NathanKell Posted July 26, 2014 Share Posted July 26, 2014 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). Link to comment Share on other sites More sharing options...
Hodo Posted July 27, 2014 Share Posted July 27, 2014 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? Link to comment Share on other sites More sharing options...
NathanKell Posted July 28, 2014 Share Posted July 28, 2014 Sorry! I'll get a recompile out soon. It does basically work in .24 though; if not, post logs here. Link to comment Share on other sites More sharing options...
Hodo Posted July 28, 2014 Share Posted July 28, 2014 Sorry! I'll get a recompile out soon. It does basically work in .24 though; if not, post logs here. Ok good to know. Link to comment Share on other sites More sharing options...
NathanKell Posted July 29, 2014 Share Posted July 29, 2014 https://github.com/NathanKell/AJEThere you go. Link to comment Share on other sites More sharing options...
TeeGee Posted July 29, 2014 Share Posted July 29, 2014 (edited) https://github.com/NathanKell/AJEThere you go.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 July 29, 2014 by TeeGee Link to comment Share on other sites More sharing options...
NathanKell Posted July 29, 2014 Share Posted July 29, 2014 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. Link to comment Share on other sites More sharing options...
TeeGee Posted July 30, 2014 Share Posted July 30, 2014 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! Link to comment Share on other sites More sharing options...
Ralathon Posted July 30, 2014 Share Posted July 30, 2014 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. Link to comment Share on other sites More sharing options...
LMA Posted July 31, 2014 Share Posted July 31, 2014 (edited) Loading gets stuck on Squad rapier parts. Edited July 31, 2014 by LMA Link to comment Share on other sites More sharing options...
Renegrade Posted July 31, 2014 Share Posted July 31, 2014 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. Link to comment Share on other sites More sharing options...
NathanKell Posted July 31, 2014 Share Posted July 31, 2014 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. Link to comment Share on other sites More sharing options...
mecki Posted August 3, 2014 Share Posted August 3, 2014 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… Link to comment Share on other sites More sharing options...
NathanKell Posted August 3, 2014 Share Posted August 3, 2014 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.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Link to comment Share on other sites More sharing options...
MaxP Posted August 4, 2014 Share Posted August 4, 2014 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 Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 5, 2014 Share Posted August 5, 2014 Camlost, Nathan - any chance of fixing the props and rotors? They all have either 5 or 100 thrust, totally broken. Link to comment Share on other sites More sharing options...
camlost Posted August 5, 2014 Author Share Posted August 5, 2014 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 Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 6, 2014 Share Posted August 6, 2014 No they don't. Propellers or rotors shouldn't be rated by thrust. See the part description for infoThat was the case pre-0.24, but now they do only produce a tiny amount of thrust, every engine is the same Link to comment Share on other sites More sharing options...
Spartan125 Posted August 6, 2014 Share Posted August 6, 2014 I keep getting crashes with this mod (I am using at least 60 other addons).Output log: https://dl.dropboxusercontent.com/u/151598710/output_log.txt Link to comment Share on other sites More sharing options...
Firov Posted August 6, 2014 Share Posted August 6, 2014 That was the case pre-0.24, but now they do only produce a tiny amount of thrust, every engine is the sameThis 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? Link to comment Share on other sites More sharing options...
NathanKell Posted August 6, 2014 Share Posted August 6, 2014 (edited) 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 August 6, 2014 by NathanKell Link to comment Share on other sites More sharing options...
Firov Posted August 6, 2014 Share Posted August 6, 2014 (edited) 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 August 6, 2014 by Firov Link to comment Share on other sites More sharing options...
Hagatora Posted August 6, 2014 Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
Firov Posted August 6, 2014 Share Posted August 6, 2014 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). Link to comment Share on other sites More sharing options...
Hagatora Posted August 6, 2014 Share Posted August 6, 2014 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.gifThe 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. Link to comment Share on other sites More sharing options...
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