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[KSP 1.3] InfiniteDice ICE -Engines, Transmissions, for Atmospheric Vehicles


InfiniteDice

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Ok now that I've tried this I'm becoming aggervated. After ten minutes of trying with all three engines none of them will stay running...

EDIT: Finally got it running... Had to auto start it and as soon as it started (before it stalled) jam the throttle up to 50% and it kept on running! Love this so far, it demonstrates real world engines well I think.

Edited by 7499275
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This looks like a very cool mod, but if I may make a suggestion, please put the source code in a Github repo. That will make it easier for people to help contribute to the mod, and using Git will make your life easier once you get used to the Git workflow.

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Finally got it running... Had to auto start it and as soon as it started (before it stalled) jam the throttle up to 50% and it kept on running! Love this so far, it demonstrates real world engines well I think.

The defined idle rpm is the minimum rpm it needs to run without a chance of a stall. If you set throttle to about 20% you should be alright.

Thanks for the comments. Trying to add some extra realism and at the same time maintaining ease of use is challenging! I'm glad you like it.

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Unless I totally missed it I have a suggestion. Adding the option to shut down engines in the menu would be a great benefit, maybe next to the auto start option. This could help with multiengine aircraft that develop an oil leak in an engine to be able to shut down the problem engine before the damage becomes worse in an easier fashion than turning off control on the good engine(s) and remembering the key combination (which some always forget ;) )

Edited by JeffreyCor
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Unless I totally missed it I have a suggestion. Adding the option to shut down engines in the menu would be a great benefit, maybe next to the auto start option. This could help with multiengine aircraft that develop an oil leak in an engine to be able to shut down the problem engine before the damage becomes worse in an easier fashion than turning off control on the good engine(s) and remembering the key combination (which some always forget ;) )

I totally agree, a better solution is in the works. Thanks Jeffrey!

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any chance there would be a way to adapt to firespitter's jet engines or otherwise. I'm suddenly haveing the Need to want to create a proper airbase on the island runway >_>

The engine module itself doesn't try to simulate a jet engine (yet). This doesn't mean you can't make it work, certain components would be different for a jet engine. Jets spool up, etc.

I'll see if I can put over a jet engine later, and post it if it works alright.

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Is it possible for the props to spin faster on the higher throttles?

It doesn't feel right, for some reason.

Yeah I'll be fixing that at a later time. Right now is update time.

But BOY OH BOY! this is gonna be awesome.

Thanks to the .23 update ICE will have a rudimentary multi-throttle system. And in flight you can toggle between a gui throttle or using the standard KSP throttle.

So have an inbalance? perhaps one engine on the left wing is out? no problem, you can set the last engine on the left wing to a higher locked throttle setting while keeping the engines of the right wing tied to the standard KSP throttle. You can now shut engines off quickly, and more... lots more.

You'll also be able to tune the engine performance in the hangar. Some really fun stuff is coming up. Expect the update before 10pm est.

Oh and as a special Christmas bonus, I quickly made up an engine for the German variant of Snjo's WW1 plane update. Looks SICK! Though I forgot I was making a rotary and I'll have to fix that later, it's a radial for now.

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As posted on the firespitter thread, ICE (engines for firespitter bi-planes) is ready for 0.23!

Comes with the German Oberursel UR.II engine, and cool new tweakable params in the hangar. Also as a bonus, I've implemented a rudimentary Gui Multi throttle, to allow some basic throttle control on a per engine basis. (not perfected yet).

My procedure for taking off using Snjos bi-planes with ICE engines.

1) on the runway keep the stock ksp throttle at 0 this keeps snjos tail dragger braking.

2) set the gui throttle to on, and the throttle to 0.2 == 20%

3) click autostart

4) let it warm up to 60 or so.

5) put the KSP throttle to 1/3 and click off the gui throttle. ( now you're back to normal throttle use) you'll also start moving now

6) takeoff!

For landing set the GUI throttle to 0.1 and turn it on. this will put the engine to the lowest it can Idle. or... you can keep the throttle up and put the prop pitch slider to 0. this will let you slow down but the engine won't stall... to abort landing click prop pitch back to 1 and you'll be back on the power again!

Have fun everyone!

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mmm it should! be sure to replace the dll... I have updated the references. Keep me posted, I'm running a fresh install with just ICE and FireSpitter my props are turning... though I don't have any fast spin props as Snjo uses yet... I need to make that later.

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Google Hudson Invader 6 for some big boat engine inspiration.

Hudson Invader (Hall- Scott) Marine Engine, 6 cylinder 998ci 275 hp@ 2100 RPM, 5 ½ in bore, 7in stroke 5.5:1 Compression Ratio. Their main use was in landing craft and PT boats during WW2.

Something to make flying a multi engine plane more difficult. With an engine out you always must turn towards the engine that's running. Turn towards the dead engine and you get almost instant loss of lift on that side and a fast spiral into the ground. There's many examples with radio control airplanes on YouTube of what not to do in such cases.

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To be honest, I'm just glad that InfiniteDice made flying multi-engine planes with an engine out possible. Go ahead, try it with Vanilla KSP. You'll get your death spiral into the ground. At any throttle. Instantly.

At least with this, when an engine fails for any reason, whether it's a clogged air filter, fuel loss, oil leak causing seizing, or pilot error, it's possible to recover. Whether it's restarting the engine, performing an emergency landing, reducing throttle on opposing engines, or just plain shutting off opposing engines, you have time to react.

It's not the "Instant death spin, pieces coming off, just shut off engine 2 but my wings broke so we're going splat!" that you get with any other engine.

Also, InfiniteDice, if you're considering making engines and wheels and transmissions for Version 2, could you make some car parts? Would be nice to build a 'kit car' from several different pieces designed to fit together, rather than trying to build 'em from structural panels, girders, and struts.

Edited by Madrias
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