Parts/Engine/MassiveSRB/part.cfg
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PART { name = MassiveBooster module = Part author = Squad mesh = MassiveSRB.mu rescaleFactor = 1.0 node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0 TechRequired = heavyRocketry entryCost = 8000 cost = 2700 category = Engine subcategory = 0 title = #autoLOC_500460 //#autoLOC_500460 = S1 SRB-KD25k "Kickback" Solid Fuel Booster manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne description = #autoLOC_500461 //#autoLOC_500461 = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch. attachRules = 1,1,1,1,0 mass = 4.5 heatConductivity = 0.06 // 1/2 default skinInternalConductionMult = 4.0 emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white... dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 7 maxTemp = 2200 // = 3900 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf tags = #autoLOC_500462 //#autoLOC_500462 = (back (kick (kickback moar (more motor rocket srb EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard 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/SRB_Large transformName = fxPoint 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 } MODEL_PARTICLE { modelName = Squad/FX/SRB_LargeSparks transformName = fxPoint 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = fxPoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = S1SRB powerEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 670 heatProduction = 415 useEngineResponseTime = True engineAccelerationSpeed = 8.0 allowShutdown = False fxOffset = 0, 0, 0.35 EngineType = SolidBooster exhaustDamageDistanceOffset = 0.8 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 220 key = 1 195 key = 7 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationSRB responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = SolidFuel amount = 2600 maxAmount = 2600 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { // disable all but home type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { // disable all but home type = SITUATION value = 0 body = _NotHome prestige = Significant } 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 = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 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 = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = #autoLOC_8007119 description = #autoLOC_8003040 primaryColor = #ffffff secondaryColor = #ffffff } VARIANT { name = ESA displayName = #autoLOC_6005083 description = #autoLOC_6005084 primaryColor = #ffffff secondaryColor = #124d7f TEXTURE { mainTextureURL = Squad/Parts/Engine/MassiveSRB/solid_booster_cm_esa } } } }