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


camlost

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Modular engine won't happen until Ferram's code regarding jet engines is available. Using NASA's code is not feasible.

On the idea of making engine nacelle/whatever part: feel free to do it yourself. Simply force yourself to use a Mk1 fuselage on every and each jet engine, and pretend that's whatever you want to call it. Forcing people to do something this gruesome without any change in gameplay is a bad idea.

Edited by camlost
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My folded electric propellers seem to work now, however, they are severely nerved in power (5 trust instead of 35) and range (the cooland works less than a few minutes)

I'm trying to understand the AJE config files, is there any documentation about how to tweak them?

@PART[FSpropellerFolding]:FOR[AJE]
{
@title=AJE Folding Electric Propeller
@description= 500 horsepower, consumes about 400 EC/s


MODULE
{
name=AJEPropeller
IspMultiplier = 1
useOxygen = false
r0 = 1.75
v0 = 230
omega0 = 50
rho0 = 1
power0 = 500
fine = 0.2
coarse = 5
omega = 1300
power = 520
gearratio = 1
turbo = 1
BSFC = 4.5e-5

propName = 81in2CS
}

}

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@FreeThink, If you want to understand, check out AJETester/CustomGuide.txt

That particular engine is not supported for a long time. Play with others first, that one is pretty useless believe me

@jrandom, that is because of FAR dependency, update it

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@FreeThink, If you want to understand, check out AJETester/CustomGuide.txt

That particular engine is not supported for a long time. Play with others first, that one is pretty useless believe me

@jrandom, that is because of FAR dependency, update it

I tried o modify everything but I get no change. I have come to the conclusion that AJE uses minimum values when something goes wrong when calculating trust.

For now I just disable AJE for Foldable Electric Propellers

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W00t! You added partial support for RetroFuture! Thanks so much for it! I know maintaining/expanding a mod is no small task ( I've done it before myself). So I appreciate any and all work :) I can't wait to go try out the new AJE parts!

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I've notice something really strange. Why is Argus As 014 configured as Nene Mk.250? Is that because AJE can't properly simulate a pulsejet? Also, what's the point of two Napier Sabres being included? They're nearly identical, there must be a better match for one of those.

Edited by Guest
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Well, they look quite different to me... Perhaps this also has to do with the fact piston engines are mostly hidden under a fairing.

It's a shame AJE can't simulate pulsejets. RF has another nice VTOL pulsejet (the PETA) based on an actual Boeing concept. It's interesting because of instant throttle response, unlike conventional jet engines. Well, it would be nice if AJE could simulate that someday.

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Out of curiosity, has anyone built a functioning SSTO with a decent payload fraction with this mod and and RSS/6.4x - or is it just not possible at all?

Give me a few days; having a bash at it now.

I am finding AJE a much greater impediment than RSS, BTW. Upscaling is just a matter of more fuel, but thirsty jets and overheating intakes require a complete revision of flight tactics

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I am finding AJE a much greater impediment than RSS, BTW. Upscaling is just a matter of more fuel, but thirsty jets and overheating intakes require a complete revision of flight tactics

Absolutely. Those old B9 Sabres could go on for ages on liquidfuel, but now i can barely reach suborbital trajectories with them. Also, i have never had as many parts explode during ascent as in the last two days :D

I am almost at the point of "too much realism", but my pride wont quite let me go of it yet ._.

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I wonder what are the options in a 6.4x rescale game?

Normal jet engines go to Mach 3.5 at most. That seems way to slow consider that you need 7 km/s dv. So one has to use Sabres or Rapiers which go to Mach 5, right?

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On parts exploding, that's something to be discussed about DRE. I've made a SSTO with B9 Sabre that looks like the Skylon, in RSS. The key is to use light materials for the fueslage from Procedural parts. However, PP and pWings don't have heat shield, so DRE had to be disabled.

Besides, DRE's algorithm is not really 'realism'. It uses the stock raycast and was tweaked to a level not too hard, for pods. For spaceplanes however, some questions remain, for example why does the wingtip always heat up much faster than the root?

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So i read that there are also ramjet configs, which require TV Aerospace.

That's why i suggest that you show the full feature set of AJE using only stock as much as possible. Doesn't matter if it's all the same models. I guess they can be retextured to help tell the various engines apart. So what is missing are a Ramjet and a non-afterburning high bypass turbojet, i suppose. Props are a more complex issue so i don't mind.

Oh btw. Are there functioning configs for electric propeller engines around at all?

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So i read that there are also ramjet configs, which require TV Aerospace.

That's why i suggest that you show the full feature set of AJE using only stock as much as possible. Doesn't matter if it's all the same models. I guess they can be retextured to help tell the various engines apart. So what is missing are a Ramjet and a non-afterburning high bypass turbojet, i suppose. Props are a more complex issue so i don't mind.

Oh btw. Are there functioning configs for electric propeller engines around at all?

I'd endorse this. A bunch of different jets would be lovely, but I'm not going to download half a dozen mods to get them. AJE would have much stronger appeal if it included a good engine variety within itself.

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Many of the non stock air inlets are giving me problems. THey are chooking the trust of my jet engines making it impossible to take off. How to fix it?

Are you getting any thrust at all? Which intakes are you talking about?

Could be two reasons:

First the intake area could be too small to match the engine requirement for intake air, giving some thrust but not enough.

Second and most probable due to your description; the intake lacks the module "AJEInlet" in the part cfg resulting in no intake air at all.

The fix is simple: Add AJEInlet via a MM patch. Decide of you want the intake to be optimized for subsonic, transsonic or supersonic speed. Or even make it an adjustable ram inlet. Then match the intake area to another similairly sized intake to keep it balanced. Maybe adjust weight and add tweakscale while you are at it too :)

If you post the part cfg for an intake, I can provide an example of how to do it. (Or if you're familiar with MM patches, just take a look at one of the cfgs in GameData/AJE/Inlets and figure it out yourself)

Edited by ThorBeorn
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I had deleted these engines out of the pack because they were full of bugs. I see you corrected one of them, but any ideas why they show up like this? Keep in mind the J58, the actual replacement and not one of the added engines, works perfectly fine. It's only the 'duplicates' that have troubles like this. If it's not obvious from the picture, I'm at 0 thrust because the engines are not on yet they have no sound and they always output the same smoke trail and engine effect:

2BD114CAFD34137CAA4C44B3ECE731C836525A9A

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I've run into that problem before; an old version of DERP had a funky RealChute MM config and it also happened when I tried adding a MODULE[ModuleFuelTanks] to the engine/tank combo in Near Future.

I /think/ the problem is ModuleManager being funky with engines and general animated parts, but I could be wrong.

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