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


camlost

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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?

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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.

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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. :)

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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 = NK12TurboProp
module = Part
author = auth

// --- asset parameters ---
mesh = model.mu
scale = 1.0
rescaleFactor = 2.5

// --- node definitions ---

//node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
node_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, power
fx_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 = disengage
sound_explosion_low = flameout

// --- editor parameters ---
TechRequired = highAltitudeFlight
cost = 950
category = Propulsion
subcategory = 0
title = Kuznetsov NK-12
manufacturer = VT
description = An extremely powerful turboprop engine

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,1,1,1

// --- standard part parameters ---
mass = 2.9
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
breakingForce = 200
breakingTorque = 200
crashTolerance = 15
maxTemp = 3600
fuelCrossFeed = True

MODULE
{
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 throttle

MODULE
{
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 by Genius Evil
Code tag was missing a character.
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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. :)

RJ9D5Mr.jpg

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@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
}

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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.)

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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.

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I'd like to direct your attention to this: http://forum.kerbalspaceprogram.com/threads/84054-v-25-RetroFuture-v1-6-2-TBT-Jets

It 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.

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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.

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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.

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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?

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