One major advantage that SR2 has over stock SR and KSP is its costumizability, but that unfortunately gave in at the rocket engines. So I have the idea of...
ADVANCED CUSTUMIZABLE ROCKET ENGINES!
These engines will have the following costumizable attributes:
Fuel type: RP-1, Hydrogen (please add hydrogen), and Monopropellant. (Monopropellant engines have a size and thrust limit and only one engine cycle-pressure fed)
Size: ONLY affects the combustion chamber size, which determines the base thrust. Also determines base mass and cost.
Engine cycle: Determines the efficiency (changes thrust based on base thrust) and additional mass and cost of the engine. Available cycles are:
- Gas generator cycle (low effeciency, mass and cost)
- Staged combustion cycle (High effeciency, mass, cost)
- Combustion tap off cycle (Medium effeciency, mass, cost)
- Electric pump cycle (high effeciency, low mass and cost, requires a lot of power to run, limited to low thrust)
- Expander cycle (High effeciency, medium mass and low cost, limited to low thrust and hydrogen fuel)
- Pressure fed cycle (high effeciency, low mass and cost, limited to VERY low thrust, only engine cycle available for Monopropellant engines)
Expansion ratio: Affects nozzle size and thus engine effeciency in different parts of the atmosphere (probably will only have a high, medium, and low choice for simplicity). Also affects additional mass and cost
@AnotherFireFox Sure, we can do something like that.
@AndrewGarrison Would there be an option to un-nerf engines so that they can have realistic parameters?
@AndrewGarrison Yayyy
@pedro16797 We are mostly finished with the SP update so we are back to SR2 100%. I hope to have a beta out next week for these engines along with the other stuff marked ready on the roadmap.
@AndrewGarrison any progress on this?
How is the SP development going? Working on any bug or already working on SR2 0.7?
@mjdfx150529 The fuel consumption slider is not available on the new engines.
@AndrewGarrison If we still have the weird "fuel consumption" slide, can we just have it default max and call the max 100%? This could make it much less confusing to use. (And maybe rename the slider to thrust limiter - since it is default max)
@AnotherFireFox I don't currently have a way to do that. Those properties are all dynamically calculated based on the engine's dimensions, chamber pressure, throat size, etc. Hopefully, there will be enough variation with the available properties to achieve the thrust and efficiency you need.
@AndrewGarrison would it be possible to trim thrust, fuel consumption, sealevelefficiency with xml?
@mjdfx150529 thanks.
@ShadowPlane Italics:
*text*
Bold:**text**
Bold and Italics:***text***
@mjdfx150529, how you making this text style?
@AstronautPlanes Not quite. We need astronauts
I can't believe this!!!!
IT'S IN PROGRESS
(KSP is now REALLY killed)
@AndrewGarrison thanks :)
@AndrewGarrison I will say April then :3
@pedro16797 Not sure on timeline yet. Best case scenario would be this comes out in February, but it will be tricky because of the SP 1.8 update will take up a lot of time.
@AndrewGarrison do you have an estimated timeline for this? I know you can say 1 month and then find some problems and need 3 months, but it will be great to know if you think this is going to be implemented in less or more than 1 month for our Real Engines project.
Btw, you can't imagine the hype. This is going to be the best rocket game by far with this :)
In development!
In development!
CH4 (Methane) as a fuel too
any plans for a campaign with a budget/research? I could see this being a cool part of that, having to develop new engines while factoring in cost of more expensive materials/fuels, etc.
@AstronautPlanes It is from a game named Children of a Dead Earth
@AnotherFireFox From where did you obtained that??
@mjdfx150529 and make it a UI like this https://cdn.discordapp.com/attachments/240866472660828160/513804296723234832/20181118145306_1.jpg