit, but you can cruise at 30000 meters if you are a bit careful Link to comment Share on other sites More sharing options...
42undead2 Posted May 19, 2013 Share Posted May 19, 2013 The engine sounds SO weird to me. But I like it. Link to comment Share on other sites More sharing options...
Canopus Posted May 19, 2013 Share Posted May 19, 2013 Sounds similar to this: Link to comment Share on other sites More sharing options...
Shaun Posted May 19, 2013 Share Posted May 19, 2013 That noise is haunting... Link to comment Share on other sites More sharing options...
Unistrut Posted May 19, 2013 Share Posted May 19, 2013 There's a group up in Northern California that does a bunch of right crazy things with pulse jet engines.They've got a big one: You can power a pretty sweet go-cart with one (skip to 1:30). Or a slightly uncontrollable hovercraft. My apologies regarding the video quality, I didn't film it.So yeah, I'm pretty excited about being able to fire my Kerbals into the air with my very own pulse engines, and OP - that sound is fantastic. Link to comment Share on other sites More sharing options...
SasquatchM Posted May 19, 2013 Author Share Posted May 19, 2013 That sound is actually one I captured from the video in Canopus' post, modulated it a bit and looped it Link to comment Share on other sites More sharing options...
Canopus Posted May 19, 2013 Share Posted May 19, 2013 My ears must be better than i thought:D Anyway i love the glowing effect on the engine. Really good work. Link to comment Share on other sites More sharing options...
Devo Posted May 20, 2013 Share Posted May 20, 2013 Nice engine!I see you got the animation to play in response to throttle control, what was the problem in the end?Also maybe start a big thread, if you are going to make alot of parts, would be good to have them all in one area. Link to comment Share on other sites More sharing options...
Galacticruler Posted May 20, 2013 Share Posted May 20, 2013 You might want to rename the thread, this sounds like an Orion drive at first glance.Love the part though! Link to comment Share on other sites More sharing options...
SasquatchM Posted May 20, 2013 Author Share Posted May 20, 2013 Actually I haven't had any problems using emissives, it is when object actually rotate that has been giving me grief. The intake thing spinning is done using Snjo's firespitter plugin Link to comment Share on other sites More sharing options...
Canopus Posted May 20, 2013 Share Posted May 20, 2013 You might want to rename the thread, this sounds like an Orion drive at first glance.Love the part though!It is a pulse detonation engine why should he rename the thread? Link to comment Share on other sites More sharing options...
lobsterbark Posted May 20, 2013 Share Posted May 20, 2013 You might want to rename the thread, this sounds like an Orion drive at first glance.Love the part though!In what way is this an Orion drive, and why should he re-name the thread. Link to comment Share on other sites More sharing options...
Midnight Jade Posted May 20, 2013 Share Posted May 20, 2013 This is beautiful! Especially the noise! Thank you! Link to comment Share on other sites More sharing options...
mootavic Posted May 20, 2013 Share Posted May 20, 2013 (edited) nuclear pulse propulsion ≠pulse detonation. thread title is fine...also, great part mate! Edited May 20, 2013 by mootavic spelling/clarity Link to comment Share on other sites More sharing options...
medikohl Posted May 20, 2013 Share Posted May 20, 2013 ok, made a few tweaks to the part config. hopefully this is in the ballpark of balance.// --- general parameters ---name = SM-Pulse-Detonation Enginemodule = Partauthor = SasquatchMarmalade// --- asset parameters ---mesh = model.mu// --- node definitions ---//node_stack_top = 0.0, 0.3820, 0.0, 0.0, 1.0, 0.0node_attach = -0.6386, 0.0, 0.0, -1.0, 0.0, 0.0// --- FX definitions ---fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, runningfx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---// --- Sound FX definition ---sound_vent_medium = engagesound_PDE.wav = runningsound_PDE.wav = powersound_vent_soft = disengagesound_explosion_low = flameoutcost = 5000category = Propulsionsubcategory = 0title = SM-Pulse-Detonation-Enginemanufacturer = SM Aeronauticsdescription = The basic operation of the PDE is similar to that of the pulse jet engine; however, the PDE uses detonation waves to combust the fuel and oxidizer mixture. This PDE includes the housing and intakes.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,1,0// --- standard part parameters ---mass = 1.8dragModelType = defaultmaximum_drag = 0.1minimum_drag = 0.1angularDrag = 2crashTolerance = 5breakingForce = 200breakingTorque = 200maxTemp = 4000MODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = true ignitionThreshold = 0.01 minThrust = 0 maxThrust = 260 heatProduction = 1000 useVelocityCurve = True fxOffset = 0, 0, 0 PROPELLANT { name = IntakeAir ratio = 10 } PROPELLANT { name = LiquidFuel ratio = .75 DrawGauge = True } atmosphereCurve { key = 0 1500 key = 0.4 2500 key = 1 800 } velocityCurve { key = 0 0.7 0 0 key = 1000 1 0 0 key = 2000 0.6 0 0 key = 3400 0 0 0 }}MODULE{ name = ModuleAnimateHeat ThermalAnim = EmissiveAnim}MODULE{ name = FXModuleAnimateThrottle animationName = DetLight dependOnEngineState = True //responseSpeed = 0.1}MODULE{ name = throttlePropSpinner rotorparent = Nose // name of your propellers root part rotationSpeed = -240f}MODULE{ name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.04 intakeSpeed = 1000 intakeTransformName = Intake }RESOURCE{ name = IntakeAir amount = 0.5 maxAmount = 0.5}MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1 }}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0} Link to comment Share on other sites More sharing options...
SasquatchM Posted May 20, 2013 Author Share Posted May 20, 2013 It certainly is balanced to other engines, but have you looked up any info on PDEs? the Isp on the original was actually low, the thrust, if anything, is what should be tweaked. As far as the Isp at different altitudes, one of the main things about a PDE is that the internal pressure is pretty constant as long as it is operational, hence the constant ISP. I figured that oxygen deprivation would make a natural, if very high, ceiling. As far as Velocity CUrve, I actually have no idea how that works.Thank you for the suggestions though, and if more people agree I may change the release values, or release an alternate, lower powered version Link to comment Share on other sites More sharing options...
rosenkranz Posted May 20, 2013 Share Posted May 20, 2013 The velocity curve defines the performance of the engine at various speeds. velocityCurve{key = 0 0.7 0 0 // 70% thrust at a standstillkey = 1000 1 0 0 // 100% thrust at 1000m/s (mach 3?)key = 2000 0.6 0 0 // 60% thrust at 2000m/s (near orbital speed)key = 3400 0 0 0 // no thrust at 3400m/a (doesn't matter, you're going to space no matter what at this speed)}You're upper limit is set at 3400 which is 1000m/s faster than orbital speed. What is the practical speed limit on that type of engine? Link to comment Share on other sites More sharing options...
ghost010 Posted May 20, 2013 Share Posted May 20, 2013 lol,the base principels of the PDE is almost the same as my fictional EMSP..and i didnt even know any thing about PDE until now.wel im looking forward to this mod.i stil have to update my EMSP with newer models.. Link to comment Share on other sites More sharing options...
SasquatchM Posted May 20, 2013 Author Share Posted May 20, 2013 About Mach 5 from what I have seen, with fairly constant operating parameters all the way up to that speed. A few places are saying Mach 10+. Link to comment Share on other sites More sharing options...
Deadweasel Posted May 20, 2013 Share Posted May 20, 2013 You might want to rename the thread, this sounds like an Orion drive at first glance.Love the part though!The Orion drive concept involved detonating nuclear bombs outside of the vessel and riding the shockwaves. A pulsejet is a real thing, requiring no moving parts to operate (though I like the spinning forced-air intake on this model!) Instead of compressing fuel through pumps or turbines before detonation, a pulsejet relies on the shape of the exhaust nozzle to create a backblast into the combustion chamber, setting up the compression necessary for the next pulse to initiate. That's why they make such a head-rending racket: they are literally "fwoomp"-ing with each detonation, again and again at high speed. Link to comment Share on other sites More sharing options...
SasquatchM Posted May 20, 2013 Author Share Posted May 20, 2013 The difference between a pulse detonation engine and a pulse jet is that in the jet the fuel deflagerates/burns where in a PDE it actually detonates/explodes and the exhausting gasses are moving much faster. A pulse jet is pulse at around 250htz where a PDE is pulsing more than 1000htz Link to comment Share on other sites More sharing options...
bs1110101 Posted May 20, 2013 Share Posted May 20, 2013 Is it just me, or does this have way to much drag with FAR? Link to comment Share on other sites More sharing options...
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