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JonzCo Enterprises Exotic Jet Engines, Intakes and Mobility Goods 0.3


Jahulath

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Closed for Refurbishment

Hi folks, not happy with the rather surreal appearance of my initial models I have decided on a complete redesign based off some real world examples of Ram Jet engine made by enthusiasts and aerospace companies alike. As before this engine does not do a lot below mach 1 however I have reduced it's nominal speed to mach 4. In RL Ramjets have a predicted nominal range going up to mach 9 (3062m/s) but as that's a bit fast it is untested, therefore I have simply left the top end open, these will not lose power due to speed but they will quickly become a drain on your fuel supply ;). It turns out that although the specific impulse of a Ramjet is high, they are extremely fuel inneficient, I have translated this to a low Isp and a very high effective speed as jet engines do not really fit into "slower exhaust thrust = more fuel for given Delta-V", this is only really true in vaccume imho.

So without further ado, I anounce the redesigned JonzCo Ramjet family of large and small jet engines designed to create a second stage atmospheric propulsion for spaceplanes!

I cbfb to play "guess the mistake" with Space port so here

GNYlp4f.png

They are available in two flavours, one for oxygenated atmosphere and one rather oxidizer hungry model for oxygen deprived atmospheres.

Stats are as follow,

Name = JonzCo Mini LFO Bullet RamJet (Requires Oxidizer but does not check for Oxygen)

Thrust = 110

Weight = 0.7

ISP = 1800-800

Name = JonzCo Mini Bullet RamJet

Thrust = 110

Weight = 0.7

ISP = 1800-800

Name = JonzCo Large LFO Bullet RamJet (Requires Oxidizer but does not check for Oxygen)

Thrust = 225

Weight = 1.2

ISP = 1800-800

Name = JonzCo Large Bullet RamJet

Thrust = 225

Weight = 1.2

ISP = 1800-800

The JonzCo range of monitors for showing meaningless SCIENCE pictorials are refined into a more ram friendly package (from 33mb to 1.7) thanks to better file structure and seeing just how massive the .mbm files are (how why?). They do nothing but light up, although the batteries are fairly substantial so there is that... Included are 3 possible emmisive textures if you change the .cfg to suit.

I cbfb to play "guess the mistake" with Space port so here

oMSqmmD.jpg

JonzCo aerospace division has been very slack in their research of better air intake solutions, only one model has passed quality control however it is available in regular and massive size. Massive size weights a full ton, however it has performance gram for gram the same as it's smaller counterpart! It is mainly aimed at keeping part counts down as I have found that even though it is easy enough to engineer sufficient intakes, this usually results in an unplayable ship and I don't think 32bit architecture is part of the difficulty setting of this game. The result is a load of air intakes all smooshed into one gaping maw of a hole in your craft.

I cbfb to play "guess the mistake" with Space port so here

fpsaFZ4.jpg

The JonzCo lift is still a good seller, this highly functional item is perfect for any situation that requires a Kerbal to be raised or lowered to a desired height.

At the space port here

wjGva3r.jpg

The JonzCo PulseJet and a couple of other projects have seen issues in the R&D team, a lack of skills was found however folk have been enrolled on a "teach yourself engineering in 20 minutes" internet based training course and we are hopeful that their performance improves thanks to JonzCo's commitment to it's personnel.

Older JonzCo products are still available however support is limited

Or at the space port here

Version History:

0.1 Initial Release; Ram Jet, Monitors, Elevator incl Infernal Robotics.

0.2 Added the JonzCo Pulse Jet Engine, Updated engine glow and darkened texture on RamJet.

0.3 Total redesign of jets, added LFO variants, rejig and streamline of Monitors making them actual useable parts now, updated air intakes incl removing the small round variant due to pp texture.

quick teaser of all that is and may come

2hZHYUu.png

Edited by Jahulath
Awaiting Update
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Anyway for the monitors to display custom info or are the displays baked into the texture?

I have it in mind - the display is a separate object but they share the UV and texture so it would take a tiny reworking. I have no idea how to acheive this though :( Happy to take any suggestions on it though as I had just thought adding stock "science" functionality was the best I would get.

Sirkut! Not really the way it was meant to be used but I do have a design for a functional kerbal cannonball device keep an eye out!

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Would it be too much trouble to consolidate all the different colors to reuse the same model file? It's kind of my pet peeve. :)

Hi, YES definitely I would be happy to do so however that thread is for the 0.20 Partools and I have not seen anything in there regarding setting different images for a model. Presumably it has to be done using the config file? Unity throws a paddy when I try to export multiple models and textures into the same folder.

Please help and I shall alleviate your gentle annoyance :)

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Hi, YES definitely I would be happy to do so however that thread is for the 0.20 Partools and I have not seen anything in there regarding setting different images for a model. Presumably it has to be done using the config file? Unity throws a paddy when I try to export multiple models and textures into the same folder.

Please help and I shall alleviate your gentle annoyance :)

You don't do it in Unity you do it within the CFG files.

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You don't do it in Unity you do it within the CFG files.

Ok so what we do is to define the full model as Mesh, Diff, Norm, Spec within the config, ie

// --- asset parameters ---

mesh = JonzCo_Monitor_Grey.mu

Changes to

// --- asset parameters ---

mesh = JonzCo/JonzCo_Monitor/JonzCo_Monitor.mu

Texture = JonzCo/JonzCo_Monitor/Grey/Grey texture whatever

Texture = JonzCo/JonzCo_Monitor/Grey/Normal texture whatever

Texture = JonzCo/JonzCo_Monitor/Grey/emissive texture whatever

That is about as far as I have gotten but I'm flying blind. I am working on the theory we are talking about this taken from the Parttools thread:

GDb assigns a unique url to every asset and config in its directory structure. No file extensions are stored in the url, this allows you to reference models, textures and audio without needing to know what the file type is. The legacy directories (parts, internals, etc) are all prefixed with the directory name however the new data directory, GameData, is not. Lets look at some examples...

File: KSP\GameData\Squad\Parts\Command\landerCabinSmall\ model.mu

URL: Squad\Parts\Command\landerCabinSmall\model

File: KSP\Parts\cupola\model000.mbm

URL: Parts\cupola\model000

Am I even on the right page?

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You will have a cfg for each color and set the texture with: texture = Blue_Monitor.mbm or texture = Red_Monitor.mbm etc

Add that line under mesh = JonzCo_Monitor.mu

Put all of your textures in a directory named: textures

under the JonzCo_Monitor directory

Edited by Dave7
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Am I even on the right page?

I'm pretty sure you are, though I'm sure that an example of this being actually done will help more than my feeble explanations. :) You can look at advanced examples of using this feature in B9 pack (which crossreferences models and textures all the time) and in HexCans pack, which uses the same (one) model for a multitude of hexcans with different textures.

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The rollkage mod is set up with colors like my explanation above. You may also want to look into Firespitters color changer. I haven't tried it out yet but it sounds like it would work better.

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I'm pretty sure you are, though I'm sure that an example of this being actually done will help more than my feeble explanations. :) You can look at advanced examples of using this feature in B9 pack (which crossreferences models and textures all the time) and in HexCans pack, which uses the same (one) model for a multitude of hexcans with different textures.

Sweet, an example is what I needed! I had a feeling that the ladders and stuff in B9 used a funny trick but only knowing what I am looking for let me translate it. In theory I could reference all of this in the same .cfg file. Define 6 items using 1 mesh and different textures all in the same file!

I do notice that neither Hex nor B9 actually use more than 1 map, the monitor is reliant on the Emissive map to light up the screen and little frame lights. I'll have to test when I get home but if "texture = " is setting up a variable then it's not going to like having more than one. I guess it depends who holds the information about what textures to use, if that sits in the .mu file then this won't happen but if it's implied by the file structure under "texture = " then all I need to do is add those lines...

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The rollkage mod is set up with colors like my explanation above. You may also want to look into Firespitters color changer. I haven't tried it out yet but it sounds like it would work better.

Well I had a little look and couldn't get it to work with the emissive layer.

This works fine right up until you activate the animation:

// --- asset parameters ---

mesh = JonzCo_Monitor_Grey.mu

texture = monitor_Diff.mbm

texture_emissive = monitor_Emm.mbm

Not a surprise as "texture_emissive = " is a complete fabrication but that could be anything, I can already think of a dozen different ways to abbreviate "emissive texture".

I tried several cogitations and nothing stuck so I'm done and calling fools errand until I know the magic word :D

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Well I had a little look and couldn't get it to work with the emissive layer.

This works fine right up until you activate the animation:

// --- asset parameters ---

mesh = JonzCo_Monitor_Grey.mu

texture = monitor_Diff.mbm

texture_emissive = monitor_Emm.mbm

Not a surprise as "texture_emissive = " is a complete fabrication but that could be anything, I can already think of a dozen different ways to abbreviate "emissive texture".

I tried several cogitations and nothing stuck so I'm done and calling fools errand until I know the magic word :D

Actually...

If I'm getting the original post documenting it correctly, there is no such thing as an emissive texture as far as KSP's part loader is concerned. I.e. declaration that a specific texture is emissive is a feature of a model itself, the model can have multiple textures attached which the loader cares not about, and the "MODEL {}" node syntax allows you to override specific texture names (as per model file) with specific texture URLs.

So the correct magic word should be more like this, assuming we're starting with the model for grey monitor and using it to derive the part for a blue monitor:


MODEL {
model = JohnzCo/JohnzCo_Monitor/JonzCo_Monitor_Grey.mu
texture = monitor_Diff_Grey,JohnzCo/JohnzCo_Monitor/monitor_Diff_Blue
texture = monitor_Emm,JohnzCo/JohnzCo_Monitor/monitor_Emm_2
}

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Tried the engines, was a little underwhelming though they seem to have 0 lift capacity no matter what mode they are in

Hi, did you get them 888M/s? They are intended to be balanced so underwhelmed is good... Put 2 on a stock aeris 3 or whatever its called (first on the list, only has a single engine) mount them between wing and body, try that, I can get 2600M/s out of that bird but then I've had practice testing hehe good luck :-D

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Version 0.2 released! I have updated the emmisive effects on the Ram Jet and the Pulse Jet is now available as a part of the pack :) (so you have something low powered and radial to get the Rams up to speed) Please be sure to check out the new promotional video!

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This is a very nice pack. I like the style of the pulse engine, and from what I've read, they don't seem all that off.

The ramjet is impressive, as it should be, and it seems to have the highest cruise ceiling out of anything I've built.

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I put a ramjet together today but it flamed out at 30,000m around mach 7? Is that about right? I'm using FAR and it has plenty of intakes. A turbojet to get to mach 1 then it was pretty slow going to mach 2 where the rams really took off and I could switch the TJ off.

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