Parts/Engine/miniJet/SmallJetEngine.cfg

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Revision as of 05:17, 26 November 2015 by VariousMetals (talk | contribs) (cfg from helper script)
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This is the configuration file for J-20 "Juno" Basic Jet Engine.
PART
{
	name = miniJetEngine
	module = Part
	author = Porkjet
	MODEL
	{
		model = Squad/Parts/Engine/miniJet/SmallJet
	}
	//MODEL
	//{
	//	model = Squad/Parts/Engine/jetEngines/turbineInside
	//	//position = 0.0, 0.0, 0.0
	//	scale = 0.5, 0.5, 0.5
	//	//rotation = 0, 0, 0
	//}
	rescaleFactor = 1
	node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
	CoMOffset = 0.0, 0.3, 0.0
	TechRequired = aviation
	entryCost = 2000
	cost = 450
	category = Engine
	subcategory = 0
	title = J-20 "Juno" Basic Jet Engine
	manufacturer = C7 Aerospace Division
	description = A small turbojet. Not very efficient, anemic thrust, but hey--it's cheap! And it's so cute...look at the little thing!
	attachRules = 1,0,1,0,0
	mass = 0.25
	// heatConductivity = 0.06 // half default
	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 = size0
	MODULE
	{
		name = ModuleEnginesFX
		engineID = Cruise
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 20
		heatProduction = 15
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.12
		engineDecelerationSpeed = 0.5
		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 = 60
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 22
		}
		atmosphereCurve
		{
			key = 0 6400 0 0
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		machLimit = 0.75
		machHeatMult = 3.5
		velCurve
		{
			key = 0 1 0 0
			key = 0.44 0.897 0 0
			key = 1 1 0.1988732 0.1988732
			key = 1.3 1.03 0 0
			key = 2 0.68 -1.065708 -1.065708
			key = 2.4 0 0 0
		}
		atmCurve
		{
			key = 0 0 0 0.7448742
			key = 0.072 0.13 2.075459 2.075459
			key = 0.16 0.28 1.464173 1.464173
			key = 0.42 0.578 0.93687 0.93687
			key = 1 1 0.5529748 0
		}
	}
	//MODULE
	//{
	//	name = ModuleAnimateHeat
	//	ThermalAnim = HeatAnimationEmissiveJet
	//}


	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 1
		}
	}
	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 = 0
		fxMax = 0.5
		maxDistance = 10
		falloff = 2
		thrustTransformName = thrustTransform
	}
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				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 0.25
				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 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
}