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


camlost

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It's really, really not. Hard to use, at any rate. Sure, you give up KSP's jets being magical (in terms of thrust and in terms of low fuel usage), but you can still very easily make SSTOs because Kerbin's so small. Also, intake spam is prevented. :D

And it's very satisfying indeed making aircraft that would actually fly...

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i will try and redownload FS, because its the mod that ....s everything i can as only assume that mod its the problem, if the same problem appears, there is nothing i can do (besides giving you a list of my active mods)

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IAlso, intake spam is prevented. :D

That's actually the best feature of AJE in my opinion. #lolintake is so silly in stock that I made a sarcastic MM config just to make fun of it (it multiplies intake area by insane amounts. the current version doesn't even need oxygen for extra "lols").

I'd love to see an SJE or BJE based around the three stock engines, burning LiquidFuel, but with performance curves that look like AJE's (doesn't have to be exact to give a huge improvement over stock, even rough approximations from simple lookup tables or simple/double LERP would be fine), but also with the "Engine A needs X intake capacity. Intake B provides X/3 intake capacity, Intake C provides X/1.5, etc" feature.

Since it wouldn't involve editing MM files to detach it from RealFuels, and wouldn't involve any new engines, newbies would be less scared of it, and might then be willing to graduate to full on AJE operation later. Failing that, at least they aren't flying #lolstock #fakeisthenewblack engines anymore and spamming intakes on cubic struts.

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Nope, modmanager tells me that the conflict is in FS.

I have:

Toolbar

AJE

volumetric clouds

CactEye telescope

Custom Asteroids

Deadly Reentry

FAR mod

Kerbinside full

Improved chase cam

JSI RPM

Landing instrument

Hyperedit

Infernal robotics

Mechjeb2

something called "Modsatatistics"

Hotrockets

Docking alignment port

F-100 engine

Procedural fairings

Lazor mod

SCANSAT

something called "SmokeScreen"

Spaceplane +

Texture replacer

VNG

The modulemanager is 2.2.0

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Dr. Death, what do you mean by "modmanager tells me"? Module Manager (I assume that's what you mean?) will tell you on the loading screen the number of patches it's applied, and the number of patches it's excluded due to unment NEEDS....

Please give the *versions* of all mods you have installed, and please upload to dropbox your output_log.txt (or player.log):

Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire output log (NOT ksp.log) to dropbox or something.

Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)

Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

Renegade:

While I already wrote an MM patch for AJE that will make it work where RF is not present, camlost is indeed (per NEAR thread) working on exactly that (BJE/SJE, a drop-in, no-tweaking necessary, always-works mod to stock jet behavior).

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Dr. Death, what do you mean by "modmanager tells me"? Module Manager (I assume that's what you mean?) will tell you on the loading screen the number of patches it's applied, and the number of patches it's excluded due to unment NEEDS....

Please give the *versions* of all mods you have installed, and please upload to dropbox your output_log.txt (or player.log):

Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire output log (NOT ksp.log) to dropbox or something.

Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)

Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

Renegade:

While I already wrote an MM patch for AJE that will make it work where RF is not present, camlost is indeed (per NEAR thread) working on exactly that (BJE/SJE, a drop-in, no-tweaking necessary, always-works mod to stock jet behavior).

I lost the log, on the other hand, the game works fine without AJE, so there has got to be a conflict between AJE and FS

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Ok, examining your mod list and report again, for once the logs aren't necessary, and the fault is mine. Here's what you need to do.

In your AJE folder, make a new folder called zFinal

Move the zzWildcards.cfg file into the new zFinal folder

Problem should be solved.

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Ok, examining your mod list and report again, for once the logs aren't necessary, and the fault is mine. Here's what you need to do.

In your AJE folder, make a new folder called zFinal

Move the zzWildcards.cfg file into the new zFinal folder

Problem should be solved.

Nope, problem is still there.

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Renegade:

While I already wrote an MM patch for AJE that will make it work where RF is not present, camlost is indeed (per NEAR thread) working on exactly that (BJE/SJE, a drop-in, no-tweaking necessary, always-works mod to stock jet behavior).

Ah, excellent! That's good news, thanks! :)

I wasn't aware that the updated MM file was ready yet. I'll have to check that out. I've been mostly just tooling around with older files that I'd manually tweaked for stock fuels (my RF and AJE installs are actually not the same install)..

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Dr Death: then, as I have said a bunch of times, I need log.

Renegade: as you can see, bit of an issue with the MM patch, although you should be safe if you follow the above directions in moving it (so it runs *after* all the other stuff), or even moving it out and putting it in a folder in GameData that starts with z (like zFix).

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Dr Death: then, as I have said a bunch of times, I need log.

Renegade: as you can see, bit of an issue with the MM patch, although you should be safe if you follow the above directions in moving it (so it runs *after* all the other stuff), or even moving it out and putting it in a folder in GameData that starts with z (like zFix).

http://www./view/mcyapcate2avl51/output_log.txt

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Ok, it's still the error I thought it was. Let me package up a new version of AJE that should finally put this to rest...for now, you can manually go through the cfgs in the AJE folder and subfolders, and replace Kerosene with LiquidFuel, LiquidH2 with LiquidFuel, and LiquidOxygen with Oxidizer.

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Ok, it's still the error I thought it was. Let me package up a new version of AJE that should finally put this to rest...for now, you can manually go through the cfgs in the AJE folder and subfolders, and replace Kerosene with LiquidFuel, LiquidH2 with LiquidFuel, and LiquidOxygen with Oxidizer.

I already have that, if i didn't, the game would of have crashed at the loading screen.

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I know that you may have already thought of this, but why not just to make 2 uploads, one for RF, and another one without it? its a simple fix and many people overlook the change of the .cfg files for the RAPIER and the SABRE.

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Dr. Death: wait, the game did *not* crash at the loading screen? That's what your log was showing.

Also, there's no point in two uploads because *the MM patch does work* with the exception of one or two engines where there was an order of operations problem. But just so there is a single confirmed working patch I will package an archive...

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Dr. Death: wait, the game did *not* crash at the loading screen? That's what your log was showing.

Also, there's no point in two uploads because *the MM patch does work* with the exception of one or two engines where there was an order of operations problem. But just so there is a single confirmed working patch I will package an archive...

This is what happened:

First, i installed this mod, would not work, reason was that it had the RF config by default, i added RF, i liked how now lmost every plane part had extra fuel, but it was kinda glitchy and it gave me way more weight and ....ed up some of the default aircrafts, so i took it off and changed the config parameters of the RAPIER and the SABRE.

Then, everything was ok, but when i tried the RAPIER engine it wouldn't push my aircraft. This was all done without B9 nor FS. When i was told that the solution may be because i needed FS mod i added it, but when i did so there were like 3 parts that were left in-game, a small solar panel, the small NASA engine of this mod, and another part wich i cant remember.

PS: Talking about the jet engines, why cant all of them be the same size? it kinda looks bad to have an engine way smaller than the fuel tank if you just want an engine without afterburner.

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If they were the same size, they would have more or less the same core area, and thus by and large the same thrust. Which would be pretty unhelpful.

Honestly, I think you might be better served with the BJE (SJE?) that camlost is working on now: it's a drop in replacement for existing jets that doesn't change part sizes for realism, doesn't use weird (real) fuels, etc.

However, I will (as I said) push a non-RF-requiring version of AJE since evidently my patch isn't working quite right.

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A dumb question: This mod make the jet-engine faster or what? English please.

In general, it makes jet engines more realistic: less powerful and less efficient. This mod simulates real jet engines using NASA's EngineSim software.

FAR is strongly recommended with this mod because the realistic engines are more appropriate for a realistic aerodynamics model.

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Any progress on adding those? Also, I'm about to release what amounts to P&W Thrust System from F-35 (by BobCat, of course). I just need to finish one thing and it'll be good.

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If they were the same size, they would have more or less the same core area, and thus by and large the same thrust. Which would be pretty unhelpful.

Honestly, I think you might be better served with the BJE (SJE?) that camlost is working on now: it's a drop in replacement for existing jets that doesn't change part sizes for realism, doesn't use weird (real) fuels, etc.

However, I will (as I said) push a non-RF-requiring version of AJE since evidently my patch isn't working quite right.

I didn't complained about the size because of power, but because of fitting, because there is the F-100 engine, the turbo jet engine, and the F-16/F-15 engine of the same size, and then a smaller F-18 engine that doesn't fit anything (and ends up looking good) and an 65 cm engine.

But that's not a priority, i am more annoyed by the AJE/FS compatibility problem than anything else, please tell me if you find a workaround.

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The behavior of this plugin with backwards air intakes represents a huge problem. It makes VTOLs extremely dangerous if not pointless (unless you want a ton of intakes pointing in different directions), and is also unrealistic. A moderate tailwind would kill you.

At any airspeed above 10m/s, engines running off a backwards facing intake produce exactly zero thrust. Thrust goes from 90% at 0-9.99999m/s, to 0% at 10.000m/s.

I discovered this to my dismay when trying to land my new VTOL and it started backing off slightly, and suddenly thrust went to zero. Of course this sent me careening into the ground.

Note that this same thing happens for a 90 degree intake as well.

If this happened in real life, the F-35 STOVL would be impossible, for instance. I initially tried to solve the problem by having one vertical and one horizontal intake, like the F-35 engine. Nope. http://en.wikipedia.org/wiki/File:Engine_of_F-35.jpg

noair.png

Edited by Virindi
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