camlost Posted October 20, 2014 Author Share Posted October 20, 2014 1. That was the result of vintage cfg2. The real engines are those sizes. You can use Procedural Parts at least3. The historical jets are extras, and for the fun, they're not configured for the tech tree. You can totally ignore them. Or, anyone is welcome to contribute to add some tech tree config.4. The justification is that the original parts has ~180kN thrust, which is closer to CF6 really. And also the CF6 was one of the defaults from NASA EngineSim. But, I can totally add a CF34 using MM 2.0The stock way simply cannot be patched by adjusting curves, it needs an overhaul. There's no reason why NEARFuels is not working. Link to comment Share on other sites More sharing options...
NathanKell Posted October 20, 2014 Share Posted October 20, 2014 The engines I added were indeed geared towards people making interesting historical (or pseudo-historical) aircraft, rather than playing KSP in career mode (where you don't get anything plane related until after *orbiting*...) Link to comment Share on other sites More sharing options...
blowfish Posted October 21, 2014 Share Posted October 21, 2014 (edited) Alright, I'll buy that reasoning on 2 and 3 . But could you elaborate on 1 and 4? B9 sets the SABRE's ISP at 385s, and I know it was different in the past but I don't think anyone is using older versions anymore. The last time I checked (this morning) it's still 460s in the AJE repository. EDIT: Not sure what I was looking at but it clearly wasn't the most recent version.Re: 4 - I think the CF34 would still be useful. There are a lot of KSP-sized designs which simply don't have enough under-wing clearance for anything bigger. Edited October 21, 2014 by blowfish Link to comment Share on other sites More sharing options...
Hyomoto Posted October 21, 2014 Share Posted October 21, 2014 (edited) The latest causes all parts to disappear when I load the game. I deleted the parts folder thanks to the KSP.log coming up with this:[LOG 16:02:05.748] PartLoader: Compiling Part 'AJE/Parts/Jets/AvonRA7R114/B9_Engine_Jet_Turbojet_RRAvon'[LOG 16:02:05.799] EffectList: Created 12 effect types[LOG 16:02:05.821] Kerosene not found in resource database. Propellant Setup has failed.[EXC 16:02:05.822] NullReferenceException: Object reference not set to an instance of an object ModuleEnginesFX.SetupPropellant () ModuleEnginesFX.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PartLoader:StartLoad() :MoveNext()Turns out this happens too. The center of mass on these engines is COMPLETELY out of whack. It seems like every B9 turbojet is completely out of range, even the small ones.Also, you might want to make a note on the front page: DO NOT USE AJE WITH KIDS! It basically ramps up the performance of every engine to some level of insanity. You can easily hit mach 3 under 1000m, you'll make it off the runway doing Mach 1 with just a regular 80 thrust turbofan. Coincidentally it also means you can easily get up to 15km+ and maintain those speeds. Question, however, are there any engines for high altitudes? Something that isn't quite a space plane like the RAPIER, but can go above 15km? Edited October 22, 2014 by Hyomoto Link to comment Share on other sites More sharing options...
camlost Posted October 22, 2014 Author Share Posted October 22, 2014 The latest causes all parts to disappear when I load the game. I deleted the parts folder thanks to the KSP.log coming up with this:[LOG 16:02:05.748] PartLoader: Compiling Part 'AJE/Parts/Jets/AvonRA7R114/B9_Engine_Jet_Turbojet_RRAvon'[LOG 16:02:05.799] EffectList: Created 12 effect types[LOG 16:02:05.821] Kerosene not found in resource database. Propellant Setup has failed.[EXC 16:02:05.822] NullReferenceException: Object reference not set to an instance of an object ModuleEnginesFX.SetupPropellant () ModuleEnginesFX.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PartLoader:StartLoad() :MoveNext()Turns out this happens too. The center of mass on these engines is COMPLETELY out of whack. It seems like every B9 turbojet is completely out of range, even the small ones.http://i109.photobucket.com/albums/n48/Hyomoto/2014-10-21_00004_zpsfc565b09.jpg~originalhttp://i109.photobucket.com/albums/n48/Hyomoto/2014-10-21_00005_zpsff0585bf.jpg~originalAlso, you might want to make a note on the front page: DO NOT USE AJE WITH KIDS! It basically ramps up the performance of every engine to some level of insanity. You can easily hit mach 3 under 1000m, you'll make it off the runway doing Mach 1 with just a regular 80 thrust turbofan. Coincidentally it also means you can easily get up to 15km+ and maintain those speeds. Question, however, are there any engines for high altitudes? Something that isn't quite a space plane like the RAPIER, but can go above 15km?That error is a simple fix, however, out of hundreds of people and months of flying, you're the first one to complain that the engines are too strong. If you find the thrust/fuel consumption of a certain engine is incorrect at a certain speed and altitude, do shoot me numbers. Other than that, your plane going too fast/too slow /too high/too low is none of my business Link to comment Share on other sites More sharing options...
jrandom Posted October 22, 2014 Share Posted October 22, 2014 Engines are too strong?? AHHAHAHAHA... uh... cough... I think that means you need to build bigger planes. Link to comment Share on other sites More sharing options...
Hyomoto Posted October 22, 2014 Share Posted October 22, 2014 (edited) That error is a simple fix, however, out of hundreds of people and months of flying, you're the first one to complain that the engines are too strong. If you find the thrust/fuel consumption of a certain engine is incorrect at a certain speed and altitude, do shoot me numbers. Other than that, your plane going too fast/too slow /too high/too low is none of my businessWhat are you talking about too strong? I said don't use AJE with KIDS. That's the Kerbal ISP Difficulty Scaler. It has an option, 'Scale thrust with ISP' and it breaks AJE pretty badly. Hence the, 'might want to make a note' part of my comment. Edited October 22, 2014 by Hyomoto Link to comment Share on other sites More sharing options...
theonegalen Posted October 22, 2014 Share Posted October 22, 2014 I was using AJE with KIDS. I didn't feel the engines were especially overpowered, but I might try it without too. Link to comment Share on other sites More sharing options...
Hyomoto Posted October 22, 2014 Share Posted October 22, 2014 Would you care to share what preset or settings you are using? I was using FAR to Real Life, but I also tried just Thrust scales with ISP on the default. You can overheat your engine at 5% throttle, so your mileage is clearly varying. Link to comment Share on other sites More sharing options...
barcharcraz Posted October 22, 2014 Share Posted October 22, 2014 I have heard people speak of a ramjet engine in this pack but I can not find it. The closest seems to be the J58 which is not really a pure ramjet, more of a turbo-ramjet. Is there a mod I need to install? Link to comment Share on other sites More sharing options...
jrandom Posted October 22, 2014 Share Posted October 22, 2014 I have heard people speak of a ramjet engine in this pack but I can not find it. The closest seems to be the J58 which is not really a pure ramjet, more of a turbo-ramjet. Is there a mod I need to install?The ramjet was in some other parts pack. I can't remember the name and so don't have a ramjet yet either. NathanKell once had a nice setup for a Vulcan combo turbojet/ramjet (based on a theoretical British engine, I think), but I don't think it works with the latest setup. Link to comment Share on other sites More sharing options...
Kalista Posted October 22, 2014 Share Posted October 22, 2014 I keep running into an issue with this mod with version 1.6.2 where on game load it constantly hangs on loading the rapier engine and refuses to go any further. Removing AJE solves the problem and the game loads fine ( 1.6.1 also will load fine ).Output Log Link to comment Share on other sites More sharing options...
NathanKell Posted October 22, 2014 Share Posted October 22, 2014 The ramjet is from Taverio's Pizza and Aerospace.The VULCAN is a config in RftS for NoMrBond's MACE engine. Link to comment Share on other sites More sharing options...
jrandom Posted October 22, 2014 Share Posted October 22, 2014 If I remember correctly, the last time I tried the VULCAN it had a CoM placement issue. I'll try it again tonight to confirm. Link to comment Share on other sites More sharing options...
NathanKell Posted October 22, 2014 Share Posted October 22, 2014 RftS isn't really updated yet, sorry Link to comment Share on other sites More sharing options...
theonegalen Posted October 22, 2014 Share Posted October 22, 2014 Would you care to share what preset or settings you are using? I was using FAR to Real Life, but I also tried just Thrust scales with ISP on the default. You can overheat your engine at 5% throttle, so your mileage is clearly varying.I'm using a custom config, 0.68atm to 1.00vac, and thrust varying with specific impulse. Link to comment Share on other sites More sharing options...
DaMichel Posted October 23, 2014 Share Posted October 23, 2014 (edited) I finally tried AJE. Still possible to build crazy planes i guess. Which is good. So it looks like it will be on my sensible-must-have-realism list But i found some odd issues with 1.6.2:* The 747 engine doesn't produce any thrust. No idea what is wrong. I even tried to give it additional intakes but still no luck.* Small engine nacelle needs attach node adjustments.* The extra engines the part folder don't play well with B9. For some reason no part show up at all if i have B9 + these engines installed. Removing either B9 or the engines fixes the problem.Stock engine configs seem to work perfectly. I still have to test other B9 engines. Here is an output_log.txt if you like. https://www.dropbox.com/s/r55fnx8ng249qhp/output_log.txt?dl=0 I cannot see anything wrong there. And i'm pretty sure i have everything up to date, too. Edited October 23, 2014 by DaMichel Link to comment Share on other sites More sharing options...
dreadicon Posted October 23, 2014 Share Posted October 23, 2014 Any chance we could get support/configs for the cool engines that come with Karbonite? Specifically the Propfan it has. The thing just looks awesome, and the actual aerodynamics behind it are pretty cool too.On a side note, and maybe it's because I have been delaying 0.25 update on my main game for reasons, but I have been finding mach 4+ for extended periods to be nigh impossible due to parts on my craft exploding/overheating. Even in the last layer of the atmosphere (less than 0.001 fractional sea level by FAR's count). By extended periods, I mean 15-20 minutes (typically around 10 minutes or less mission time). It's not even the engines; it's the wings (procedural), parachutes (realchute), and other random parts. They reach 1400+ degrees, catch fire, and burn up. Am I doing something wrong?Side note: I know that irl, this is avoidable, because the X-51 was able to achieve mach 5.1 for 3 minutes, and likely had been at mach 4+ for at least 7-10 minutes. On top of that, it was in much denser atmosphere. I know it takes special materials and engineering, and might not be practical right this moment, but engineering is making steady headway. I like KSP not just for what we already can do, but what we COULD do, if technologies that are in the prototype phase now made it to reality.Finally, thanks so much for AJE! It's one of my must-have mods! Link to comment Share on other sites More sharing options...
camlost Posted October 24, 2014 Author Share Posted October 24, 2014 @DaMichael, I think I forgot to add inlet module to some engines, should be a quick fix@dreadicon, you should post this to DRE if it's not engines overheating. I'm also curious which engine enables Mach 4+ flight for extended period. Link to comment Share on other sites More sharing options...
jrandom Posted October 24, 2014 Share Posted October 24, 2014 @DaMichael, I think I forgot to add inlet module to some engines, should be a quick fix@dreadicon, you should post this to DRE if it's not engines overheating. I'm also curious which engine enables Mach 4+ flight for extended period.It's the stock-looking one near the end of the propulsion tab. Overheats past Mach 4.1, but can fly Mach 4 for extended periods at 26km (RSS, don't remember the stock altitude equivalent) or so. Link to comment Share on other sites More sharing options...
NathanKell Posted October 24, 2014 Share Posted October 24, 2014 J58, I presume; Its "official" record is M3.5 I believe, but most people think that's not the actual limit. Link to comment Share on other sites More sharing options...
dreadicon Posted October 24, 2014 Share Posted October 24, 2014 Ah, that is an excellent point; not sure why I thought it was appropriate to post here...In regards to the IRL engine though, actually, the engine only ran for 6 minutes, and I was referring to the X-51, not the J58. Yes, it's a prototype, but like I said, I love the near-future possibilities so I can not just play with what's out there now, but to play with what we have a solid chance of using in the next decade or two. The prototype was accelerated over mach 4 by a rocket, after which the X-51's SCRAM Jet engine took over. "the X-51 completed a flight of over six minutes and reached speeds of over Mach 5 for 210 seconds on 1 May 2013 for the longest duration hypersonic flight."I still wish we had SCRAM Jet engines, but ah well. Link to comment Share on other sites More sharing options...
Guest Posted October 24, 2014 Share Posted October 24, 2014 (edited) Can AJE simulate a pulsejet engine? Retro Future already has one, and is developing another. It'd be great if engines from RF could be implemented in AJE. Those are mostly propeller ones, but it's got some interesting jets (including the Jumo 004 and the pulsejets), too.For props, here's my proposition:UHB Props: Progress D-27LeBaron Radial 16: http://en.wikipedia.org/wiki/Zoche_aero-diesel These are the only actual radial engines with an even number of cylinders. Dual-mounted Zoche Radial 8.Mislyn: RR Merlin.JeyTew: Continental IV-1430BrickTop: DB-605RD-10: Dual-mounted Bristol Titan (there are no real 10 cylinder radials).PWR185p: Either GE-36 UDF, or a fictional design. There's nothing quite like it in existence. Edited October 24, 2014 by Guest Link to comment Share on other sites More sharing options...
blowfish Posted October 28, 2014 Share Posted October 28, 2014 Hey camlost, I'm having trouble reaching Mach 5 with the B9 SABREs. The thrust seems to drop off rather steeply even as low as Mach 2, making it very difficult to accelerate. Now, on any other engine I wouldn't think twice about this, but the best data I can find on the SABRE (xls file) suggests that this shouldn't be the case. Is there something I'm not accounting for and I just need more thrust, or are the engines loosing thrust faster than they should?Also, I'm getting nonzero thrust even with zero throttle (still a few kN after a few minutes) - is that caused by AJE? Link to comment Share on other sites More sharing options...
camlost Posted October 28, 2014 Author Share Posted October 28, 2014 1. The thrust always depends on speed and altitude at the same time. They all 'lose' thrust when you climb up. I don't think the SABRE loses thrust over M2 in level flight2. By default the engines have a 3% idle thrust Link to comment Share on other sites More sharing options...
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