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Naten Technologies v0.5.0 and Glider Pre-Alpha v0.1


Naten

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Good afternoon, everyone, Naten Technologies' newer versions will now be hosted on Dropbox. I hope you enjoy the luxury of a simpler download screen! :)

If you want to download Naten Technologies v0.2.1, you can download it here: https://www.dropbox.com/s/puy9qal9cpahlkt/Natentech0-2.zip

Or you can click Download Naten Technologies v0.2.1 in the OP once it's up.

Changes in v0.2.1 include, but are not limited to the following...

Tweaks to Scramjet

Well, actually, that's all.

Special thanks to DracovaXIV for the configs! :D

(I hope I spelled your name right! :wink:)

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Oh lordy naten XD

You can't surface attach the hybrid engines, so i used Editor extensions to, then magical things happened to my craft including: Random floating wing pieces, centre of lift and mass following the engine even when i take the part off in the editor, centre of lift wonky when using symmetry and ....weird things 0-o (some of these could have been caused by FAR)

Like this happening straight after I reverted to launch XD

ILMKlVz.jpg

Also the engines run even when turned off, basically loads of REALLY WEIRD bugs that I wouldn't have thought to be possible! :D

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Holy shock heating, Batman! I just tested the new improved Scramjets, and I am absolutely gobsmacked at their performance.

Screenshot279.png

Still accelerating...

Screenshot283.png

Achieved with a fully airbreathing craft :o

Screenshot287.png

Reentry- notice the canards and the left wingtip have burned up...

Screenshot286.png

This is preposterous!

In conclusion- I. Love. This. Pack.

[EDIT] To clarify, that plane has two of the afterburning engines to get it up to speed, and two Ramjets to get it up to stupid speed :P

Edited by Hammer Tech
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Oh lordy naten XD

You can't surface attach the hybrid engines, so i used Editor extensions to, then magical things happened to my craft including: Random floating wing pieces, centre of lift and mass following the engine even when i take the part off in the editor, centre of lift wonky when using symmetry and ....weird things 0-o (some of these could have been caused by FAR)

Like this happening straight after I reverted to launch XD

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

Also the engines run even when turned off, basically loads of REALLY WEIRD bugs that I wouldn't have thought to be possible! :D

Lolwut, I don't remember that crap. :P

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To clarify, that plane has two of the afterburning engines to get it up to speed, and two Ramjets to get it up to stupid speed :P

:facepalm: Why the deuce would you use two of those things... Ok, I can think of some reasons why... I'm trying to come up with what else could be nerfed on those. The power curve and the Isp are realistic. So is the heating. Wait a second! That's right, I nerfed the heat resistance on mine to 1600 degrees! I think I forgot to mention that!

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MOAR BUGS! .... yayyyy...

http://i.imgur.com/4stgOut.jpg

This Is what happened after I tried removing the scimitar; LAG+Nullreference errors

Plus floaty wings plus the name disappearing 0-0

I have no idea what could be causing this

...umwut

The Scimitars just use custom FX from the new system Squad made...

lolwat squad fix ur gaem (I'm just kidding, you've done great already! :wink:)

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htax47d.jpg

Release 0.3 is out. New fuselage. :D

New textures are in PNG format, so feel free to make them better! :D

DracovaXIV, could you please rework all the config files to the best realistic form, please? You're good at this, not me. :)

Thanks,

-Naten

(Also, texturing people, I need better textures if you think they're not the best now... B9-esque or bust... :P)

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All right, Naten, I'll take a look at those pod jets next, since I like how they look. :P

You know, overall, the parts in KSP have way too much heat resistance. They also just seem to rapidly magically lose heat into nothing. Heat resistances should be something like 600-800 C for the spaceplane parts, and lower than that for most spacecraft stuff except for heatshields. There also need to be heat mechanics, like in Orbiter. KSP Interstellar barely scratches the surface. I want to take a whack at that eventually.

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Preliminary pod jet config (starts from "description", doesn't include the last curly brace).

description = The pinnacle of high-bypass subsonic turbofan engine, its technology is unprecedented compared to even the best engines of the modern day. Its

safety-first style of design allows for battery backup storage in case of emergency, as well as a powerful alternator to fill it. This makes the engine

slightly heavier than its counterparts. (For optimal performance, run this engine at 300 m/s for full thrust. It will flame-out at speeds greater than 1200

m/s.)

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,1,1

// --- standard part parameters ---

mass = 0.68

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 6

maxTemp = 1450

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 72

heatProduction = 630

useEngineResponseTime = True

engineAccelerationSpeed = 0.25

engineDecelerationSpeed = 0.41

useVelocityCurve = True

PROPELLANT

{

name = LiquidFuel

ratio = 1

DrawGauge = True

}

PROPELLANT

{

name = IntakeAir

ratio = 15

}

atmosphereCurve

{

key = 0 1600

key = 0.01 1875

key = 0.1 2000

key = 0.3 2500

key = 1 3750

}

velocityCurve

{

key = 0 0.65 0 0

key = 100 0.85 0 0

key = 200 0.95 0 0

key = 300 1 0 0

key = 400 0.99 0 0

key = 500 0.95 0 0

key = 600 0.88 0 0

key = 700 0.8 0 0

key = 800 0.7 0 0

key = 900 0.6 0 0

key = 1000 0.48 0 0

key = 1100 0.33 0 0

key = 1200 0 0 0

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = Thermal

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 12.0

}

}

MODULE

{

name = ModuleResourceIntake

resourceName = IntakeAir

checkForOxygen = true

area = 0.001

intakeSpeed = 10

maxIntakeSpeed = 350

intakeTransformName = Intake

}

RESOURCE

{

name = IntakeAir

amount = 0.0

maxAmount = 0.16

}

RESOURCE

{

name = ElectricCharge

amount = 50

maxAmount = 50

isTweakable = true

hideFlow = false

}

Basically, a slightly heavier, slightly weaker, more efficient, much-better-at-high-velocity version of the B9 Aerospace turbofan. Don't implement this yet, I haven't tested it! My goal is to be able to take a <20-ton spaceplane with two of these and the scramjet into the thermosphere.

Edit: config is no good, the thing runs too hot. Also the thrust is OP. I'm going to slash the heat generation by two thirds and nerf the thrust to 42. This thing is pretty interesting; I think it's going to be more like a turbojet. It looks like one, anyway.

Edit 2: How about these revisions to the name and description? It just doesn't seem right to call something supersonic a turbofan...

title = E1 Turbojet

description = Multipurpose high-efficiency turbojet, designed with Mach 2+ supercruise in mind. Carries an integrated shock cone intake. Its safety-first style of design allows for battery backup storage in case of emergency, as well as a powerful alternator to fill it. This makes the engine slightly heavier than its counterparts. (For optimal performance, run this engine at 300 m/s for full thrust. Efficiency falloff after ~850 m/s. It will flame-out at speeds greater than 1200 m/s.)

Edited by DracovaXIV
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Yes i tried attaching that scimitar in anyway - raidally, horzontally, from up, left, on strut, on radial detacher, anywhere. It simply is always red.

Yeah, IDK about that. I've once tested it and it was fine, so I'll get around to fixing it. Thanks for your time. :)

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Oh, yes, I have a surprise for all of you kind folks. It's not the Scimitar fixes, that's just a little something from me to you. Try and guess what the surprise will be! :D

They'll be a part, and keep in mind the thread's title, and my complaints about aircraft design in stock KSP... :wink:

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I've got a pod jet config that I'm satisfied with! After multiple test-flights, here's what I can tell you about it. With a 12-ton, efficient spaceplane and two of these attached, it does a bit over Mach 2 in the stratosphere using the built-in intakes alone. Very strong inside the troposphere (this might be in part due to the thrust corrector mod I'm using). Compared to Sceppie's Minipack turbojets, it has some trouble igniting the scramjet, but it's doable (bring extra intakes, the scramjet eats a lot of air). IMO the aforementioned turbojets are kind of OP, they have a very simplistic velocity curve copied straight from the Squad turbojet. All in all, this one should be a good engine for larger SSTOs. You can stick these in pairs under the wings and focus on space propulsion and the LFO booster stage, since these have their own intakes. It's stronger, heavier, and more efficient, though the extra weight can be a problem for some. Obviously it's not a turbofan anymore, I'm afraid.

PART

{

// Kerbal Space Program - Part Config

//

// --- general parameters ---

name = NatenPodJet

module = Part

author = Naten

// --- asset parameters ---

mesh = model.mu

scale = 1.0

// --- node definitions ---

node_attach = 0.0, 0.0, -0.3125, 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, -0.1, 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_vent_medium = engage

sound_jet_low = running

sound_jet_deep = power

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = highAltitudeFlight

entryCost = 21500

cost = 3450

category = Propulsion

subcategory = 0

title = E1 Turbojet

manufacturer = Naten Technologies

description = Multipurpose high-efficiency turbojet, designed with Mach 2+ supercruise in mind. Carries an integrated shock cone intake, and is housed within

a self-contained nacelle. This makes the engine slightly heavier than its counterparts. (For optimal performance, run this engine at 300 m/s for full thrust.

Efficiency falloff occurs after ~850 m/s. It will flame-out at speeds greater than 1300 m/s.)

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,1,1

// --- standard part parameters ---

mass = 0.68

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 6

maxTemp = 1450

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 48

heatProduction = 270

useEngineResponseTime = True

engineAccelerationSpeed = 0.25

engineDecelerationSpeed = 0.41

useVelocityCurve = True

PROPELLANT

{

name = LiquidFuel

ratio = 1

DrawGauge = True

}

PROPELLANT

{

name = IntakeAir

ratio = 15

}

atmosphereCurve

{

key = 0 1000

key = 0.01 1175

key = 0.1 1600

key = 0.3 1900

key = 1 2150

}

velocityCurve

{

key = 0 0.65 0 0

key = 100 0.85 0 0

key = 200 0.95 0 0

key = 300 1 0 0

key = 400 0.99 0 0

key = 500 0.95 0 0

key = 700 0.88 0 0

key = 800 0.8 0 0

key = 900 0.7 0 0

key = 1000 0.6 0 0

key = 1100 0.48 0 0

key = 1200 0.33 0 0

key = 1300 0 0 0

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = Thermal

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 12.0

}

}

MODULE

{

name = ModuleResourceIntake

resourceName = IntakeAir

checkForOxygen = true

area = 0.0065

}

RESOURCE

{

name = IntakeAir

amount = 0.0

maxAmount = 0.18

}

}

Also, new FX for the scramjet. Has a tiny yellow flame and a somewhat appropriate sound now.

// --- FX definitions ---

fx_exhaustFlame_yellow_tiny = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power

fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power

fx_smokeTrail_light = 0.0, -0.1, 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_vent_medium = engage

sound_jet_low = running

sound_rocket_hard = power

sound_vent_soft = disengage

sound_explosion_low = flameout

Edit: I might have to tweak the intakes a little more later. They're getting dangerously close to the size-small DSIs that B9 Aerospace has, and it feels like these should be smaller. Or maybe the DSIs need a buff...

Edited by DracovaXIV
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I've got a pod jet config that I'm satisfied with! After multiple test-flights, here's what I can tell you about it. With a 12-ton, efficient spaceplane and two of these attached, it does a bit over Mach 2 in the stratosphere using the built-in intakes alone. Very strong inside the troposphere (this might be in part due to the thrust corrector mod I'm using). Compared to Sceppie's Minipack turbojets, it has some trouble igniting the scramjet, but it's doable (bring extra intakes, the scramjet eats a lot of air). IMO the aforementioned turbojets are kind of OP, they have a very simplistic velocity curve copied straight from the Squad turbojet. All in all, this one should be a good engine for larger SSTOs. You can stick these in pairs under the wings and focus on space propulsion and the LFO booster stage, since these have their own intakes. It's stronger, heavier, and more efficient, though the extra weight can be a problem for some. Obviously it's not a turbofan anymore, I'm afraid.

Also, new FX for the scramjet. Has a tiny yellow flame and a somewhat appropriate sound now.

Edit: I might have to tweak the intakes a little more later. They're getting dangerously close to the size-small DSIs that B9 Aerospace has, and it feels like these should be smaller. Or maybe the DSIs need a buff...

Well, if you could please, PM me with a download link of your CFG's? :)

I'm having trouble with copy-pasting them into my CFG files... they end up having TAB indents instead of spaces... it's really a pain... :(

Also, if you want to know what the surprise is, highlight here:

--->Wings. Don't tell anyone!<---

Don't look at it if you don't want it spoiled! And don't post anything about it even VAGUELY REFERENCING the fact that it's ☼∙δ◄{$ocÜ**%43333, so nobody knows about it! :D

Thanks,

-Naten :)

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Naten, want to exchange e-mails? I'll PM you mine. That way we don't have to clutter the release thread with my configs. I'd like to try making some textures for you, as well.

By the way, I'm pleased that you're making aerodynamic body sections as well! Mk1 spaceplane bodies are too simplistic as they are now. I can try to make some FAR-compatible drag values for them. By the way, what do you think about Firespitter's oblong hull sections? I've been hoping someone could release some parts which would make modeling this kind of plane a reality in KSP...

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Well, I'm happy to say that version 0.4.1 is finally ready. :)

I'm sorry, but I've been having troubles with the textures and shading, and the delta wing and control surface never got through. They'll come in a later update, but don't worry... there's the stock ones still... erm... :(

Download it here:

https://www.dropbox.com/s/o2imftzfr0b7vnd/Natentech.zip

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Aha, I see, so you wanted the pod jet to be a subsonic engine. I was misled by the way it looked!

I put together a simple aircraft using your fuselage sections, and the tapered wings (which look like they're straight out of Taverio's pack, which is excellent). For some reason, the drag values are really high... I'm getting a drag coefficient of over 2 after passing Mach 1, which is kind of strange... Maybe I made some mistakes in putting it together. I did use a rocket fairing on the tail end.

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I made them to have a pretty high drag coeff... :P

Oh, yeah. In Math, I'm now learning about algebra. Now I know what a coefficient is. Yes, I'm in 6th grade and I figured out the most arcane and weird game engine out there. Yes. Bow down.

Also, here's the aerospike:

jkUlLmm.png

I'll release soon. :)

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