NathanKell Posted May 31, 2014 Share Posted May 31, 2014 TeeGee: quite. That's what I meant; treat the RAPIER like AJE treats the SABREs. Link to comment Share on other sites More sharing options...
camlost Posted May 31, 2014 Author Share Posted May 31, 2014 TeeGee: quite. That's what I meant; treat the RAPIER like AJE treats the SABREs.Ok, what fuel? Meanwhile i'll see what I can do about SABRE with variable CPR feature Link to comment Share on other sites More sharing options...
736 Posted June 1, 2014 Share Posted June 1, 2014 I would get this mod, but I have one criticism preventing me from downloading.Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose. Link to comment Share on other sites More sharing options...
camlost Posted June 1, 2014 Author Share Posted June 1, 2014 I would get this mod, but I have one criticism preventing me from downloading.Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose.The turbojet is f100 which is suitable for a fighter plane, the so called "turbofan" is J57 which is best for hypersonic planes. The ramjets are from tv's pack. Any problem with this arrangement? Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Share Posted June 1, 2014 I would get this mod, but I have one criticism preventing me from downloading.Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose.You're out of date. No longer true. Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Share Posted June 1, 2014 Ok, what fuel? Meanwhile i'll see what I can do about SABRE with variable CPR featureInteresting question. I'd suggest perhaps kerolox, since a kerolox SSTO *should* be possible, barely, if it's an airbreather with a decent vacuum nozzle (>330s Isp). Also, it's a much better fit for Kerbin, where orbital velocity isn't. Also, that variable-CPR still seems to have issues, since the Vulcan still puts me in an infinite loop with AJE 1.2...With an infinite loop rather than an exception it's harder to nail down...it behaved better with zeroed tangents rather than actual tangents, but still gave me the problem. For the record: MODULE { name = AJEModule IspMultiplier=1 defaultentype=2 acore= 10.17 byprat=0 tinlt = 2500 tfan = 2500 tcomp = 2500 tt4 = 3000 tt7 = 5500 prat3 = 1.5 eta3 = 0.99 eta4 = 0.99 eta5 = 1 eta7 = 0.8 fhv = 20000 abflag = 1 usePrat3Curve = True prat3Curve { key = 0.0 10.0 0.0 0.0 key = 2.5 10.0 0.0 0.0 //0.0 -6.0 key = 3.0 6.0 0.0 0.0 //-3.0 -3.0 key = 4.0 3.0 0.0 0.0 //-2.0 -2.0 key = 5.0 1.0 0.0 0.0 //-1.0 0.0 key = 5.1 1.0 0.0 0.0 } } Link to comment Share on other sites More sharing options...
camlost Posted June 1, 2014 Author Share Posted June 1, 2014 (edited) The exception is caused by the nasa code. Sometimes i run into it while using AJEtester. At what speed do u have the problem?It seems usually happens when prat3<10Have you noticed any problem while flying J57? I haven't Edited June 1, 2014 by camlost Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Share Posted June 1, 2014 You mean J58, surely? And no, it's been rock solid. It's something about the particular prat3 for the Vulcan. And no exception gets tossed, KSP just hangs. Hence why I thought infinite loop, getting stuck in the PartModule code without returning. AJE Tester can also be made to hang by scrubbing the velocity bar with the above engine settings [minus prat3 and its curve], by choosing say 3.0 for prat3 and using the rest of the stats. Link to comment Share on other sites More sharing options...
horndgmium Posted June 1, 2014 Share Posted June 1, 2014 Hi, I just thought you guys should know, in case it has not already been logged, that aje prevents squad parts from loading. Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Share Posted June 1, 2014 horndgmium: wow, I never noticed that the Mainsail I'm using is invisible! You'd think a bunch of people on this thread would have noticed too...Non-sarcastically, if you alone have a giant, crippling bug, and no one else has it...it's probably not an issue with the mod. It's probably an install issue. Link to comment Share on other sites More sharing options...
Elouda Posted June 1, 2014 Share Posted June 1, 2014 (edited) The changes in ElectricPropellers.cfg don't seem to be applying to the KAX and Firespitter electric engines. Any idea why this might be? They show as being applied in the log, but in game neither the name nor the behaviour is changed.Here is the MM code I'm trying to use.@PART[KAXelectricprop]{ @title=AJE e50 Electric Propeller Engine @description= 300 horsepower low-speed propeller @mass = 0.1 MODULE { name=AJEPropeller IspMultiplier = 1 useOxygen = false r0 = 4 v0 = 120 omega0 = 600 rho0 = 0.8 power0 = 300 fine = 0.1 coarse = 10 omega = 600 power = 300 gearratio = 1 turbo = 1 BSFC = 4.5e-5 } !MODULE[FSpropellerAtmosphericNerf]{}} Edited June 1, 2014 by Elouda Link to comment Share on other sites More sharing options...
camlost Posted June 1, 2014 Author Share Posted June 1, 2014 Is the other electric propellers working? Is the KAX turboprop working? Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 1, 2014 Share Posted June 1, 2014 Hi, I just thought you guys should know, in case it has not already been logged, that aje prevents squad parts from loading.I can't say I've had the same experience. I use several Squad parts with my aircraft using AJE engines. What parts in particular are missing if not all of them? Link to comment Share on other sites More sharing options...
Elouda Posted June 1, 2014 Share Posted June 1, 2014 Is the other electric propellers working? Is the KAX turboprop working?None of the other electrics were working, apart from the electric helo rotor. The other KAX parts were - this is why it was so mystifying.Moving the AJEPropeller module into the part file itself fixed it.However, the latest patch seems to have fixed this and they work via the modulemanager files now. Link to comment Share on other sites More sharing options...
horndgmium Posted June 1, 2014 Share Posted June 1, 2014 None of the parts loaded, the loading screen simply skipped over the squad parts. I think the issue was resolved by using an older version of Module manager though. Link to comment Share on other sites More sharing options...
Raptor831 Posted June 2, 2014 Share Posted June 2, 2014 Using the newest AJE from today, I'm running into some trouble. I'm attempting an SSTO with the B9 SABRE M engines. I've now got the M SABRE intake, the M precooler, and the M engine as a unit, surface attached to the side of my spaceplane. Once I hit a certain point in the atmosphere, one engine was producing much more thrust than the other. It's like one flamed out, but it was still at idle. I toggled both on and off, switched modes, nothing seemed to help. It was around 15 km that I first noticed it. Both engines were reporting having 100% inlet area (if I'm reading the right-click menu properly), so I'm not sure what would be causing it.So, is this some user error on my part, or is this a glitch with the new inlet code? Link to comment Share on other sites More sharing options...
camlost Posted June 2, 2014 Author Share Posted June 2, 2014 Using the newest AJE from today, I'm running into some trouble. I'm attempting an SSTO with the B9 SABRE M engines. I've now got the M SABRE intake, the M precooler, and the M engine as a unit, surface attached to the side of my spaceplane. Once I hit a certain point in the atmosphere, one engine was producing much more thrust than the other. It's like one flamed out, but it was still at idle. I toggled both on and off, switched modes, nothing seemed to help. It was around 15 km that I first noticed it. Both engines were reporting having 100% inlet area (if I'm reading the right-click menu properly), so I'm not sure what would be causing it.So, is this some user error on my part, or is this a glitch with the new inlet code?That's weird. I've tested many dual engine planes, in no circumstances the inlets' causing unsymmetrical thrust, even if the inlets are unsymmetrical Link to comment Share on other sites More sharing options...
TeeGee Posted June 2, 2014 Share Posted June 2, 2014 Also apparently the download link you've posted is malicious. Chrome prevents me from trying to download it. Link to comment Share on other sites More sharing options...
Spooks Posted June 2, 2014 Share Posted June 2, 2014 i use chrome no probleam downloading it i have a probleam my engine's stop working if i install the mod any tips ? Link to comment Share on other sites More sharing options...
Raptor831 Posted June 2, 2014 Share Posted June 2, 2014 That's weird. I've tested many dual engine planes, in no circumstances the inlets' causing unsymmetrical thrust, even if the inlets are unsymmetricalI tested the same craft a few more times and never had that happen again. I'll chalk it up to the odd way KSP does symmetry sometimes and leave it at that.I'm enjoying the mod so far, so thanks for your work! Link to comment Share on other sites More sharing options...
TeeGee Posted June 2, 2014 Share Posted June 2, 2014 Hmmm. I made my first ssto with this new update, but it seems too easy still. I get up to Mach 1.5, switch to rockets and burn all the way up to 80 km apoapsis. Is the ISP correct with kerosene/liquid oxygen fuel? It seems too good for me... or maybe remove the kerosene/iquid oxygen fuel altogether and force players to use liquid hydrogen/liquid oxygen instead. The SABRE engines use the latter fuel and we know the ISP of those engines. That way we as players are forced to build larger craft to account for the lower density liquid hydrogen requiring higher volume tanks. Link to comment Share on other sites More sharing options...
MAKC Posted June 2, 2014 Share Posted June 2, 2014 Hmmm. I made my first ssto with this new update, but it seems too easy still. I get up to Mach 1.5, switch to rockets and burn all the way up to 80 km apoapsis. Is the ISP correct with kerosene/liquid oxygen fuel? It seems too good for me... or maybe remove the kerosene/iquid oxygen fuel altogether and force players to use liquid hydrogen/liquid oxygen instead. The SABRE engines use the latter fuel and we know the ISP of those engines. That way we as players are forced to build larger craft to account for the lower density liquid hydrogen requiring higher volume tanks.You aren't using RSS, are you? Link to comment Share on other sites More sharing options...
TeeGee Posted June 2, 2014 Share Posted June 2, 2014 You aren't using RSS, are you?What is RSS? I'm using real fuels and according to that mod I can use either kerosene OR liquid h2/liquid o2 as fuel for the rapier. Link to comment Share on other sites More sharing options...
NathanKell Posted June 2, 2014 Share Posted June 2, 2014 Real Solar System.It converts the tiny marble-sized funky-looking planets of KSP into the real thing. (And it means that orbital velocity becomes real life's 7.7km/sec, with delta-V-to-orbit of approx 9300m/s) Link to comment Share on other sites More sharing options...
TeeGee Posted June 2, 2014 Share Posted June 2, 2014 Yeah I've used RSS before then, I didn't find it fun because it was basically aerospace engineering for planet earth. I like the kerbal world a bit better. Link to comment Share on other sites More sharing options...
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