Tidus Klein Posted May 9, 2014 Share Posted May 9, 2014 (edited) ok camlost I updated to 1.1 and it deleted all my parts....ALL of them:(its has to be a MM problem, here.OUT-PUT LOGhelp....pleaseI really dont want to post ALLLl the mods i have downloaded soooohuuuu.toolbarATM.active tex managment hard modeAJE aviation lightsB9 Burn togetherDRCDistant objectsK engineerE nav ballFASA launch towersFARHull camsRoster propKASProc fairinghot rocketsNothke sercomwheels soundspersistant trailsRCS build aidRCs soundsreal chutethe SH mods, like the MK cockpit and the KN2 cockpittouhous rover seat fixer thingves viewauto trim gimbelkerbquakeD12/ b9 expansion and MM 2.0.5HUUUUUUUU my fingers hurt actually looks a lot bigger in the game data folder Edited May 9, 2014 by Tidus Klein Link to comment Share on other sites More sharing options...
Guest Posted May 9, 2014 Share Posted May 9, 2014 Update MM to 2.1.0 and try again. Link to comment Share on other sites More sharing options...
Tidus Klein Posted May 9, 2014 Share Posted May 9, 2014 (edited) NOPe It dident fix it:(still no parts. at allI know it AJE because when I delete it I get all my parts back.well back to AJE 1.0 YUP that fixed it......odd well camlost HERES A BUGFOR YA HOPE YOU ENJOY! Edited May 9, 2014 by Tidus Klein Link to comment Share on other sites More sharing options...
DeepOdyssey Posted May 9, 2014 Share Posted May 9, 2014 Is there anyway to install this and make it work, without the real fuel thing? I suppose the real fuel mod breaks mods like kw rocketry, and i don't really want that. Link to comment Share on other sites More sharing options...
Tidus Klein Posted May 9, 2014 Share Posted May 9, 2014 (edited) YOUR WISH IS MY DEMAND!DOWNLOAD for AJE 1.0 I just edited the CFG's to get rid of kerosene as the fuel.. all code and other stuffs belongs to camlost, Edited May 9, 2014 by Tidus Klein Link to comment Share on other sites More sharing options...
camlost Posted May 9, 2014 Author Share Posted May 9, 2014 Tidus klein: That's definitely something related to MM. Make sure you have only one copy.There's no need for another version either. I'll make a MM script to support case without RF Link to comment Share on other sites More sharing options...
Tidus Klein Posted May 9, 2014 Share Posted May 9, 2014 (edited) I have the latest version of MM.... so ya I have no idea what it could be.because like i said as long as im using 1.0 my game runs fine.also for the CFGs i posted all I did was delete the part that told MM to change the fuel over, so its not hard to too.heck if you want to test it...so you know it works you could just make a link to my post for a download.....Its your code any way Edited May 9, 2014 by Tidus Klein Link to comment Share on other sites More sharing options...
IvanTehFennec Posted May 9, 2014 Share Posted May 9, 2014 So, when selecting the F100 and the J85 engines in the editor, they spit out effects, then in-flight it still spits effects and has no sound, not to mention doesn't function, no staging, etc. Link to comment Share on other sites More sharing options...
camlost Posted May 9, 2014 Author Share Posted May 9, 2014 So, when selecting the F100 and the J85 engines in the editor, they spit out effects, then in-flight it still spits effects and has no sound, not to mention doesn't function, no staging, etc.That's caused by an incompatibility issue between HotRockets and Tweakable Everything. It's up to you which one you want to keep Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 10, 2014 Share Posted May 10, 2014 (edited) So, when selecting the F100 and the J85 engines in the editor, they spit out effects, then in-flight it still spits effects and has no sound, not to mention doesn't function, no staging, etc.Toadicus is willing to look into this over on the TE thread if you send him an output_log.txtAnd I tested this with Hot Rockets (and AJE and Firespitter) removed and it still happened until I took out Tweakable Everything Edited May 10, 2014 by Gaiiden Link to comment Share on other sites More sharing options...
Guest Posted May 14, 2014 Share Posted May 14, 2014 Any chance for a Saturn-Lyulka AL-31? It was a jet engine used in many fighter planes, and also on Buran test articles (it was supposed to go on the full flight version, too). Link to comment Share on other sites More sharing options...
Dirt_Merchant Posted May 14, 2014 Share Posted May 14, 2014 If you simply remove the gimbaling module from the engines in question here, the issue of effects spitting in editor will be solved. those particular engines do not gimbal irl anyway, so no great loss to me. Link to comment Share on other sites More sharing options...
NathanKell Posted May 15, 2014 Share Posted May 15, 2014 So...I think something's wrong here, perhaps? Should I really be getting 0 thrust here? Link to comment Share on other sites More sharing options...
camlost Posted May 15, 2014 Author Share Posted May 15, 2014 So...I think something's wrong here, perhaps? Should I really be getting 0 thrust here?http://i.imgur.com/LxHRij1l.jpgThat's about right. That engine and propeller are copied from a B-29 model. 300 knots is about its max speed. Apparently at this speed the propeller is windmilling already. As a matter of fact, few propeller airplanes go faster than 300 knots, right?Also I think your plane should be capable of cruising at 7km or higher, where you could get slightly better speed. On the subject of heating, there was a variable named fireflag in the solver ranging from 0 to 1, where 1 means engine is on fire. Every FixedUpdate() I set the part temperature with a linear function of fireflag. The overheat bar should show up when fireflag=0.9 if (aje.fireflag > 0.9f && useOverheat) { part.temperature = ((float)aje.fireflag * 2f - 1.2f) * part.maxTemp; } Link to comment Share on other sites More sharing options...
Hodo Posted May 15, 2014 Share Posted May 15, 2014 That's about right. That engine and propeller are copied from a B-29 model. 300 knots is about its max speed. Apparently at this speed the propeller is windmilling already. As a matter of fact, few propeller airplanes go faster than 300 knots, right?Also I think your plane should be capable of cruising at 7km or higher, where you could get slightly better speed. On the subject of heating, there was a variable named fireflag in the solver ranging from 0 to 1, where 1 means engine is on fire. Every FixedUpdate() I set the part temperature with a linear function of fireflag. The overheat bar should show up when fireflag=0.9 if (aje.fireflag > 0.9f && useOverheat) { part.temperature = ((float)aje.fireflag * 2f - 1.2f) * part.maxTemp; }N1K1-J 354knotsP-51D 380knots max speed. 315knots cruise.P-47D 376knots.FW-190D9 382knots.TA-152 410knots!Unfortunately I have to agree though, aside from a few late war designs, there were a few prop planes that went faster than 300knots. Link to comment Share on other sites More sharing options...
NathanKell Posted May 15, 2014 Share Posted May 15, 2014 The screenshot was chosen somewhat poorly, as I get the same issue at about 270mph with that engine. Further, while planes made entirely to spec perform as they should or perhaps slightly better at high altitude (meaning the turbosupercharger modeling at least is working fine!) they uniformly underperform at sea level, by about 50-100mph. Link to comment Share on other sites More sharing options...
NathanKell Posted May 15, 2014 Share Posted May 15, 2014 Also: I note that your prop radius (r0) for the BMW engines and for the Packard V1650 is only 1.75ft. Are you sure that's not meters and lacking a conversion? Especially since that's exactly correct for the BMW engine's FW-190 prop radius in meters... Link to comment Share on other sites More sharing options...
camlost Posted May 15, 2014 Author Share Posted May 15, 2014 Also: I note that your prop radius (r0) for the BMW engines and for the Packard V1650 is only 1.75ft. Are you sure that's not meters and lacking a conversion? Especially since that's exactly correct for the BMW engine's FW-190 prop radius in meters...OK seems they should be in meters. Will fix ASAP.All the parameters are copied from existing YASim models, however it is possible that the authors had to tweak some numbers to make it 'feels' right. As a result, the numbers do not necessarily match real data. I agree that the engines seems somewhat underpowered, and no matter how you tweak the parameters you have to sacrifice either take-off distance or max speed or fuel economy. FlightGear developers can alter the drag coefficient to compensate whatever they have, but we don't want to touch FAR. So maybe I can hack a 'speed buff' in AJE. Based on your experiment, how much are the planes underpowered in terms of top speed in general? Link to comment Share on other sites More sharing options...
NathanKell Posted May 15, 2014 Share Posted May 15, 2014 Interestingly, when I gave the engines their prop radius in feet, performance became much closer to what I expected. So I think it should be given in feet, and just a few of your entries had the radius specified in meters by mistake.However, there does remain clearly something wrong in the engine modeling (either the model or the stats fed to it), since, for example, the R-1830 Twin Wasp develops 0kN of thrust above 260mph at sea level, despite the F4F-3 Wildcat, which used it, having a maximum speed at sea level of 270mph (and lord knows the Wildcat was a tub, so you'd need a fair amount of thrust to overcome drag...). It's not something that can be fixed by futzing with drag, since even with 0 drag, at 0kN thrust you're not going to go faster...(It took a much cleaner and ~400kg lighter aircraft than the Wildcat to get to about 240mph at sea level; I verified the 0-thrust thing by climbing then diving to get to about 400mph level, and seeing when thrust went above 0.)At any rate, the issue seems *very* [inversely] proportional to air density, since as I mentioned at high altitude engines might even over-perform. Link to comment Share on other sites More sharing options...
velusip Posted May 16, 2014 Share Posted May 16, 2014 This seems like way too much thrust.Here are the Module Manager configurations for AJE, DRC, and FAR, : http://sprunge.us/beDbPerhaps Ferram's KIDS mod interferes? Link to comment Share on other sites More sharing options...
camlost Posted May 16, 2014 Author Share Posted May 16, 2014 This seems like way too much thrust.http://i.imgur.com/qie0opS.pngHere are the Module Manager configurations for AJE, DRC, and FAR, : http://sprunge.us/beDbPerhaps Ferram's KIDS mod interferes?That's weird. What's your thrust with or without afterburner at take-off? Link to comment Share on other sites More sharing options...
NathanKell Posted May 16, 2014 Share Posted May 16, 2014 KIDS rescales thrust based on what it recorded the engine's thrust at, onstart (before AJE did anything). AKA AJE and KIDS are fighting each other, and KIDS wins. Link to comment Share on other sites More sharing options...
velusip Posted May 16, 2014 Share Posted May 16, 2014 KIDS rescales thrust based on what it recorded the engine's thrust at, onstart (before AJE did anything). AKA AJE and KIDS are fighting each other, and KIDS wins.Ah, no fun. I'll need to sort out Isp some other way. Link to comment Share on other sites More sharing options...
Azimech Posted May 16, 2014 Share Posted May 16, 2014 (edited) Actually most WW2 fighters had a top speed close to 300 kts already at sea level. All of the fighters used for medium to high altitude had top speeds above 300 kts. There's a clear distinction, powerful planes like the LA-7 and actually all Soviet types were used for low to medium altitude and thus performed badly compared to the German competition at high altitudes. Is variable prop pitch accounted for? Without that, doesn't really matter how much horsepower you have. Would be like driving a F1 car with only one transmission ratio. Poor acceleration from start or poor top speed. Edited May 16, 2014 by Azimech Link to comment Share on other sites More sharing options...
camlost Posted May 16, 2014 Author Share Posted May 16, 2014 Actually most WW2 fighters had a top speed close to 300 kts already at sea level. All of the fighters used for medium to high altitude had top speeds above 300 kts. There's a clear distinction, powerful planes like the LA-7 and actually all Soviet types were used for low to medium altitude and thus performed badly compared to the German competition at high altitudes. Is variable prop pitch accounted for? Without that, doesn't really matter how much horsepower you have. Would be like driving a F1 car with only one transmission ratio. Poor acceleration from start or poor top speed.Of course there's automatic variable pitch Link to comment Share on other sites More sharing options...
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