Divided by Zero Posted August 14, 2014 Share Posted August 14, 2014 A few of the prop engines aren't stock compatible, I had to change the two griffons and the BMW IIIa to use liquidfuel rather than kerosene. Link to comment Share on other sites More sharing options...
Guest Posted August 16, 2014 Share Posted August 16, 2014 Could we get the F100 from here added? http://forum.kerbalspaceprogram.com/threads/66220-Bond-Aerotech-Shimmy-s-Throne-1-3-1-F100-jet-engine-Updated-15-AUG-14Also, there's a similar engine in here: http://forum.kerbalspaceprogram.com/threads/82341-24-2-B-Dynamics-Retracting-vectoring-engines-etc-v1-1-1-%28Aug-11%29It has TWC, though, so perhaps it'd be better to use it as AL-31FU. BD also has another, very small vectoring that has no RL counterpart. Might be worth adding as well. Link to comment Share on other sites More sharing options...
NathanKell Posted August 16, 2014 Share Posted August 16, 2014 Right now (you can check the commits on the branch) I'm working on getting decent propeller support, but yeah, those engines are too awesome not to add Link to comment Share on other sites More sharing options...
dbmorpher Posted August 16, 2014 Share Posted August 16, 2014 Is there any way you could get this to work in NEAR?The mod looks really useful, but it still wouldn't allow me to make an SSTO plane without upgrading basic jets to turbojets right? Link to comment Share on other sites More sharing options...
camlost Posted August 17, 2014 Author Share Posted August 17, 2014 Is there any way you could get this to work in NEAR?The mod looks really useful, but it still wouldn't allow me to make an SSTO plane without upgrading basic jets to turbojets right?The jet engines should be independent of FAR, but propellers need FAR API. You will find the game much more difficult, try build a plane that reaches Mach 3.5 at 20km altitude first (not a trivial task) Link to comment Share on other sites More sharing options...
Hodo Posted August 17, 2014 Share Posted August 17, 2014 The jet engines should be independent of FAR, but propellers need FAR API. You will find the game much more difficult, try build a plane that reaches Mach 3.5 at 20km altitude first (not a trivial task)To true.I managed to do it in my RO install a while ago the craft still works, but it is a long way from being a SSTO space plane. I think it topped out at just over mach 4. Link to comment Share on other sites More sharing options...
NathanKell Posted August 17, 2014 Share Posted August 17, 2014 (edited) On the Rework branch, I now have working integration of JSBSim prop code. Right now there are only a few propeller engines that work (the Packard V-1650-9 in particular is the best to try things with) but it's so awesome to finally have a Mustang that performs correctly. Edited August 21, 2014 by NathanKell Link to comment Share on other sites More sharing options...
Dr. Death Posted August 21, 2014 Share Posted August 21, 2014 I know that this question is too stupid and probably you already answered it, but the RAPIERs are giving me 0 thrust. Link to comment Share on other sites More sharing options...
NathanKell Posted August 21, 2014 Share Posted August 21, 2014 I don't recall it being asked or answered before, no worries. Do other AJE-enabled engines give you thrust? Do you have enough air intakes on your aircraft? Link to comment Share on other sites More sharing options...
Dr. Death Posted August 21, 2014 Share Posted August 21, 2014 it shouldn't matter the air intakes because this happens also with the closed circuit mode. It just happens with the RAPIER and i remember the previous posts about this mod about people complaining about the same thing, before 0.24 version, but it didn't happened to me previously. Link to comment Share on other sites More sharing options...
NathanKell Posted August 21, 2014 Share Posted August 21, 2014 Please do the following:Get your plane on the runway, start the engines, and right-click on the RAPIER so it shows the menu (and the 0 thrust). Then take a screenshot and post it. Link to comment Share on other sites More sharing options...
NoMrBond Posted August 21, 2014 Share Posted August 21, 2014 Could we get the F100 from here added? http://forum.kerbalspaceprogram.com/threads/66220-Bond-Aerotech-Shimmy-s-Throne-1-3-1-F100-jet-engine-Updated-15-AUG-14camlost is welcome to include the F100 with AJE, the 'afterburner' effect onset and pinch/open throttle animation was already set at 66.7% during development (as per NathanKell's request/suggestion)Perhaps this would allow the stock basic jet model (currently filling the F100 role) to be repurposed for another engine like the TF33-P-3?If there are any changes which are needed for the F100 to accommodate this, please let me know Link to comment Share on other sites More sharing options...
NathanKell Posted August 21, 2014 Share Posted August 21, 2014 (edited) Thanks so much!I do intend to support it, I've just been busy with props right now.Status update: I have some propellers working pretty much perfectly now! P-51H:I have the V-1650-9 with P-51H prop, the R-2800-18W with F4U-4 prop, the Mercury IX with Gladiator prop, the Merlin 46 with Spit V (I think) prop, the BMW IIIa with an approximation of the D.VII prop (modified from the Dr.I prop), the Liberty L-12 with my guess at an appropriate prop; the R-2600-7 with an appropriate prop (engine has issues in FAR though...), Griffon 101 with a tweaked 5-blade version of the P-51H prop.See this branch:https://github.com/NathanKell/AJE/tree/JSBProp Edited August 21, 2014 by NathanKell Link to comment Share on other sites More sharing options...
camlost Posted August 22, 2014 Author Share Posted August 22, 2014 Thanks so much!I do intend to support it, I've just been busy with props right now.Status update: I have some propellers working pretty much perfectly now! P-51H:http://i.imgur.com/kNS3k6Ml.jpgI have the V-1650-9 with P-51H prop, the R-2800-18W with F4U-4 prop, the Mercury IX with Gladiator prop, the Merlin 46 with Spit V (I think) prop, the BMW IIIa with an approximation of the D.VII prop (modified from the Dr.I prop), the Liberty L-12 with my guess at an appropriate prop; the R-2600-7 with an appropriate prop (engine has issues in FAR though...), Griffon 101 with a tweaked 5-blade version of the P-51H prop.See this branch:https://github.com/NathanKell/AJE/tree/JSBPropDid you copy the data from a FlighGear model? Seems a lot of work to make one. Anyway I thought about a simpler model and I may start working on it next week. Name it BJE Link to comment Share on other sites More sharing options...
NathanKell Posted August 22, 2014 Share Posted August 22, 2014 Hah! We were just discussing that in the FAR thread (under the name "Simple Jet Engines" but BJE is great, it even comes after A...).I actually used JavaProp to generated my own curves for some of the engines, since the JSBSim prop models used for FlightGear are (a) not common and ( poorly tuned since JSBSim greatly overestimates piston engine performance at altitude (notice how I had to turn the power coefficient *way* down for that prop, since it expects ~2500HP instead of the real 1800HP).The YASim prop model is *very* poor, at least for warbirds; I found it basically impossible to get correct performance out of it. Link to comment Share on other sites More sharing options...
Dr. Death Posted August 22, 2014 Share Posted August 22, 2014 Please do the following:Get your plane on the runway, start the engines, and right-click on the RAPIER so it shows the menu (and the 0 thrust). Then take a screenshot and post it.Not exactly 0 thrust, but still, the plane just wont move nor consume liquid fuel (if air breathing, if its on a closed cycle it will consume normal liquid fuel and oxy) Link to comment Share on other sites More sharing options...
camlost Posted August 22, 2014 Author Share Posted August 22, 2014 1. add more inlet so the inlet area reaches 100%.2. You still should be able to fly with 75kN. If you cannot move that's probably due to the landing gear, are you using B9 wheels without Firespitter.dll? Link to comment Share on other sites More sharing options...
Dr. Death Posted August 22, 2014 Share Posted August 22, 2014 1. add more inlet so the inlet area reaches 100%.2. You still should be able to fly with 75kN. If you cannot move that's probably due to the landing gear, are you using B9 wheels without Firespitter.dll?I never made it to work B9 at all, so i am not using it. Please explain how can i make the inlet reaches 100%. Link to comment Share on other sites More sharing options...
camlost Posted August 22, 2014 Author Share Posted August 22, 2014 I never made it to work B9 at all, so i am not using it. Please explain how can i make the inlet reaches 100%.Put more inlets, and install FS anyway Link to comment Share on other sites More sharing options...
Dr. Death Posted August 23, 2014 Share Posted August 23, 2014 (edited) Put more inlets, and install FS anywayFor some reason FS literally removes almost all the parts of the game, so i avoid itInlets should not do nothing, even using oxydizer the RAPIERs give thrust but they dont move. Edited August 23, 2014 by Dr. Death Link to comment Share on other sites More sharing options...
NathanKell Posted August 23, 2014 Share Posted August 23, 2014 Then you don't have it (or something) installed correctly. I would think, if FS did that, people would complain quite strongly. Therefore I'm guessing the issue isn't on Firespitter's end. Link to comment Share on other sites More sharing options...
Taverius Posted August 23, 2014 Share Posted August 23, 2014 You know there's no releases on the github page, right? Link to comment Share on other sites More sharing options...
NathanKell Posted August 23, 2014 Share Posted August 23, 2014 Yes. That's because you select "download zip" and then extract the AJE folder to gamedata. Like the bad and lazy man that I am, I'm including the dll in git. Link to comment Share on other sites More sharing options...
Dr. Death Posted August 24, 2014 Share Posted August 24, 2014 So my problem with RAPIERs is because i dont have FS, FS gives me a problem, and a mod is conflicting with FS. You are a mod and a mod-makers, do you know any conflict with firespitter that can make parts actually dissapear from the game? Link to comment Share on other sites More sharing options...
NathanKell Posted August 24, 2014 Share Posted August 24, 2014 No. That's a sign you don't have things installed correctly and/or don't have the right version. Make sure you download the most recent version of every mod, and make sure you install mods exactly as their READMEs / posts instruct you to. Link to comment Share on other sites More sharing options...
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