Phase advanced by 1.57 radians, variable inputs replaced with FunkyTrees, added adjustable fuel consumption. Stronger computers run a faster engine speed. At a simulated 960 frames per second, this model gets up to about 3 740 rpm. At 30 frames per second, it gets up to about 330 rpm.
Advanced firing phase removes function of electric motor reverser. Engine always spins anticlockwise when viewed from the front. When mounting engine, ensure that it lies parallel to roll axis. For transverse mounting, change the pitch axis in the Timing calculation to roll axis in order to ensure proper function. Further research is being done into rendering the engine independent of orientation within the craft.
GENERAL INFO
- Predecessor: Engine
- Created On: iOS
- Game Version: 1.2.212.0
- Price: $119k
- Number of Parts: 42
- Dimensions: 1 m x 1 m x 1 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 68kN
- Engines: 5
- Wet Mass: 1,498kg
- Dry Mass: 1,455kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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5 Comments
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6,623 DMCcorp
@LeMagicBaguette hm. All that is much higher math than I ever learned. I have been intending to make an engine simple enough for a child to use.
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5,243 LeMagicBaguette
@DrooMulticompany it's coded into the flywheel as Vizzy, and in each rocket engine's throttling input as FT.
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@DrooMulticompany I see. If you're interested, I can try explaining the maths I used for this.
With my next model, I intend to make it useable by simply mounting it and sticking a spinning part to it. Maths will no longer need tampering.