jrandom Posted October 15, 2014 Share Posted October 15, 2014 I have, I panicked because I got lost between the piles of parts and removed it again. With the OpenGL trick, my new snazzy part sorter and a stock look that has grown towards B9 I might have another go I could always just install the engines.What's the OpenGL trick? Link to comment Share on other sites More sharing options...
Camacha Posted October 15, 2014 Share Posted October 15, 2014 What's the OpenGL trick?Making a shortcut with the proper command line flags will start KSP in OpenGL mode, severely reducing the memory footprint. Link to comment Share on other sites More sharing options...
theonegalen Posted October 15, 2014 Share Posted October 15, 2014 http://www.jet-engine.net/miltfspec.html is good for military turbojets/turbofans.Yeah, I looked there and found bypass ratios and such already, but still have no idea how to find the area of core. Is it like the cross-sectional area of the engine? Thanks for the help, btw. Link to comment Share on other sites More sharing options...
NathanKell Posted October 15, 2014 Share Posted October 15, 2014 If you get everything else right, scale acore until static thrust matches documented static thrust.Note that you may also need to use the afterburner SFC multiplier to get wet SFC to match documented wet SFC if you have dry SFC already matched; EngineSim appears to underestimate SFC wet. Link to comment Share on other sites More sharing options...
theonegalen Posted October 15, 2014 Share Posted October 15, 2014 If you get everything else right, scale acore until static thrust matches documented static thrust.Note that you may also need to use the afterburner SFC multiplier to get wet SFC to match documented wet SFC if you have dry SFC already matched; EngineSim appears to underestimate SFC wet.Gotcha, thanks. Link to comment Share on other sites More sharing options...
Genius Evil Posted October 16, 2014 Share Posted October 16, 2014 (edited) I've created a new turboprop engine. It performs as expected, until it reaches 400m altitude: the thrust instantly drops to 0kN, and instantly returns to normal below 200m. Fuel consumption is not affected, no flame-out is registered; only the thrust is affected. Here's the text from the cfg.PART{ // --- general parameters ---name = NK12TurboPropmodule = Partauthor = auth// --- asset parameters ---mesh = model.muscale = 1.0rescaleFactor = 2.5// --- node definitions ---//node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0node_attach = 0.0, -0.43, -0.20, 0.0, 0.0, 1.0// --- FX definitions ---//fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power//fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---//sound_fspropstart.wav = engage//sound_fspropidle.wav = power//sound_fscoptermain.wav = power//sound_jet_deep = running//sound_vent_soft = disengagesound_explosion_low = flameout// --- editor parameters ---TechRequired = highAltitudeFlightcost = 950category = Propulsionsubcategory = 0title = Kuznetsov NK-12manufacturer = VTdescription = An extremely powerful turboprop engine// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,1,1,1// --- standard part parameters ---mass = 2.9dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2breakingForce = 200breakingTorque = 200crashTolerance = 15maxTemp = 3600fuelCrossFeed = TrueMODULE{ name = FSengineSounds engage = Firespitter/Sounds/sound_fspropstart //running = power = Firespitter/Sounds/sound_fscoptermain //disengage = //flameout = //warning = Firespitter/Sounds/sound_fsheatDing powerPitchBase = 1.0 thrustAddedToPitch = 0.5 powerFadeInSpeed = 0.005 powerFadeInDelay = 0.5 powerLowerThreshold = 0.0 powerVolume = 2.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync}MODULE { name=AJEPropeller IspMultiplier = 1 useOxygen = true r0 = 3.2 v0 =382 omega0 = 700 rho0 = 0.55 power0 = 9000 fine = 0.2 coarse = 5 omega = 850 power = 14700 gearratio = 1 turbo = 1 BSFC = 6.1e-8 exhaustThrust = 20 contra = 1 } MODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 300 useEngineResponseTime = True engineAccelerationSpeed = 5.0 engineDecelerationSpeed = 5.0 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 500 key = 0.45 1200 key = 1 2000 } velocityCurve { key = 500 0 0 0 key = 425 0.2 0 0 key = 0 1 0 0 }}MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 }}//---- Integrated air intake (based on Kethane engine)MODULE{ name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.07 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake }RESOURCE{ name = IntakeAir amount = 0 maxAmount = 15.0}//---- Deployable air scoop responding to the throttleMODULE{ name = FSplanePropellerSpinner propellerName = propeller rotationSpeed = 0 //150 thrustRPM = 150 windmillRPM = 0.1 spinUpTime = 12.0 useRotorDiscSwap = 0 rotorDiscFadeInStart = 0.95 rotorDiscFadeInEnd = 0.95 rotorDiscSpeed = 30 rotorDiscName = disc blade1 = blade1 blade2 = blade2 blade3 = blade3}MODULE{ name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 0}MODULE{ name = FSengineHandCrank}MODULE{ name = FSslowtato rotatorName = fanHolder rotationSpeed = 5.0 rotationAxis = 0.0, 0.0, 1.0 keyPlus = page up keyMinus = page down useKeys = False}// PART END}I copied the firespitter turboprop, then added the AJEPropellor module, imitating the changes AJE makes. Any idea why it suddenly fails? Edited October 16, 2014 by Genius Evil Code tag was missing a character. Link to comment Share on other sites More sharing options...
jrandom Posted October 16, 2014 Share Posted October 16, 2014 Apparently the shock cone intake got renamed? Anyhow, I was instructed to give you a heads-up:This darned intake was why I though intakes were broken. I am a moron for not trying the other ones sooner. Link to comment Share on other sites More sharing options...
jrandom Posted October 16, 2014 Share Posted October 16, 2014 I will also in no way be sad if the new Mk1 fuselage intake gets support at some point. Link to comment Share on other sites More sharing options...
camlost Posted October 16, 2014 Author Share Posted October 16, 2014 @Genius Evil, I can confirm that, seems a bug in the code. I think AJE will switch to JSBSim soon, so I won't be debugging that. Meanwhile, something like this should work for now. MODULE { name=AJEPropeller IspMultiplier = 1 useOxygen = true r0 = 2.8 v0 = 300 omega0 = 920 rho0 = 1.2 power0 = 4500 fine = 0.2 coarse = 5 exhaustThrust = 0.4 displacement = 8000 compression = 5 omega = 1020 power = 5565 gearratio = 1 BSFC = 8.47e-8 coolerEffic = 0 coolerMin = -200 ramAir = 0 boost0 = 0 rated0 = 0 boost1 = 0 rated1 = 0 cost1 = 0 switchAlt = 40000 wastegateMP = 29.921 } Link to comment Share on other sites More sharing options...
camlost Posted October 16, 2014 Author Share Posted October 16, 2014 I will also in no way be sad if the new Mk1 fuselage intake gets support at some point. http://i.imgur.com/n1IP4Tk.jpgThat one is ridiculously small, what do you think the intake area can be? Link to comment Share on other sites More sharing options...
jrandom Posted October 16, 2014 Share Posted October 16, 2014 That one is ridiculously small, what do you think the intake area can be?I uh... well it... contains spacewarping properties and is bigger on the inside?...(You have an excellent point. It's such a pretty part!... but I'll concede to reality. That's like... 0.05 square meters or something.) Link to comment Share on other sites More sharing options...
NathanKell Posted October 16, 2014 Share Posted October 16, 2014 That intake is as large as the ones on many early jets though. Consider the chin intakes (or wing root intakes) many early jets had, though in pairs. Link to comment Share on other sites More sharing options...
camlost Posted October 16, 2014 Author Share Posted October 16, 2014 @NathanKell,If I use JSBSim , and set ramAir=1 with no super/turbo chargers, wouldn't it be kind of like a turboprop? Link to comment Share on other sites More sharing options...
NathanKell Posted October 16, 2014 Share Posted October 16, 2014 First, that's not really JSBSim for the engine, that's a little bit of YASim left, overlayed with a couple methods from JSBSim, and then about 50% entirely new code :](The prop code *is* 90% JSBSim; the engine code is a goodly amount mine)You'd actually do best to convert thrust from EngineSim to shaft horsepower via an efficiency function (i.e. model the turbine part of the turboprop). You're not going to get anything like turboprop performance if you model it as a piston engine, even one that uses dynamic pressure as its ambient pressure (what ram air = 100% does). The horsepower-altitude-speed graph will be very different. Link to comment Share on other sites More sharing options...
Genius Evil Posted October 16, 2014 Share Posted October 16, 2014 @Camlost,Thanks for confirming that. I'll try to work around it. Link to comment Share on other sites More sharing options...
Guest Posted October 16, 2014 Share Posted October 16, 2014 I'd like to direct your attention to this: http://forum.kerbalspaceprogram.com/threads/84054-v-25-RetroFuture-v1-6-2-TBT-JetsIt has a Junkers Jumo replica and an early Sanger ramjet, as well as an advanced, TVC-capable jet engine. It also has a really great variety of propeller engines.BTW, I'm somewhat lost on what to do with the vectoring jet engines, particularly a podded turbofan from Baha and the jet from RF. They have a futuristic look and are really nice engines, but they have no real counterparts, not even proposed ones (that I know of). Exactly two aircraft engines have this kind of TVC IRL, and that's F119 and AL-41F1, both of which are already represented in AJE (not to mention look nothing like either of those two). I'd imagine Baha pod to be a low-speed vectored turbofan (useful, for example, for a fictional A-10 successor) and the RF one to be an advanced fighter engine. Link to comment Share on other sites More sharing options...
camlost Posted October 16, 2014 Author Share Posted October 16, 2014 Why would a future A-10, which uses a high-bypass turbofan without afterburner BTW, need vectoring? Link to comment Share on other sites More sharing options...
Guest Posted October 16, 2014 Share Posted October 16, 2014 For post-stall maneuverability and (very limited) dogfighting capabilities. I'd imagine this engine as a sort-of "mid-bypass" turbofan model, with good low speed characteristics, but also capable of going near (or even beyond) Mach 1. Link to comment Share on other sites More sharing options...
Hyomoto Posted October 19, 2014 Share Posted October 19, 2014 The parts MK1IntakeFuselage, radialEngineBody and nacelleBody do not have inlet configurations. I wanted to throw together a quick patch but I'm not really sure what the intake numbers mean and I didn't see anything under AJE Tester. Link to comment Share on other sites More sharing options...
NathanKell Posted October 19, 2014 Share Posted October 19, 2014 area is the square feet area of the intake. The curve is for pressure recovery; the latter two should be pitot intakes and the former maybe a supersonic inlet or DSI. Link to comment Share on other sites More sharing options...
Camacha Posted October 20, 2014 Share Posted October 20, 2014 area is the square feet area of the intake.So, imperial? That's good to know. Link to comment Share on other sites More sharing options...
Jagzeplin Posted October 20, 2014 Share Posted October 20, 2014 (edited) so exactly how would one configure the rapier and sabre engine file as mentioned on the OP since im not using realfuels? Edited October 20, 2014 by Jagzeplin Link to comment Share on other sites More sharing options...
camlost Posted October 20, 2014 Author Share Posted October 20, 2014 so exactly how would one configure the rapier and sabre engine file as mentioned on the OP since im not using realfuels?Start KSP and play it. Link to comment Share on other sites More sharing options...
Jagzeplin Posted October 20, 2014 Share Posted October 20, 2014 oh. i see OP was changed to reflect that. thanks for clearing that up Link to comment Share on other sites More sharing options...
blowfish Posted October 20, 2014 Share Posted October 20, 2014 Hey camlost, would it be possible to ask for better non-RF balance? I realize that AJE works ok without it, but a number of of aspects of the mod seem to be designed around RF (and maybe TweakScale) in a way which makes it difficult to play without. Here are some of the difficulties I've encountered:Setting the B9 SABRE's rocket-mode ISP to 460s makes sense if you're comparing it to real-world engines, but it makes it quite OP compared to stock engines.It's difficult to find a use for the engines which don't follow KSP's usual size grid (0.625m, 1.25m, ...) without something like TweakScale to also rescale the parts they attach to.Likewise, I'm having trouble finding a use for all of the historic jets which are added. Maybe they make more sense with RF's tech tree (though I can't find any references to it in the CFGs), but particularly since they all cost the same and unlock at the same time in career mode, I can't quite see how they should be used.What's the justification for replacing B9's CF34 with the CF6? Both are useful engines, but the CF6 is too large to fit under the wings of even many of the largest planes that can be built with KSP. Perhaps this could be split into a separate engine?Of course, there's no reason you have to fix any of this, but I'd really like to use AJE . The way jet engines work in stock really doesn't make that much sense and while some things can be done to fix it (e.g. agressive velocity curves) it still seems a bit off.As a side note, I've been considering trying NEARFuels at some point. Does AJE work with it? Link to comment Share on other sites More sharing options...
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