Genius Evil Posted February 19, 2015 Author Share Posted February 19, 2015 Progress update: New version is out, with drag fixes & PTank normal maps.Next update will probably be one or two surface-attachable cockpits, a few rocket engines for aircraft, and possibly an engine cowling for the inline engines.@EskandareThe engines currently require AJE to work, which requires FAR; so the new stock aerodynamics probably won't have any effect. Link to comment Share on other sites More sharing options...
Solarspaceprobe Posted February 22, 2015 Share Posted February 22, 2015 How do you coor the bodies and make those tails?- - - Updated - - -OH, Proc-parts. Link to comment Share on other sites More sharing options...
Solarspaceprobe Posted February 22, 2015 Share Posted February 22, 2015 But why do they smoke, overheat, and explode if brought above around 5% throttle? I can't take off. Link to comment Share on other sites More sharing options...
Genius Evil Posted February 23, 2015 Author Share Posted February 23, 2015 That's a bug with AJE. If you start an AJEPropeller engine at 0% throttle, it won't work properly. If you bring the throttle up to 10% or so before activating the engine, it should work. Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 25, 2015 Share Posted February 25, 2015 Wow, this is a really cool mod. Gonna have to fool around with it in RSS sometime. Link to comment Share on other sites More sharing options...
mike9606 Posted March 9, 2015 Share Posted March 9, 2015 I'm having issues with the engines. I Have everything I need installed, but when I start the engine one of the propellers rotates the wrong way (it actually goes through the engine), and when it goes to the blur disk it is off-center and tilted. Link to comment Share on other sites More sharing options...
Genius Evil Posted March 15, 2015 Author Share Posted March 15, 2015 @ mike9606: That's odd. Does it happen to all the engines, or just one of them?Also;Progress Update:Completed surface-attachable p51-style bubble canopy. No internals yet though. Completed some rocket motors: The ME-163's Walter HWK, the X-1's Reaction Motors XLR-11, and de Havilland Spectre. I'm going to add the X-15's XLR-99 and then release. The internals for the bubble canopy will probably be in the next release. Link to comment Share on other sites More sharing options...
GrimJim Posted March 20, 2015 Share Posted March 20, 2015 Running into a technical issue. All the engines only have 5 thrust. I've read through this thread for ideas for a fix, and just to be safe I did a clean install of KSP and only loaded FAR, Firespitter, AJE, and this mod (with the rescaled & liquid fuel CFGs) -- no luck, all engines still have five thrust.Any more ideas? Is there something specific I need to do with FAR to get this to work?? Link to comment Share on other sites More sharing options...
NathanKell Posted March 21, 2015 Share Posted March 21, 2015 That presumably means the AJE plugin is not loading right, which probably means it's out of sync with FAR. Make sure you're on the right version of FAR for the plugin, and if you're on the current version of FAR, ask camlost to update. Link to comment Share on other sites More sharing options...
ThorBeorn Posted March 21, 2015 Share Posted March 21, 2015 Surface attachable canopy, XLR-11 and XLR-99, wow! Looking forward to that! Link to comment Share on other sites More sharing options...
Wolf123 Posted March 30, 2015 Share Posted March 30, 2015 Running into a technical issue. All the engines only have 5 thrust. I've read through this thread for ideas for a fix, and just to be safe I did a clean install of KSP and only loaded FAR, Firespitter, AJE, and this mod (with the rescaled & liquid fuel CFGs) -- no luck, all engines still have five thrust.Any more ideas? Is there something specific I need to do with FAR to get this to work??I seem to have the same problem 5 thurst on all engines, and no correct descriptions for any, just "fuelashsdfsd" or something like that. Link to comment Share on other sites More sharing options...
Genius Evil Posted March 31, 2015 Author Share Posted March 31, 2015 @Wolf123 -- Do the engines produce 5 thrust in flight? AJE sets the thrust dynamically in flight; the value given in the engine cfg is discarded, so all are just set to 5. The descriptions in the VAB will say 5, but the actual values will be different. If the engines are producing 5 thrust in flight, then AJE is not working properly. This would probably be of incompatible versions of FAR and AJE, as NathanKell said earlier. The gibberish descriptions are from a modulemanager patch I was debugging -- I had it set the description on every part it affected to some random typing so I could see if it was addressing the right parts. I forgot to remove the line before releasing. I will immediately release a version without it.Also, here's the plan for the next release:Internals for P-51 style cockpitP-40 / Hawker Hurricane styled cockpit, hopefully with internalsBetter model for the XLR-99 Link to comment Share on other sites More sharing options...
Wolf123 Posted April 1, 2015 Share Posted April 1, 2015 I have everything installed, AJE 2.0.3, FAR 14.6 and the latest Firespiter.dll. When I tested the engine out (One for the P47-D25) the thrust came out the wrong way pushing my aircraft backwards! Link to comment Share on other sites More sharing options...
Genius Evil Posted April 2, 2015 Author Share Posted April 2, 2015 @Wolf123 -- The engines can be switched from push to pull mode in flight and in the VAB. The button will say "Set reverse thrust" or "Set normal thrust" depending on which mode it is in. It's at the bottom of the tweakables menu, so you might have to move the camera around to see it. In some views the button is off the edge of the screen because of all the AJE options above it. You probably clicked it by accident while you were building your plane. Link to comment Share on other sites More sharing options...
Wolf123 Posted April 2, 2015 Share Posted April 2, 2015 (edited) Ahhh! Okay, problem solved thank you so much Genius Evil! Edited April 2, 2015 by Wolf123 Link to comment Share on other sites More sharing options...
Mrflash Posted April 19, 2015 Share Posted April 19, 2015 I'm sorry but this mod does not work for me i tried to rescale and i don't use real fuels or AJE this mod just needs to be fix just to be clear Ive tried every thing the rescale does not work and the engines don't give off enough thrust to get any thing off the ground and the engines that do work overheat and explode Ive followed the instructions but the mod does not work if anyone can help me out here many thanks Link to comment Share on other sites More sharing options...
NathanKell Posted April 19, 2015 Share Posted April 19, 2015 Well, if you use a mod that requires AJE and you don't have AJE, you probably shouldn't expect it to work. Link to comment Share on other sites More sharing options...
FourGreenFields Posted May 10, 2015 Share Posted May 10, 2015 Will this mod be updated for 1.0?I realy hope it will, cause it looks awesome. Link to comment Share on other sites More sharing options...
Genius Evil Posted May 13, 2015 Author Share Posted May 13, 2015 I haven't had a chance to test it with 1.0 yet (Finals and such...) but it should be fine as long as AJE hasn't changed its AJEPropeller module.Progress on the next release:P-51 IVA is ~60% complete. Modelling mostly done, starting texturing. Still lots of props (switches, lights, etc.) to do as well.School has been taking up a lot of my time, so hopefully I can work a bit faster now. Link to comment Share on other sites More sharing options...
Temeter Posted June 15, 2015 Share Posted June 15, 2015 With the current AJE alpha and Realism Overhaul the engines just explode, and the nodes are bugged (some changes in 1.0). Link to comment Share on other sites More sharing options...
NathanKell Posted June 15, 2015 Share Posted June 15, 2015 AJE has changed a lot, alas--I rewrote the propeller module. You can see the changes by examining old AJE prop patches and comparing to what's in the repo now. Link to comment Share on other sites More sharing options...
Azimech Posted June 16, 2015 Share Posted June 16, 2015 Repo? Don't know where to look. But would it be understandable for someone with some insight in engines & propellers but without any programming knowledge? Link to comment Share on other sites More sharing options...
NathanKell Posted June 16, 2015 Share Posted June 16, 2015 Comparehttps://github.com/camlost2/AJE/blob/solver_redo/GameData/AJE/Parts/Props/DoubleWasp.cfg (current)tohttps://github.com/camlost2/AJE/blob/2f05666e7754818c7e740b6a162cf1f4579dee12/GameData/AJE/Parts/Props/DoubleWasp.cfg (old version)The main differences are:1. There's no more AJEPropeller module, instead the engine module itself is changed.2. nuFAR doesn't use FARBasicDragModel so that's stripped. Link to comment Share on other sites More sharing options...
Azimech Posted June 17, 2015 Share Posted June 17, 2015 Thank you!Very interesting, I'd like to use such complexity. A few things. Exhaust thrust is possible with the Double Wasp, but Meredith effect on a radial? And what unit is being used for boost? Mpa? What kind of units are rated and cost? Can I assume the "kerosene" is a placeholder? Link to comment Share on other sites More sharing options...
NathanKell Posted June 17, 2015 Share Posted June 17, 2015 I agree, I think exhaust thrust and Meredith effect got swapped for some reason. That said, there's no reason you can't get Meredith effect on a radial, see the XF-12 Rainbow.Boosts (and wastegate) uses inches of mercury unless useInHg is false, in which case they use atmosphere absolute (ata). Rated and cost are in HP, unless useHP is false, in which case they use PS. See the BMW 801D for non-US units.Yes, Kero should be AvGas. Link to comment Share on other sites More sharing options...
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