Difference between revisions of "Parts/Engine/Size2LFB v2/part.cfg"

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m (*update to 1.0.4;)
m (Update config)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
 
{{Part config|LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine|2=PART
 
{{Part config|LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine|2=PART
 
{
 
{
name = Size2LFB
+
name = Size2LFB_v2
 
module = Part
 
module = Part
 
author = Squad
 
author = Squad
mesh = Size2LFB.mu
+
mesh = Size2LFB_v2.mu
 
scale = 1.0
 
scale = 1.0
 
rescaleFactor = 1
 
rescaleFactor = 1
Line 10: Line 10:
 
node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0
 
node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0
 
mass = 10.5
 
mass = 10.5
// heatConductivity = 0.06 // half default
+
heatConductivity = 0.06 // half default
 
skinInternalConductionMult = 4.0
 
skinInternalConductionMult = 4.0
 
emissiveConstant = 0.8 // engine nozzles are good at radiating.
 
emissiveConstant = 0.8 // engine nozzles are good at radiating.
Line 24: Line 24:
 
entryCost = 65000
 
entryCost = 65000
 
cost = 17000
 
cost = 17000
category = Propulsion
+
category = Engine
 
subcategory = 0
 
subcategory = 0
title = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine
+
title = #autoLOC_500472 //#autoLOC_500472 = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine
manufacturer = Kerbodyne
+
manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne
description = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well.
+
description = #autoLOC_500473 //#autoLOC_500473 = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well.
 
attachRules = 1,1,1,1,0
 
attachRules = 1,1,1,1,0
 
bulkheadProfiles = size2, srf
 
bulkheadProfiles = size2, srf
 +
tags = #autoLOC_500474 //#autoLOC_500474 = ascent (boar booster main propuls rocket (twin
 +
resourcePriorityUseParentInverseStage = True
 
RESOURCE
 
RESOURCE
 
{
 
{
Line 79: Line 81:
 
speed = 0.0 0.5
 
speed = 0.0 0.5
 
speed = 1.0 1.2
 
speed = 1.0 1.2
 +
localPosition = 0, 0, -0.08
 
}
 
}
 
}
 
}
Line 115: Line 118:
 
engineID = KSLFB
 
engineID = KSLFB
 
runningEffectName = running_closed
 
runningEffectName = running_closed
thrustVectorTransformName = thrustPoint
+
thrustVectorTransformName = thrustTransform
 
exhaustDamage = True
 
exhaustDamage = True
 
ignitionThreshold = 0.1
 
ignitionThreshold = 0.1
Line 122: Line 125:
 
heatProduction = 375
 
heatProduction = 375
 
fxOffset = 0, 0, 0.25
 
fxOffset = 0, 0, 0.25
EngineType = SolidBooster
+
EngineType = LiquidFuel
 +
exhaustDamageDistanceOffset = 1.5
 
PROPELLANT
 
PROPELLANT
 
{
 
{
Line 149: Line 153:
 
MODULE
 
MODULE
 
{
 
{
name = ModuleAnimateHeat
+
name = FXModuleAnimateThrottle
ThermalAnim = HeatAnimationLFB
+
animationName = HeatAnimationLFB
 +
responseSpeed = 0.001
 +
dependOnEngineState = True
 +
dependOnThrottle = True
 
}
 
}
 
MODULE
 
MODULE
Line 160: Line 167:
 
{
 
{
 
name = ModuleTestSubject
 
name = ModuleTestSubject
environments = 15
 
 
useStaging = True
 
useStaging = True
 
useEvent = True
 
useEvent = True
 +
situationMask = 127
 +
CONSTRAINT
 +
{
 +
type = REPEATABILITY
 +
value = ALWAYS
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = REPEATABILITY
 +
value = BODYANDSITUATION
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = REPEATABILITY
 +
value = ONCEPERPART
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = GT
 +
value = 4000
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = LT
 +
value = 8000
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = GT
 +
value = 2000
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = LT
 +
value = 4000
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = GT
 +
value = 1000
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDEENV
 +
test = LT
 +
value = 2000
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDE
 +
test = GT
 +
value = 0 // this just registers altitude as something to care about
 +
situationMask = 8
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDE
 +
test = LT
 +
value = 300000
 +
situationMask = 16
 +
body = _NotSun
 +
}
 +
CONSTRAINT
 +
{
 +
type = ALTITUDE
 +
test = LT
 +
value = 600000
 +
situationMask = 32
 +
body = _NotSun
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = GT
 +
value = 0
 +
situationMask = 8
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = LT
 +
value = 600
 +
situationMask = 8
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = GT
 +
value = 300
 +
situationMask = 8
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = LT
 +
value = 1200
 +
situationMask = 8
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = GT
 +
value = 600
 +
situationMask = 8
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEED
 +
test = LT
 +
value = 2500
 +
situationMask = 8
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = LT
 +
value = 200
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = GT
 +
value = 100
 +
prestige = Trivial
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = LT
 +
value = 100
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = GT
 +
value = 50
 +
prestige = Significant
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = LT
 +
value = 50
 +
prestige = Exceptional
 +
}
 +
CONSTRAINT
 +
{
 +
type = SPEEDENV
 +
test = GT
 +
value = 20
 +
prestige = Exceptional
 +
}
 
}
 
}
 
MODULE
 
MODULE
Line 174: Line 354:
 
}
 
}
 
}
 
}
 
 
}}
 
}}

Latest revision as of 16:35, 10 October 2024

This is the configuration file for LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine.
PART
{
	name = Size2LFB_v2
	module = Part
	author = Squad
	mesh = Size2LFB_v2.mu
	scale = 1.0
	rescaleFactor = 1
	node_stack_top = 0.0,4.356,0.0, 0.0, 1.0, 0.0, 2
	node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0
	mass = 10.5
	heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	breakingForce = 200
	breakingTorque = 200
	crashTolerance = 20
	maxTemp = 2000 // = 3600
	TechRequired = heavierRocketry
	entryCost = 65000
	cost = 17000
	category = Engine
	subcategory = 0
	title = #autoLOC_500472 //#autoLOC_500472 = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine
	manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne
	description = #autoLOC_500473 //#autoLOC_500473 = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well.
	attachRules = 1,1,1,1,0
	bulkheadProfiles = size2, srf
	tags = #autoLOC_500474 //#autoLOC_500474 = ascent (boar booster main propuls rocket (twin
	resourcePriorityUseParentInverseStage = True
	RESOURCE
	{
		name = LiquidFuel
		amount = 2880
		maxAmount = 2880
	}
	RESOURCE
	{
		name = Oxidizer
		amount = 3520
		maxAmount = 3520
	}
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_veryLarge
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/ks1_Exhaust
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 1.0 1.2
				localPosition = 0, 0, -0.08
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = smokePoint
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = KSLFB
		runningEffectName = running_closed
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 2000
		heatProduction = 375
		fxOffset = 0, 0, 0.25
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.5
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 300
			key = 1 280
			key = 9 0.001
		}
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = obj_gimbal
		gimbalRange = 1.5
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = HeatAnimationLFB
		responseSpeed = 0.001
		dependOnEngineState = True
		dependOnThrottle = True
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = FlagTransform
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 127
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 600
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 2500
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.8
		maxDistance = 50
		falloff = 1.8
		thrustTransformName = thrustPoint
	}
}