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[1.1.x] Space Shuttle Engines (2016-07-03)


sarbian

Which parts of the pack do you use?  

117 members have voted

  1. 1. Which parts of the pack do you use?

    • X2 Engine
      91
    • BB engines
      58
    • Aerospike
      60
    • Attachment points
      69
    • Auto Stagers
      41
    • Fuel Controllers
      38
    • Radio Controller
      27
    • Tank System
      91
    • OMS system
      87


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  • 3 weeks later...

I've used this mod when it was still mantained by dtobi, and loved it. After a few months playing stock only, I decided to give it another go, and just downloaded it and the KM gimbal plugin. But now the game crashes as soon as the loading screen ends.

I do have several other mods, including the latest Mechjeb, RemoteTech, KWRocketry, Cacteye Telescope, EVE, DRE, Kerbal Construction Time, TAC life support, and Distant Object Enhancement. Is there a conflict between one of those and KM's shuttle engines?

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  • 4 weeks later...

Yes, it is easy to do with MM.


PART[*]:HAS[MODULE[ModuleGimbal]]
{
@MODULE,*[ModuleGimbal]
{
@name = KM_Gimbal_3
@yawGimbalRange = #$gimbalRange$
@pitchGimbalRange =#$gimbalRange$
}
}

Gimbal Auto Trim works for 0.90 but not with KM_Gimbal. I have to write the change but I did not find the motivation yet.

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Actually, I've tried to add Gimbal to stock engines, but it makes engines useless. When I tried to put them on ship in VAB they was ignited and they not appeared in staging list. I don't know what to do... ;.;

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  • 2 weeks later...

Here is a patch for Engine Ignitor http://forum.kerbalspaceprogram.com/threads/51880-0-25-Engine-Ignitor-%28Workaround-for-some-bugs-V3-4-1-Aug-31%29.


//Space Shuttle Engines

//Shuttle engine FSX0
@PART[km_se0]
{
RESOURCE
{
name = HypergolicFluid
amount = 2
maxAmount = 2
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 150
autoIgnitionTemperature = 800
ignitorType = Internal_Small
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 0.125
// 16 Ignitions (Using HypergolicFluid)
}
}
}

//Double Orbital Maneuvering System
@PART[double-oms]
{
RESOURCE
{
name = HypergolicFluid
amount = 2
maxAmount = 2
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 150
autoIgnitionTemperature = 800
ignitorType = Internal_Small
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 0.125
// 16 Ignitions (Using HypergolicFluid)
}
}
}

//Orbital Maneuvering System
@PART[oms]
{
RESOURCE
{
name = HypergolicFluid
amount = 2
maxAmount = 2
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 150
autoIgnitionTemperature = 800
ignitorType = Internal_Small
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 0.125
// 16 Ignitions (Using HypergolicFluid)
}
}
}

//FSX0-OMS Micro Shuttle Engine
@PART[km_se0-oms]
{
RESOURCE
{
name = HypergolicFluid
amount = 2
maxAmount = 2
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 150
autoIgnitionTemperature = 800
ignitorType = Internal_Small
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 0.125
// 16 Ignitions (Using HypergolicFluid)
}
}
}

//FSX2 Shuttle Engine
@PART[se2]
{
RESOURCE
{
name = HypergolicFluid
amount = 4
maxAmount = 4
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 25
autoIgnitionTemperature = 800
ignitorType = Internal_Medium
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 1
// 4 Ignitions (Using HypergolicFluid)
}
}
}

//FSX3 Shuttle Engine
@PART[km_se3]
{
RESOURCE
{
name = HypergolicFluid
amount = 6
maxAmount = 6
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 25
autoIgnitionTemperature = 800
ignitorType = Internal_Medium
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 1
// 6 Ignitions (Using HypergolicFluid)
}
}
}

//FSX4L Linear Aerospike
@PART[km_se4L]
{
RESOURCE
{
name = HypergolicFluid
amount = 8
maxAmount = 8
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 32
autoIgnitionTemperature = 800
ignitorType = Internal_Large
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 0.4
// 20 Ignitions (Using HypergolicFluid)
}
}
}

//Rotating Big Bang Engine 1
@PART[bb1]
{
RESOURCE
{
name = HypergolicFluid
amount = 12
maxAmount = 12
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Internal_Large
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 2
// 6 Ignitions (Using HypergolicFluid)
}
}
}

//Rotating Big Bang Engine 2
@PART[km_bb2]
{
RESOURCE
{
name = HypergolicFluid
amount = 12
maxAmount = 12
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 4
autoIgnitionTemperature = 800
ignitorType = Internal_Large
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 2
// 6 Ignitions (Using HypergolicFluid)
}
}
}

//RX-25s Shuttle Main Engine
@PART[km_ssme_rs25s]
{
RESOURCE
{
name = HypergolicFluid
amount = 4
maxAmount = 4
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 25
autoIgnitionTemperature = 800
ignitorType = Internal_Medium
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 1
// 4 Ignitions (Using HypergolicFluid)
}
}
}

//RX-25ss Straight Shuttle Main Engine
@PART[km_ssme_rs25ss]
{
RESOURCE
{
name = HypergolicFluid
amount = 6
maxAmount = 6
}
MODULE
{
name = ModuleEngineIgnitor
ignitionsAvailable = 25
autoIgnitionTemperature = 800
ignitorType = Internal_Medium
IGNITOR_RESOURCE
{
name = HypergolicFluid
amount = 1
// 6 Ignitions (Using HypergolicFluid)
}
}
}

Link to cfg file:

https://drive.google.com/open?id=0B9Xq8cdv26bQeFJWQzl4YUpqQnM&authuser=0

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Hey sarbian, thanks for the mod. Is there a way I can get the gimbal stuff to work with engines from other mods? I've tried to do it with a FASA engine (only by pasting the 'KM_Gimbal_3' module into the config) and while I get the proper menu when I right-click, the sliders have no effect. Is there a solution to this? I'd love to use the trim feature on other engines.

Thanks,

jb

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Judging from the fact that they are a requirement for COmponent Space Shutle, I take it that they have realistic enough stats to use for RSS?

No, it's the plugin the engines use that's required as CSS's engines use the same gimbal code as these. CSS has it's own engine that is balanced for a stock game, though an RSS/FAR config is available for that.

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  • 2 weeks later...
  • 2 weeks later...

Hey love this mod, will this be getting updated to work w/ the 1.0 update? also you think it be possible to create a rear mount for large engines to work w/ stock mk3 now that they've added shuttle wings in 1.0? I don't want to ask a lot, just know three 500's (1500) doesn't quite lift the mk3 w/ an orange tank payload in it, and the 1500 engine to big, as well as no good srb to accompany that. just a wish list on my part is engines that can work well w/ the mk3, as well as have the proper rear mount for them. Anyways great mod been enjoying it for months. Bravo sir.

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I am not the original maker and I just host those. I will update the plugin part of those engine but the model will stay as they are unless someone who can model want to update them (I have all the required files).

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Looks like these need the new ModuleSurfaceFX added to them along with a few tweaks to ModuleEngines, plus the new "bulkheadProfiles" parameter added to PART. I'm going to test some cfg changes.

KM_Gimbal and KM_PreLaunchEffects seem to work for the most part, but I haven't tried everything.

Main issue is the nodes not attaching, surface attachment works when forced with EditorExtensions.

Edited by frencrs
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**Removed link, official release is out**

Okey Dokey guys here is a unoffical reconfig:

KM SSE Unoffical Reconfig for Kerbal 1.0

I've fixed all the problems I've had with the engines in the download, post if you find more problems.

Some of the nodes might still be a little too high or too low, just adjust the position in the editor Offset Mode.

-Fixed engine nodes being screwy.

-Fixed tank nodes being screwy.

-Changed to reflect Squad's new engine stuff.

-Added surface FX.

-Added bulkheadProfile, which I assume is for the new stock aerodynamics.

Still trying to figure out why the engineFX flame doesn't stop when the engine runs out of fuel. It stops with the throttle or if the engine is on or off, but not with a flameout engine.

Edited by frencrs
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