Difference between revisions of "Parts/Engine/jetEngines/jetEngineBig.cfg"

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m (trimmed line)
m (Update config)
 
Line 17: Line 17:
 
category = Engine
 
category = Engine
 
subcategory = 0
 
subcategory = 0
title = J-90 "Goliath" Turbofan Engine
+
title = #autoLOC_500412 //#autoLOC_500412 = J-90 "Goliath" Turbofan Engine
manufacturer = C7 Aerospace Division
+
manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
description = The largest and highest thrust jet engine ever built. This engine works best at low cruising speeds and altitudes.
+
description = #autoLOC_500413 //#autoLOC_500413 = The largest and highest thrust jet engine ever built. This engine works best at low cruising speeds and altitudes.
 
attachRules = 1,1,1,1,0
 
attachRules = 1,1,1,1,0
 
mass = 4.5
 
mass = 4.5
Line 31: Line 31:
 
crashTolerance = 7
 
crashTolerance = 7
 
maxTemp = 2000 // = 3600
 
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
+
bulkheadProfiles = srf
 +
tags = #autoLOC_500414 //#autoLOC_500414 = aircraft (goliath jet plane propuls reverse
 
 
 
// Do this first, so the engine gets the resultant air.
 
// Do this first, so the engine gets the resultant air.
Line 57: Line 58:
 
engineID = Cruise
 
engineID = Cruise
 
thrustVectorTransformName = thrustTransform
 
thrustVectorTransformName = thrustTransform
exhaustDamage = False
+
exhaustDamage = True
 
ignitionThreshold = 0.1
 
ignitionThreshold = 0.1
 
minThrust = 0
 
minThrust = 0
Line 74: Line 75:
 
engineSpoolTime = 2.0
 
engineSpoolTime = 2.0
 
EngineType = Turbine
 
EngineType = Turbine
exhaustDamageMultiplier = 20
+
exhaustDamageMultiplier = 5
 +
clampPropReceived = True
 +
PROPELLANT
 +
{
 +
name = IntakeAir
 +
ignoreForIsp = True
 +
ratio = 227
 +
}
 
PROPELLANT
 
PROPELLANT
 
{
 
{
Line 81: Line 89:
 
ratio = 1
 
ratio = 1
 
DrawGauge = True
 
DrawGauge = True
}
 
PROPELLANT
 
{
 
name = IntakeAir
 
ignoreForIsp = True
 
ratio = 227
 
 
}
 
}
 
atmosphereCurve
 
atmosphereCurve
Line 130: Line 132:
 
name = ModuleAnimateGeneric
 
name = ModuleAnimateGeneric
 
animationName = TF2ThrustReverser
 
animationName = TF2ThrustReverser
startEventGUIName = Reverse Thrust
+
startEventGUIName = #autoLOC_502015 //#autoLOC_502015 = Reverse Thrust
endEventGUIName = Forward Thrust
+
endEventGUIName = #autoLOC_502016 //#autoLOC_502016 = Forward Thrust
actionGUIName = Toggle Thrust Reverser
+
actionGUIName = #autoLOC_502017 //#autoLOC_502017 = Toggle Thrust Reverser
 
layer = 1
 
layer = 1
 
}
 
}
Line 160: Line 162:
 
jettisonForce = 5
 
jettisonForce = 5
 
jettisonDirection = 0 0 -1
 
jettisonDirection = 0 0 -1
 +
useMultipleDragCubes = false
 
}
 
}
  
Line 176: Line 179:
 
rate = 16
 
rate = 16
 
}
 
}
}
 
RESOURCE
 
{
 
name = ElectricCharge
 
amount = 0
 
maxAmount = 0
 
isTweakable = false
 
hideFlow = true
 
 
}
 
}
 
MODULE
 
MODULE
Line 431: Line 426:
 
}
 
}
 
}
 
}
 
 
}}
 
}}

Latest revision as of 16:11, 10 October 2024

This is the configuration file for J-90 "Goliath" Turbofan Engine.
PART
{
	name = turboFanSize2
	module = Part
	author = Porkjet
	MODEL
	{
		model = Squad/Parts/Engine/jetEngines/turboFanSize2
	}
	rescaleFactor = 1
	node_stack_top = 0.0, 2.0, 0.0, 0.0, 1.0, 0.0, 2
	node_attach = 0.0, -2.5, -1.2, 0.0, 0.0, 1.0, 1
	CoMOffset = 0.0, 0.0, 0.0
	TechRequired = heavyAerodynamics
	entryCost = 15000
	cost = 2600
	category = Engine
	subcategory = 0
	title = #autoLOC_500412 //#autoLOC_500412 = J-90 "Goliath" Turbofan Engine
	manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
	description = #autoLOC_500413 //#autoLOC_500413 = The largest and highest thrust jet engine ever built. This engine works best at low cruising speeds and altitudes.
	attachRules = 1,1,1,1,0
	mass = 4.5
	// 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
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	bulkheadProfiles = srf
	tags = #autoLOC_500414 //#autoLOC_500414 = aircraft (goliath jet plane propuls reverse
	
	// Do this first, so the engine gets the resultant air.
	MODULE
	{
		name = ModuleResourceIntake
		resourceName = IntakeAir
		checkForOxygen = true
		area = 0.03
		intakeSpeed = 30
		intakeTransformName = Intake
		occludeNode = top
		machCurve
		{
			key = 1 1 0 0
			key = 1.5 0.9 -0.4312553 -0.4312553
			key = 2.5 0.45 -0.5275364 -0.5275364
			key = 3.5 0.1 0 0
		}
	}
	
	MODULE
	{
		name = ModuleEnginesFX
		engineID = Cruise
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 360
		heatProduction = 100
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.06
		engineDecelerationSpeed = 0.25
		//fxOffset = 0, 0, 0.74
		flameoutEffectName = flameout
		powerEffectName = running_thrust
		engageEffectName = engage
		disengageEffectName = disengage
		spoolEffectName = running_turbine
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		exhaustDamageMultiplier = 5
		clampPropReceived = True
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 227
		}
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 12600 0 0
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 0.75
		machHeatMult = 40
		velCurve
		{
			key = 0 1 -0.1543096 -0.1543096
			key = 0.61 0.79 0 0
			key = 1.5 0.964 0 0
			key = 2 0.31 -3.278422 -3.278422
			key = 2.1 0 -0.9205825 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0
			key = 0.072 0.085 1.172947 1.172947
			key = 0.337 0.37 0.98425 0.98425
			key = 1 1 1.179067 1.179067
		}
	}
	RESOURCE
	{
		name = IntakeAir
		amount = 3.4
		maxAmount = 3.4
	}
	MODULE
	{
		name = ModuleAnimateHeat
		ThermalAnim = TF2Heat
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = TF2ThrustReverser
		startEventGUIName = #autoLOC_502015 //#autoLOC_502015 = Reverse Thrust
		endEventGUIName = #autoLOC_502016 //#autoLOC_502016 = Forward Thrust
		actionGUIName = #autoLOC_502017 //#autoLOC_502017 = Toggle Thrust Reverser
		layer = 1
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = TF2FanSpin
		responseSpeed = 0.05
		layer = 2
		dependOnEngineState = True
		dependOnThrottle = True
		weightOnOperational = True
		affectTime = false
		baseAnimSpeed = 0.01		// base + (throttle setting * multiplier)
		baseAnimSpeedMult = 100
		playInEditor = False
		animWrapMode = 2  	//	Default = 0	Once = 1		Clamp = 1	Loop = 2		PingPong = 4	ClampForever = 8
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = Fairing
		bottomNodeName = top
		checkBottomNode = true
		isFairing = False
		jettisonedObjectMass = 0.1
		jettisonForce = 5
		jettisonDirection = 0 0 -1
		useMultipleDragCubes = false
	}

	MODULE
	{
		name = FlagDecal
		textureQuadName = FLAG
	}

	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 16
		}
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 15
		CONSTRAINT
		{
			type = OXYGEN
			value = True
		}
		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
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 300
			situationMask = 8
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 50
			situationMask = 8
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.3
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.1
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.05
			situationMask = 8
			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 = 1000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 500
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 1
		fxMax = 0.5
		maxDistance = 20
		falloff = 2
		thrustTransformName = smokePoint
	}
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.4
				volume = 1.0 1.0
				pitch = 0.0 0.6
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				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
				localRotation = 1, 0, 0, -90
			}					
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.7
				volume = 1.0 1.0
				pitch = 0.0 0.4
				pitch = 0.05 0.5
				pitch = 1.0 1.0
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		disengage
		{
			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
			}
		}
	}
}