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


camlost

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@camlost: the way "Turbofan Jet"/CR2-Ramjet works is confusing, AFAIU, it shouldn't work on launch as opposite to its stock counterpart, but only when speed is >= mach 0.3, that's correct ?

Cause for now, it just say "kerosene deprived" as the flame-out explanation :huh: I completely forgot this tiny words on the contract (> mach 0.3) and ready to kick it a lot to make it start :).

And IMHO, kerosene consumption may be realistic but KSP is not, so it makes plane building quite harder unless using RATO style with rocket/booster drop (to avoid to have a too heavier plane which will never take-off)

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Use the 1.1 preview version. Ramjet are supposed to be hard.

It's what I've used for the test, to be sure, I have overwrite all files with 1.1pre, it's not hard here it's more than McLane can bear in an entire life of dying harder :cool:, the turbofan became seriously useless, before, a pair of them can throw a light enough craft over 1000 m/s easily, with your CR2 Ramjet on the other hand, kerbal's "jet fighters" become easy targets (at 100% throttle, just below 10000 m, I got 13.4 kN, with tow turbofans in afterburner, the "plane" only fly at 186 m/s with a very low up speed).

Planes are now as slow as bureaucracy :huh: Jeb will get back to his rockets :).

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Welcome to the fact that KSP jets use gold-pressed unobtanium as fuel, and magic fairy dust for thrust.

Note that the "turbofan" engine is now the engine the F-16 and F-15 use--so if you're not getting Mach 2 performance, it's your craft design, not the engines.

You understand that 1000m/s is, like, Mach 3.5, right? SR-71 speed?

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Welcome to the fact that KSP jets use gold-pressed unobtanium as fuel, and magic fairy dust for thrust.

Note that the "turbofan" engine is now the engine the F-16 and F-15 use--so if you're not getting Mach 2 performance, it's your craft design, not the engines.

You understand that 1000m/s is, like, Mach 3.5, right? SR-71 speed?

Oh my rocket ! It was so cool to have magic fairy dust to lift us from the ground :cool:

I never do the conversion like this but yes, I do realize 1000 m/s is quite a speed (I used to use knots in aircraft before).

And yes now we have a "classic" jet fighter engine, but we don't have everything which goes around matching its "almost" accuracy.

(almost cause KSP is greatly limited in term of engine/fuel simulation so even with the exact same specs, the physics are not the same, so the final behaviour will not be the same)

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Then how come I don't get the same problem? I'm using mostly engines older and less capable than the F100, and I easily reach Mach 2-2.5. (Note, of course, that the F100 *is* optimized for somewhat lower speeds; earlier jets are better for Mach 2+ speeds.)

JaGGegil.jpg

A MiG-21F, nearly Mach 2 at sea level.

Fairey Delta II (with a single EE Lightning's Avon rather than the early, no-reheat version), Mach 2.5 at altitude.

ZNzuoLGl.jpg

A traditional-planform version, M2+ at sea level.

PPV50xcl.jpg

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Then how come I don't get the same problem? I'm using mostly engines older and less capable than the F100, and I easily reach Mach 2-2.5. (Note, of course, that the F100 *is* optimized for somewhat lower speeds; earlier jets are better for Mach 2+ speeds.)

A MiG-21F, nearly Mach 2 at sea level.

A traditional-planform version, M2+ at sea level.

http://i.imgur.com/PPV50xcl.jpg

Funny looking at your crafts FAR data, it has very close stats as my test craft did in RO+AJE. Yet I had far more problems with AJE then you.

Javascript is disabled. View full album

Like in this album, these two craft are different, one is more closely modeled after the SR-71 design, which should work fine, but it doesnt, and the other is modeled after a Delta Dart/Mirage.

Edited by Hodo
LOL it helps to actually post the album.
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@Kerbin Justice,

First of all I'm no sure which one are you referring to by "turbofan". The two stock engines are, as of v1.1

1) F-100, which is capable of ~M1.5 flight, 2) J58, which is capable of M3.5+

I also believe FAR is also *quite* realistic, as a result, the combination of FAR and AJE should give you quite reasonable aircraft performance. Has it made the game harder? Definitely. For example because of the bug in fuel flow calculation, players used to be able to build something with TWR=4 and don't care. But AJE will burn its fuel withing seconds.

Proof that J58 is totally capable of 1000m/s

Javascript is disabled. View full album
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This mod is amzing, have some +rep camlost :)

@Hodo

Totally unrelated, but whenever my brain reads this, it autocompletes it to Hodor... stupid brain :D

Same here.

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This mod is amzing, have some +rep camlost :)

@Hodo

Totally unrelated, but whenever my brain reads this, it autocompletes it to Hodor... stupid brain :D

I hate that, because my name predates that character from that book by about a few hundred if not a thousand years.

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I hate that, because my name predates that character from that book by about a few hundred if not a thousand years.

Yeah I can understand that feeling :D But I read the books before I saw your name so.. Anyway I guess we just don't mention it anymore as it doesn't belong here anyway...

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Ok stupid question

1 where is the change log for 1.1?

2 where can I downloads it :)?

But on an other note...

All my planes do great... I have learned however that gaining speed before alt is a must.

And that if done right the saber can reach Mach 5 at sea level:) anyone need to get to Konden in 5 minutes?

Edited by Tidus Klein
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camlost, KSP hangs (as does AJE tester, at high mach scrubbing the mach/altitude sliders) with this engine. The tester just has an "AJE Tester has crashed and needs to close", whereas KSP seems to hang (no crash, just stuck, needs being killed by task manager).

	MODULE
{
name = AJEModule
IspMultiplier=1
defaultentype=2
acore= 10.17
byprat=0
tinlt = 2500
tfan = 2500
tcomp = 2500
tt4 = 3000
tt7 = 5500
prat3 = 1.5
eta3 = 0.99
eta4 = 0.99
eta5 = 1
eta7 = 0.8
fhv = 20000
abflag = 1
usePrat3Curve = True
prat3Curve
{
key = 0.0 10.0 0.0 0.0
key = 2.5 10.0 0.0 -6.0
key = 3.0 6.0 -3.0 -3.0
key = 4.0 3.0 -2.0 -2.0
key = 5.0 1.0 -1.0 0.0
key = 5.1 1.0 0.0 0.0
}
}

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Ok, well, thanks for making your position clear on fixing things.

(Sorry, that's a bit snarky. But seriously, *I'm* not taking on another mod to fix; and I appreciate that debugging is hard, but it comes with the territory of [workable] plugin making.)

Edited by NathanKell
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I'm not dumping the thing to you. Actually I will debug/rewrite that algorithm bit by bit, really. There are quite a few features that I find interesting but not supported by the algorithm

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