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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1


camlost

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Ferram's rewriting the turbine code anyway; not sure if he'll add the ignition support (and no, EI wouldn't work for burner ignition, although it would for startup). He's including spooling code.

Also, we'll actually set part max temp based on the stated max temps, rather than 3600C! (That's why it doesn't play nice with DRE).

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So this I think is the only mod that is keeping me from updating to .24.2 on my RO install. Does anyone know if it works in .24.2 or will I be waiting?

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AWESOME! This all goes into the Gamedata folder correct?

EDIT: I tried out the update but for some reason the game stops loading when it reaches the RAPIER engine. I only put the AJE folder in gamedata. I changed the kerosene fuel to Liquid. It still won't load passed the RAPIER at the first loading screen. When I deleted AJE, the game loads perfectly.

I'm using x64 so it shouldn't be a memory issue.

Edited by TeeGee
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Just AJE goes in.

Well, compare it with the last released AJE? I shouldn't have broken anything. Maybe the RAPIER mod defaults to using Kero when you're not using RF?

EDIT: Yep. I'll fix that. You can too, just change all mentions of Kerosene (or LiquidH2) with LiquidFuel, and LiquidOxygen with Oxidizer.

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Just AJE goes in.

Well, compare it with the last released AJE? I shouldn't have broken anything. Maybe the RAPIER mod defaults to using Kero when you're not using RF?

EDIT: Yep. I'll fix that. You can too, just change all mentions of Kerosene (or LiquidH2) with LiquidFuel, and LiquidOxygen with Oxidizer.

Yup, that's what I thought was going on. Thanks Nathan!

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Word of warning: The thrusttransform for that rapier is wrong in the config file. It's thrustTransform instead of thrustPoint. I suggest replacing it with this bit of code:


@PART[RAPIER]:Final
{
%CoMOffset = 0, 2, 0
@title = AJE RAPIER
!MODULE[ModuleEnginesFX]{}
!MODULE[ModuleEnginesFX]{}

MODULE
{
name = ModuleEnginesFX
engineID = AirBreathing
directThrottleEffectName = power_open
runningEffectName = running_open
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 190
heatProduction = 350
useEngineResponseTime = True
engineAccelerationSpeed = 0.2
engineDecelerationSpeed = 0.35
useVelocityCurve = True
PROPELLANT
{
name = LiquidH2
ratio = 1
DrawGauge = True
}


atmosphereCurve
{
key = 0 1200
key = 0.3 2500
key = 1 800
}
velocityCurve
{
key = 0 0.5 0 0
key = 1000 1 0 0
key = 2000 0.5 0 0
key = 2200 0 0 0
}

}
MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
runningEffectName = running_closed
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 175
heatProduction = 350
fxOffset = 0, 0, 0.25
PROPELLANT
{
name = LiquidH2
ratio = 0.76
DrawGauge = True
}
PROPELLANT
{
name = LiquidOxygen
ratio = 0.24
}
atmosphereCurve
{
key = 0 420
key = 1 320
}

}
MODULE
{
name = AJEModule
IspMultiplier=1
defaultentype=2
useOverheat=false
isReactionEngine=true
acore=9
byprat=0
tinlt=3000
tfan=3000
tcomp=4000
tt4=2450
tt7=4000
prat3=9
fhv=18600
usePrat3Curve = True
maxThrust=250
prat3Curve
{
key = 0.0 9.0 0 0
key = 2.0 8.0 0 0
key = 3.0 3.0 0 0
}
}
}

Else you'll get no thrust out of them.

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I've noticed a number of intakes have issues / haven't caught up with 0.24.

inlets.cfg refers to a CircularIntakeSmall. As far as I can tell, this does not exist. There is however a "CircularAirIntakesmall" included with AJE which is probably the intended part.

Also, I can't seem to find data for the engine nacelle and radial engine body (and they also don't work as intakes). I imagine the radial engine body doesn't have any data since it was formerly just an aesthetic structural part.. I crufted up some settings for them using the tables for the radial intake, but doubling the area so they sit in between the radial intake and regular circular intake...

Word of warning: The thrusttransform for that rapier is wrong in the config file. It's thrustTransform instead of thrustPoint.

Yeah, that is also necessary for the stock fuel/older 1.4 version as well.

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Ralathon: thanks. Fixed in git.

Also added a fix to hopefully deal with when people don't have RF.

That inlet is from TVPP.

I will get to the other inlets when I have time, thanks for the headsup.

Using the latest DEV version, the game won't start completely. The loading screen will stop when it reaches the Squad Rapier part. However the game is not recognized as being frozen…

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Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something.

Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)

Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

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Loading gets stuck on Squad rapier parts.

AJE requires Real Fuels.

if you prefer not to use RF you should edit them in the B9_sabre.cfg and AJE.cfg manually.
- in the first post
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Camlost, Nathan - any chance of fixing the props and rotors? They all have either 5 or 100 thrust, totally broken.

No they don't. Propellers or rotors shouldn't be rated by thrust. See the part description for info

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That was the case pre-0.24, but now they do only produce a tiny amount of thrust, every engine is the same

This is absolutely correct. The KAX turboprops/radials are completely broken. Not only are most of them physically tiny, they all also seem to generate a flat 5kN of thrust.

Also, what's with all the sliders, such as "mixture", on the prop engines? What does that actually do?

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I will check this stuff when I have a sec.

Mixture controls, err, the mixture. Piston engines can use varying air-fuel ratios, from lean (less fuel per given mass of air) to rich (vice versa).

Mixture in AJE defaults to "auto rich" - the point at which maximal horsepower is obtained. A leaner mixture will offer increased efficiency at the cost of higher heating, and can generally only be done at altitude without risking detonation (fuel exploding prematurely); a richer mixture will provide lower efficiency (and slightly reduced power) but better cooling.

Edited by NathanKell
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I will check this stuff when I have a sec.

Mixture controls, err, the mixture. Piston engines can use varying air-fuel ratios, from lean (less fuel per given mass of air) to rich (vice versa).

Mixture in AJE defaults to "auto rich" - the point at which maximal horsepower is obtained. A leaner mixture will offer increased efficiency at the cost of higher heating, and can generally only be done at altitude; a richer mixture will provide lower efficiency (and slightly reduced power) but better cooling.

Well, yes. I'm familiar with fuel/air mixture from my time in IL2, not to mention a basic understanding of piston engine theory, but does that actually apply to turboprops which operate more along the lines of a jet engine than a conventional piston engine? It just surprised me that turboprops in this mod had an adjustable mixture.

Also, there are other sliders available only in the VAB, though I don't have it up at the moment. I think they are power and something called vr0? Oh. Also. Boost.

Edited by Firov
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Well, yes. I'm familiar with fuel/air mixture from my time in IL2, not to mention a basic knowledge of piston engine theory, but does that actually apply to turboprops which operate more along the lines of a jet engine than a conventional piston engine? It just surprised me that turboprops in this mod had an adjustable mixture.

Also, there are other sliders available only in the VAB, though I don't have it up at the moment. I think they are power and something called vr0? Oh. Also. Boost.

Turboprop engines are prop engines, not piston engines or jets. They would be closer to the classic piston engine just smoother in operation and function, just instead of having pistons driving the prop you have a turbine.

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Turboprop engines are prop engines, not piston engines or jets. They would be closer to the classic piston engine just smoother in operation and function, just instead of having pistons driving the prop you have a turbine.

The highlighted part is... kind of a biggy.

I don't claim that they're jet engines, in the conventional sense, but they have much more in common with jet engines than they do piston engines. They just divert the turbine generated power to a propeller on a drive shaft, rather than exhaust it directly or use it to drive a fan (high-bypass turbofan).

220px-Flowtp.gif

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The highlighted part is... kind of a biggy.

I don't claim that they're jet engines, in the conventional sense, but they have much more in common with jet engines than they do piston engines. They just divert the turbine generated power to a propeller on a drive shaft, rather than exhaust it directly or use it to drive a fan (high-bypass turbofan).

http://upload.wikimedia.org/wikipedia/commons/thumb/0/03/Flowtp.gif/220px-Flowtp.gif

The thing is this turbine is not creating enough power to override the power created by the prop. It is no different then the helicopter turbine that drives the main rotor on many modern helicopters. Same for the turbine in the M1 Abrams tank, it also is there to create power, a large amount of power in a small amount of mass. Neither the Abrams or the Blackhawk use their turbines to generate thrust to propel the vehicle.

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