Firov Posted August 6, 2014 Share Posted August 6, 2014 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.Agreed. The power generated by the turbine is largely diverted to the drive shaft, which in turn spins the prop. The actual exhaust delivers a negligible amount of thrust compared to the prop. However, I'm not talking about the source of thrust here, that's clearly the propeller, but rather the actual engine operation. I don't believe turbine engines have pilot adjustable fuel mixtures, no more so than high-bypass turbofan engines do. Or if they do, it's certainly not scaleable from 0 to 100%.Still, I'd be interested in hearing Nathan's opinion on this, as I'm sure he'd be more knowledgeable on the matter. It could be this is just a bug. Link to comment Share on other sites More sharing options...
Hagatora Posted August 6, 2014 Share Posted August 6, 2014 I believe they have some control over the mixture just not to the degree some piston engines do. Most piston engines, well modern ones, no longer have much of a mixture control anymore either. It is handled by one of the on board computers, that adapts and follows a set of fuel mix settings based on throttle position, air speed, and air pressure (altitude). Link to comment Share on other sites More sharing options...
NathanKell Posted August 7, 2014 Share Posted August 7, 2014 1. Sadly right now there's no actual turboprop support in AJE; they're treated as piston engines.2. The mixture control is more designed for WWII-era engines (as were most of the piston engine changes I made, to account for turbochargers, superchargers, ram air, etc). Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 7, 2014 Share Posted August 7, 2014 1. Sadly right now there's no actual turboprop support in AJE; they're treated as piston engines.2. The mixture control is more designed for WWII-era engines (as were most of the piston engine changes I made, to account for turbochargers, superchargers, ram air, etc).Out of interest, (when they actually work) do the props in AJE use FAR to generate thrust independently from the stock thrust mechanism? If so how does this affect plane building? God I wish they worked Link to comment Share on other sites More sharing options...
camlost Posted August 7, 2014 Author Share Posted August 7, 2014 It uses FAR API to determine some atmosphere parameters. I don't think AJE should be played without FAR, makes no sense. Link to comment Share on other sites More sharing options...
jab136 Posted August 8, 2014 Share Posted August 8, 2014 (edited) I am having trouble modifying the AJE.cft so that I can use the mod without Real Fuels (I don't feel like using RSS and Real Fuels kind of needs it) here is the modified AJE.cfg that I am trying to use@PART[JetEngine]:Final{ @title = AJE Pratt & Whitney F100-PW-229A turbofan @mass = 1.7 @description = Pratt and Whitney F100 low-bypass turbofan with afterburner, used by F-15E/I/S and F-16C/D. Powered by NASA EngineSim. SFC 0.74/2.05 lb/lbf-hr static. Temperature limit Mach 2.85. %CoMOffset = 0, 1.7, 0 !MODULE[ModuleGimbal] { } !MODULE[ModuleEngineConfigs] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype = 3 defineenparm= true acore=4.223 byprat=0.36 tinlt=1200 prat2=1 eta2=1 tfan=1800 prat13=3.8 eta13=1 tcomp=1800 prat3=9.21 eta3=0.95 tt4=2921 prat4=1 eta4=0.98 eta5=0.98 fhv=18600 tt7=7296 eta7=0.98 abflag=1 ABIspMult = 1.2618 } @MODULE[ModuleEngines*] { @maxThrust=128 } }@PART[turboFanEngine]:Final //TurboJet{ %CoMOffset = 0, 2.5, 0 !MODULE[ModuleGimbal] { } @title = AJE Pratt & Whitney J58-P-4 @mass = 2.7 @description = Designed in the late 1950s, the J58 was redesigned and repurposed for one use: Mach 3+ aircraft like the A-12 / SR-71A/B / YF-12A. This model, the only operational one, entered service with the Blackbird in the mid 1960s. Variable CPR from 8.8 to 2.93 due to bypass vents progressively opening past Mach 2; fully open at Mach 3. 111.2kN dry. SFC 0.8/1.9 lb/lbf-hr static. Temperature limit Mach 4.1. !MODULE[ModuleEngineConfigs] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype=2 defineenparm= true acore=8.007 byprat=0 tinlt = 1800 tfan = 2000 tcomp = 2300 tt4 = 2450 tt7 = 3786 prat2 = 1 prat13 = 1 prat3 = 8.5 prat4 = 1 eta2 = 1 eta13 = 1 eta3 = 0.89 eta4 = 0.98 eta5 = 0.93 eta7 = 0.96 abflag=1 fhv=20000 ABIspMult = 0.7245687632 usePrat3Curve = true prat3Curve { key = 0.0 8.5 0 0 key = 2.0 8.5 0 0 key = 3.0 2.93 0 0 key = 3.1 2.93 0 0 } } @MODULE[ModuleEngines*] { @maxThrust=150 } }@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 = LiquidFuel 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 = LiquidFuel ratio = 0.36 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.64 } atmosphereCurve { key = 0 360 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 } }}+PART[JetEngine]:Final{ @name = aje_f404 @title = AJE General Electric F404-GE-402 turbofan @mass = 1.0 @description = General Electric F404-GE-402 low-bypass turbofan with afterburner as used on F/A-18C/D. 53.16kN dry. SFC 0.82/1.74 lb/lbf-hr static. Temperature limit Mach 2.85. %rescaleFactor = 0.9375 %CoMOffset = 0, 1.3, 0 !MODULE[AJEModule] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype = 3 acore=2.991 byprat=0.31 tinlt=1200 prat2=1 eta2=1 tfan=1800 prat13=2 eta13=1 tcomp=2460 prat3=13 eta3=0.98 tt4=2699 prat4=1 eta4=0.98 eta5=0.98 fhv=15300 tt7=4700 eta7=0.93 abflag=1 } @MODULE[ModuleEngines*] { @maxThrust=80 } } Edited August 8, 2014 by jab136 Link to comment Share on other sites More sharing options...
Ralathon Posted August 8, 2014 Share Posted August 8, 2014 I am having trouble modifying the AJE.cft so that I can use the mod without Real Fuels (I don't feel like using RSS and Real Fuels kind of needs it) here is the modified AJE.cfg that I am trying to use@PART[JetEngine]:Final{ @title = AJE Pratt & Whitney F100-PW-229A turbofan @mass = 1.7 @description = Pratt and Whitney F100 low-bypass turbofan with afterburner, used by F-15E/I/S and F-16C/D. Powered by NASA EngineSim. SFC 0.74/2.05 lb/lbf-hr static. Temperature limit Mach 2.85. %CoMOffset = 0, 1.7, 0 !MODULE[ModuleGimbal] { } !MODULE[ModuleEngineConfigs] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype = 3 defineenparm= true acore=4.223 byprat=0.36 tinlt=1200 prat2=1 eta2=1 tfan=1800 prat13=3.8 eta13=1 tcomp=1800 prat3=9.21 eta3=0.95 tt4=2921 prat4=1 eta4=0.98 eta5=0.98 fhv=18600 tt7=7296 eta7=0.98 abflag=1 ABIspMult = 1.2618 } @MODULE[ModuleEngines*] { @maxThrust=128 } }@PART[turboFanEngine]:Final //TurboJet{ %CoMOffset = 0, 2.5, 0 !MODULE[ModuleGimbal] { } @title = AJE Pratt & Whitney J58-P-4 @mass = 2.7 @description = Designed in the late 1950s, the J58 was redesigned and repurposed for one use: Mach 3+ aircraft like the A-12 / SR-71A/B / YF-12A. This model, the only operational one, entered service with the Blackbird in the mid 1960s. Variable CPR from 8.8 to 2.93 due to bypass vents progressively opening past Mach 2; fully open at Mach 3. 111.2kN dry. SFC 0.8/1.9 lb/lbf-hr static. Temperature limit Mach 4.1. !MODULE[ModuleEngineConfigs] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype=2 defineenparm= true acore=8.007 byprat=0 tinlt = 1800 tfan = 2000 tcomp = 2300 tt4 = 2450 tt7 = 3786 prat2 = 1 prat13 = 1 prat3 = 8.5 prat4 = 1 eta2 = 1 eta13 = 1 eta3 = 0.89 eta4 = 0.98 eta5 = 0.93 eta7 = 0.96 abflag=1 fhv=20000 ABIspMult = 0.7245687632 usePrat3Curve = true prat3Curve { key = 0.0 8.5 0 0 key = 2.0 8.5 0 0 key = 3.0 2.93 0 0 key = 3.1 2.93 0 0 } } @MODULE[ModuleEngines*] { @maxThrust=150 } }@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 = LiquidFuel 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 = LiquidFuel ratio = 0.36 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.64 } atmosphereCurve { key = 0 360 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 } }}+PART[JetEngine]:Final{ @name = aje_f404 @title = AJE General Electric F404-GE-402 turbofan @mass = 1.0 @description = General Electric F404-GE-402 low-bypass turbofan with afterburner as used on F/A-18C/D. 53.16kN dry. SFC 0.82/1.74 lb/lbf-hr static. Temperature limit Mach 2.85. %rescaleFactor = 0.9375 %CoMOffset = 0, 1.3, 0 !MODULE[AJEModule] { } MODULE { name = AJEModule IspMultiplier=1 defaultentype = 3 acore=2.991 byprat=0.31 tinlt=1200 prat2=1 eta2=1 tfan=1800 prat13=2 eta13=1 tcomp=2460 prat3=13 eta3=0.98 tt4=2699 prat4=1 eta4=0.98 eta5=0.98 fhv=15300 tt7=4700 eta7=0.93 abflag=1 } @MODULE[ModuleEngines*] { @maxThrust=80 } }So what's going wrong with that config? Link to comment Share on other sites More sharing options...
jab136 Posted August 8, 2014 Share Posted August 8, 2014 (edited) So what's going wrong with that config?When I try to boot KSP x64 the load screen freezes on the RAPIER engine from the squad folder, I haven't installed B9 yet on this version but I assume the same issue will arise there with the SABRE enginesedit: ok, got it working for now (apparently... will test engines in game to make sure they function, still haven't dealt with SABRE engines yet)edit 2: just tested it in game, and it appears to use oxidizer at a much higher rate than liquid fuel, also I was able to use it at very high altitude where I had no intake air and it also stopped using liquid fuel at that pointedit 3: ok booted up engineer, built a test craft in the VAB (crew pod, 4 radial intakes, a fuel tank and a RAPIER engine) burned as a rocket until I ran out of oxidizer, switched to jet, and it kept burning all the way up to 60 km even though the TWR went down to .01, it also stopped using liquid fuel at that point. it appears the burnout threshold is messed up, will take a lookedit 4 (final edit for this post) got it fixed, just had to change the ratios for liquid fuel and oxidizer, the flameout still doesn't happen though, but I can deal with that, as I will probably be switching mode way before that would happen anyway as the TWR drops too low Edited August 8, 2014 by jab136 Link to comment Share on other sites More sharing options...
erbmur Posted August 8, 2014 Share Posted August 8, 2014 Love the concept of this mod.I don't use the Real Fuels so have removed all traces of kerosene etc from the b9 sabres just fines. But for some reason it doesn't seem to load the firespitter FS_noseEngine part. I have looked at the .cfg but there doesn't seem to be any modification of fuel types for the engine so I don't know why it isn't loading.Any suggestions? Link to comment Share on other sites More sharing options...
NathanKell Posted August 8, 2014 Share Posted August 8, 2014 1. Describe the problem2. Reproduction steps.3. Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire 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 ( Files>~/Library/Logs>Unity>Player.log )Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Link to comment Share on other sites More sharing options...
erbmur Posted August 8, 2014 Share Posted August 8, 2014 1. Describe the problem2. Reproduction steps.3. Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire 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 ( Files>~/Library/Logs>Unity>Player.log )Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logReal Fuels is not installed, so as stated in the first post, I rpelaced all RealFuels with Oxidizer/LiquidFuel. Now on startup, the game loads the b9 rapier parts just fine, but now it freezes on loading Firespitter/Parts/Engine/FS_noseEngine/part/Griffin101. Removing AJE causes the game to load normally.Log file - https://drive.google.com/file/d/0ByopNDhXUXrFSjlET2ZyVGlZdFE/edit?usp=sharing Link to comment Share on other sites More sharing options...
NathanKell Posted August 8, 2014 Share Posted August 8, 2014 You missed some propellents in the Griffin101 (and perhaps elsewhere).However, if you have the very latest from git, it should do that for you automatically. Link to comment Share on other sites More sharing options...
erbmur Posted August 9, 2014 Share Posted August 9, 2014 strange...I downloaded it like an hour ago. I'll give it another go and see what happens Link to comment Share on other sites More sharing options...
NathanKell Posted August 9, 2014 Share Posted August 9, 2014 Then I probably coded my "in case of no RealFuels" patch wrong. Link to comment Share on other sites More sharing options...
NathanKell Posted August 9, 2014 Share Posted August 9, 2014 Heh. I had compiled against the wrong references. It's fixed now, compiled against latest FAR dev and 24.2 x64 Link to comment Share on other sites More sharing options...
Tidus Klein Posted August 10, 2014 Share Posted August 10, 2014 OK stupid question...HOW DO I GET YOUR UPDATED VERSION!?every time I go to your link to github on page 60 or so it just gives me the old version when i click download zip. am I missing something? Link to comment Share on other sites More sharing options...
NathanKell Posted August 10, 2014 Share Posted August 10, 2014 Download this:https://github.com/NathanKell/AJE/archive/master.zipExtract the AJE folder inside to KSP/GameData Link to comment Share on other sites More sharing options...
Tidus Klein Posted August 10, 2014 Share Posted August 10, 2014 thanks nathan! works great!....I even have a bunch of engines i never had before but heard of....must have been installing this wrong from the get go....hu Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 10, 2014 Share Posted August 10, 2014 I so, so want to use this mod, but in the state it's in, I just can't justify it. It has such an awesome premise, and when it does work it's glorious, but right now, half of the mod (the prop engines and helis) are totally broken, it has a nasty habit of giving me a blank part catalog, a lot of the engines are weirdly sized, and there's poor compatibility with non-RF installs. If those were all reasonably fixed, this would be so cool, but now? Fix plz Link to comment Share on other sites More sharing options...
mike9606 Posted August 10, 2014 Share Posted August 10, 2014 I so, so want to use this mod, but in the state it's in, I just can't justify it. It has such an awesome premise, and when it does work it's glorious, but right now, half of the mod (the prop engines and helis) are totally broken, it has a nasty habit of giving me a blank part catalog, a lot of the engines are weirdly sized, and there's poor compatibility with non-RF installs. If those were all reasonably fixed, this would be so cool, but now? Fix plzYou probably have an old version. Download this from the link NathanKell posted above. Link to comment Share on other sites More sharing options...
Firov Posted August 10, 2014 Share Posted August 10, 2014 You probably have an old version. Download this from the link NathanKell posted above.Unfortunately, in this case, getting the latest release from GitHub won't help. Props and rotors are still completely broken, with most of them being extremely tiny (physically) and producing no more than 5kN of thrust. Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 10, 2014 Share Posted August 10, 2014 Unfortunately, in this case, getting the latest release from GitHub won't help. Props and rotors are still completely broken, with most of them being extremely tiny (physically) and producing no more than 5kN of thrust.Correct. When will this be fixed? I can deal with all the other problems for the most part, but this is a core feature! Link to comment Share on other sites More sharing options...
NathanKell Posted August 10, 2014 Share Posted August 10, 2014 In about 10 minutes.I had compiled against the latest dev release of FAR rather than the one people are (presumably) using. Note that since AJEPropeller has a hard reference to FAR, it will need to be kept in sync with FAR. Link to comment Share on other sites More sharing options...
Divided by Zero Posted August 10, 2014 Share Posted August 10, 2014 In about 10 minutes.I had compiled against the latest dev release of FAR rather than the one people are (presumably) using. Note that since AJEPropeller has a hard reference to FAR, it will need to be kept in sync with FAR.Great support, i wish all mod authors were as quick as you! Link to comment Share on other sites More sharing options...
NathanKell Posted August 10, 2014 Share Posted August 10, 2014 Well, it was a bit more than 10 minutes because I got distracted, but I did finally update the dll to be compiled against the latest *released* FAR. Thanks! Link to comment Share on other sites More sharing options...
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