Parts/Engine/jetEngines/jetEngineBig.cfg
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< Parts
Parts/Engine/jetEngines/jetEngineBig.cfg
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 = J-90 "Goliath" Turbofan Engine manufacturer = C7 Aerospace Division description = 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 = size1 // 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 = False 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 = 20 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 227 } 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 = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = 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 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 16 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } 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 } } } }