Difference between revisions of "CFG File Documentation"

From Kerbal Space Program Wiki
Jump to: navigation, search
m (Added formulas to calculate the amounts of fuel and oxidizer given the volume of a fuel tank, to agree with the amounts used in the default fuel tanks.)
(Resources)
Line 666: Line 666:
  
 
== Resources ==
 
== Resources ==
Some parts contain a resource, such as LiquidFuel.
+
Some parts contain a resource, such as SolidFuel.
  
  
Line 677: Line 677:
 
}
 
}
 
</pre>
 
</pre>
 +
 +
The value entered in the RESOURCE node is what will appear in the in-game UI, but does not necessarily reflect a mass or volume. The game uses the resource's density defined in files with RESOURCE_DEFINITION nodes to calculate the mass of that resource in the given part. As an example, Squad's RT-10 Solid Fuel Booster's cfg defines its mass as 0.5, and the resource node says it hold 433 SolidFuel. The density of SolidFuel is defined by Squad as being 0.0075. Therefore:
 +
 +
Mass of RT-10+(resource amount*resource density)=0.5+(433*0.0075)=3.7475 tonne
 +
 +
which matches the in-game mass for this part.
 +
 +
The above is important to remember when making a part that will contain resources in that, if you set a resource's density first and want a part to hold a specific amount, you need to calculate the amount and not just enter the tonnes you want in the RESOURCE node. Regardless of how much mass that resource is, the in-game resource UI will always show the value in the RESOURCE node.
 +
  
 
If using the default liquid fuel and the volume of the tank is known, the amounts of fuel and oxidizer can be calculated as follows (to agree with the amounts used in the default fuel tanks):
 
If using the default liquid fuel and the volume of the tank is known, the amounts of fuel and oxidizer can be calculated as follows (to agree with the amounts used in the default fuel tanks):
Line 694: Line 703:
 
equation 2: x+y=v*173.84
 
equation 2: x+y=v*173.84
 
In order to agree with the amounts used in the default fuel tanks, the volume has to be multiplied by 173.84.  The system of equations was solved using wolframalpha.com.
 
In order to agree with the amounts used in the default fuel tanks, the volume has to be multiplied by 173.84.  The system of equations was solved using wolframalpha.com.
 
The value entered in the RESOURCE node is what will appear in the in-game UI, but does not necessarily reflect a mass or volume. The game uses the resource's density defined in files with RESOURCE_DEFINITION nodes to calculate the mass of that resource in the given part. As an example, Squad's RT-10 Solid Fuel Booster's cfg defines its mass as 0.5, and the resource node says it hold 433 SolidFuel. The density of SolidFuel is defined by Squad as being 0.0075. Therefore:
 
 
Mass of RT-10+(resource amount*resource density)=0.5+(433*0.0075)=3.7475 tonne
 
 
which matches the in-game mass for this part.
 
 
The above is important to remember when making a part that will contain resources in that, if you set a resource's density first and want a part to hold a specific amount, you need to calculate the amount and not just enter the tonnes you want in the RESOURCE node. Regardless of how much mass that resource is, the in-game resource UI will always show the value in the RESOURCE node.
 
  
 
== Dummy CFG ==
 
== Dummy CFG ==

Revision as of 19:13, 13 February 2014

Large portions of this page are originally incorrect or so outdated that they are no longer useable.


This tutorial will walk through the individual parts of the configuration file by building a dummy part file that will behave exactly like a real one, only lacking models, sounds, and textures.

Basic Part Making Guidelines

Ensure that the model itself will not break the game on loading:

  • The file must be a .dae file.
  • Every--even the collision mesh--mesh must have a material.
  • The parts must be correctly named; e.g., the collision mesh should always be called "node_collider"

Ultimately KSP will need a .mu file to load the file into the Game Database. Unity contains a .mu exporting function with the KSP Part Tools.

Part file creation

Save an empty notepad file, which will become the .cfg, in the directory of your addon--usually "../KerbalSpaceProgramDirectory/Parts/yourAddon".

This empty file will become the .cfg

Config file order

PART {

    // Title
    // Name of your part
    // 

    // --- general parameters ---

    // --- asset parameters ---

    // --- node definitions ---

    // --- FX definitions ---

    // --- Sound FX definition ---

    // --- editor parameters ---

    // --- attachment rules: stck, srfAttach, allowStack, allowSrfAttach, allowCollision ---

    // --- standard part parameters ---

    // --- specific part parameters ---

    MODULE {

        // ---specific module parameters ---

    }

    // --- other MODULEs ---

}


The slashes before each title indicate that the line thereof has been commented out; the program ignores such lines.

Title

Atop most part files are a couple of lines that resemble the ones below:

// Kerbal Space Program - Configuration file
// My super awesome engine that can go at a kajillion miles per hour, lol

These lines are useful when others want to learn from your part file.

The first line states that this file is a part file for KSP; the second states its name.

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

Onwards!

General Parameters:

// --- general parameters ---

This section follows the title and describes several properties of all parts. Below is a list of what goes under General Parameters:

name = solidBooster
//Leave this next line as is unless you have a reason
module = Part
author = Il Carnefice
name
It can be anything that is unique, one word, and without an underscore; it's not commented out because KSP will internally (the user will not see this name) thus refer to the part.
module
This used to describe the specific part class behavior but now this is handled by the Module tags later in the file. Set it to Part.
author
Author name

Below is an example:

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = Part
author = YourName

Parts

Part Name Description
SolidRocket Resembles a solid rocket booster - a continually burning rocket that lacks thrust control and cannot be deactivated once lit.
LiquidEngine Resmebles an orbital maneuvering system - a rocket engine with controllable thrust.
FuelTank Contains fuel.
CommandPod Contains crew and a control system.
SASModule Holds course.
SASModule2 ???
Strut Connects rocket parts. Has no special abilities.
Decoupler Connects rocket parts and can jettison itself and the parts it's connected to.
RadialDecoupler Connects and can jettison parts much as does a Decoupler, but radially.
Parachutes Deploys a parachute.
ControlSurface Movable wing-like surface. Can act as a rudder, aileron, elevator, canard or other aerodynamic control surface - function depends on placement on a ship.
WarpEngine A warp engine. Not functional as of 0.15.2.
Winglet A fixed, lifting part.
Stabilizer Similar to ControlSurface (recommend to not use)
StrutConnector ???
RCSFuelTank A RCS tank.
RCSModule A RCS thruster.
AtmosphericEngine Atmospheric engine with air flow parameters.
AdvSASModule An SAS-type module that alters user input allowing for control of RCS, pod torque, gimballing engines and control surfaces.
DecouplerGUI A normal decoupler that can be disconnected via the right-click GUI.
DockingPort An unfinished docking port?
FuelLine Transfers fuel.
FuelTankGUI A fuel tank with a right-click GUI to disable flow.
LandingLeg A moving landing leg, using .cfg parameters to move.
HLandingLeg A moving landing leg, using animations to move.
HParachutes An animated parachute module?
LandingGear Wheeled, animated landing gear for spaceplanes.
SatELight A flash-light module.
LiquidFuelEngine A liquid fuel engine that uses Thrust and Isp, rather than Thrust and fuel units.

Part Modules

Please read: "0.15 code update - PartModule, KSPField, KSPEvent, ConfigNode and PartResource"

Module Name Description
ModuleAerodynamicLift Lift producing module?
ModuleAnimateHeat ???
ModuleAnimatorLandingGear Animated landing gear module?
ModuleCommand Command module?
ModuleEngineRocketLiquid Liquid rocket engine module?
ModuleGenerator Used by RTG, input/output resources.
ModuleResource Generic resource module?
ModuleResourceIntake Generic resource "intake" module, to add to or take away from "ModuleResource"?
ModuleTest ???

Asset Parameters

This section defines the assets of a module - it links to the model and texture file and provides extra settings.

// --- asset parameters ---
mesh = modelfile.dae
scale = 0.1
texture = texturemap.png
specPower = 0.5
rimFalloff = 3
alphaCutoff = 0
//rescaleFactor = 1.25
mesh
The name of the mesh. Write its name therein and keep the mesh file in the same directory as the part file.
scale
The scale of the model - depending on the units in your 3D modelling program. If you used one unit = one meter, then use a scale of 1. If it's 1 unit = 0.1 meters, then use a scale of 0.1. Using a 0.1 scale factor and then scaling to fit the other parts is easier than fiddling around with scale factors. This factor will only affect the units involved in node placement and will not affect the actual size of the part.
texture
The texture file's name, which is in the KSPDirectory/Parts/yourAddon/textures folder. Textures should be either 256x256, 512x512 or 1024x1024
specPower
The specular reflectivity of your part. Leaving it untouched is best.
rimFalloff
Defines the strength of the highlight effect. Higher values increase the effect near the edges.
alphaCutoff
Defines the threshold for transparency on the part's texture. A value of 0 means nothing in the texture is considered to be transparent. A value of 1 means a completely transparent part. A texture with an alpha channel (transparency) can be transparent in some places and opaque in others.
rescaleFactor
An optional parameter that is not usually included in most parts, but the option is available for resizing a part for personal use. In order to retain correct node placements, the scale parameter must also be proportionally changed to match the new rescaleFactor. The default value for rescaleFactor is 1.25 but can be changed to any value.

Below, the example:

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName

// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0

Node Definitions

Defines where parts attach to other parts. Tricouplers have four: three bottom and one at the top, while most parts simply have two, and a few parts have only one.

node_stack_bottom = x, y, z, angx, angy, angz, size
node_stack_top = x, y, z, angx, angy, angz, size
node_attach = x, y, z, angx, angy, angz, size

Above are three example nodes. Two are useful in this tutorial: node_stack and node_attach. Node stack defines where the part vertically stacks with other parts, and node attach defines where on a part's surface other parts attach - in other words, horizontal attachment.

All node attachment values relate to an object's origin, and their values correspond to a model's units and scaling factors. A node_stack_bottom with x, y, and z values of (2.5, 5.0, 3.0) will have an attachment node 2.5 units to the right, 5.0 units up, and 3.0 units forward. The next three values refer to the orientation that a particular node will accept other attachments, on a scale of -1.0 to 1.0. These represent the vector that a part will orient itself on when attaching to the node. For example, a fuel tank with a node_stack_bottom will have angx, angy, and angz values of (0.0, -1.0, 0.0). This represents a vector downward relative to the part model, in the negative y direction. A value of (0.0, -1.0, 1.0) would represent a diagonal vector downward and forward, while a value of (1.0, 1.0, 1.0) would represent a vector to the right, up, and forward.

Generally, most parts will have angx, angy, and angz values of either (0.0, -1.0, 0.0) for a node_stack_bottom and (0.0, 1.0, 0.0) for a node_stack_top.

The last value indication the visual size of an attachment node. Values may be either 0 (small half-meter node), 1 (normal), or 2 (large). This parameter is optional and will default to 1 if nothing is specified. Keep in mind, naming conventions (_stack_bottom, _stack_top) for nodes only apply to node_attach; they are only helpful in identifying a node's position.

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName

// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1 
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0 

// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0

FX definitions:

More definitions! But this time, you're positioning the flame coming out the back of the rocket.

fx_exhaustFlame_yellow = x, y, z, angx, angy, angz, active
fx_exhaustLight_yellow = x, y, z, angx, angy, angz, active
fx_smokeTrail_medium = x, y, z, angx, angy, angz, active

Okay, looks pretty similar to node_definitions, right?

You'll notice, just like node definitions, there are separate parts to each effect. You have fx_exhaustFlame, fx_exhaustLight, and fx_smokeTrail.

There are exactly what they sound like, the flame, the light, and the smoke trail.

There are variations on flame color, blue is also an option. To get a blue flame, you would use fx_exhaustFlame_blue. You would do the same for the exhaustLight.

The 'active' switch on the end is used to define when this effect will be visible. See the FX Groups listing to know which effect groups are available, and when they are used. It's also possible to assign an effect to more than just one FX Group. If for instance, you want a smoke effect to be visible both when the part activates and also when it deactivates itself, you can do this:

fx_gasBurst_white = x, y ,z, angx, angy, angz, activate, deactivate

This is particularly useful if you're defining a lot of effects, like the gas discharges on an RCS module.

Feel like you're getting the hang of this now? Let's keep building the dummy part file, and add in a blue flame and light, but leave out the smoke trail.

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName

// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0

// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0

// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active

Sound FX definition

This is pretty easy to use in a basic way, which will suit our needs just fine.

Under this section, comes:

sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

Sounds are added to FX Groups, in much the same way smoke and flame effects are. Of course, sounds do not need to be positioned in space, nor do they have rotations, so all you need is to indicate in which FX Group the sound will be executed. As with effects, you can assign multiple groups to a sound.


Since 0.20 GameData structure there are 2 ways to add a sound to a part:

  • KSP has an internal sound library, which contains a few sound effects. By defining a sound as in the example above, KSP will search for that sound in its internal library.
  • The second way is to add new sound files which is ONLY possible if adding the sound file to the GameData/modName/parts/partName/part/sounds/ folder. Note that all the sounds are therefore "private", only accessed by that part. For now, the legacy folder or a shared mod folder method doesn't work, devs are probably going to fix this problem in the future.


REMEMBER: If you add a custom sound, the file name must start with sound_ (e.g., sound_myNewSoundEffect.wav).

To use a sound from the KSP internal library or the part/sounds folder, you must not include the extension in the sound name (e.g., sound_vent_medium = activate), otherwise the sound will not work.

Supported files are 48000Hz .wav files and .ogg

Adding sound FX to our dummy part file:

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName

// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1 
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0 

// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0

*'''// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active

// --- Sound FX definition ---
sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

Editor Parameters:

Aha! We're back to parameters! These set of parameters let us decide how our part is displayed in the rocket editor. This section has the following:

// --- editor parameters ---
cost = 450
category = Propulsion
subcategory = 0
title = 
manufacturer =
description = 
cost
This hasn't really been implemented yet, but when it is it sets the cost for spaceship parts. You can set this to anything for now, it's entirely up to you.
category
There are seven categories:
Category Description
Pods Command pods and cockpits go here
Propulsion Engines, Fuel Tanks, RCS Tanks, etc.
Control SAS modules, RCS Thrusters, etc.
Structural Struts, decouplers, adapters, etc.
Aero Wings, Control Surfaces and nose cones.
Utility Parachutes, Escape towers, heat shields, lights, landing gear/legs, ladders, batteries, solar panels, generators, etc.
Science Sensors, Antennae, Satellite Dishes, etc.


subcategory
No use yet. Set it to 0
title
What do you want your part to be called in the rocket editor?
manufacturer
Who built your part?
description
Describe your part here. (Do not use linebreaks. KSP breaks lines automatically in the part's tooltip. A linebreak will cause your description to appear truncated)

And that's that. Updating the dummy cfg file now:

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine

// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName

// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1 
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0 

// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0

*'''// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active

// --- Sound FX definition ---
sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

// --- editor parameters ---
cost = 120
category = Propulsion
subcategory = 0
title = Mark V Rocket Engine
manufacturer = Awesomely Terrible Spaceship Engines Inc.
description = This part will now get you to space with 60% less limb loss than the mark IV engine.

Attachment rules:

This defines how your part attaches to other parts.

  • // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
  • attachRules = 1,1,1,1,1

The rules correspond to the numbers below - 1 is allow, 0 is prevent. The tags are:

stack - Can your part be stacked on others?

SrfAttach - Can your part be placed onto a surface?

allowStack - Will you allow other parts to be stacked on your part?

allowSrfAttach Can other parts be placed on the surface of yours?

allowCollision - A special one: Can your part be placed if part of it is intersecting another part?


Note that you can also force parts attached to this part to attach in a specific symmetry.

  • // symmetry rules: 0=1x, 1=2x, 2=3x, 3=4x and so on...
  • stackSymmetry = 3


Easy enough, right? Adding to dummy file and continuing.

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine
// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName
// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1
texture = awesometexture.png
specPower = 0.5
rimFalloff = 3
alphaCutoff = 0
// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0
// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active
// --- Sound FX definition ---
sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate
// --- editor parameters ---
cost = 120
category = Propulsion
subcategory = 0
title = Mark V Rocket Engine
manufacturer = Awesomely Terrible Spaceship Engines Inc.
description = This part will now get you to space with 60% less limb loss than the mark IV engine.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

Standard Part Parameters:

This defines how your part performs in the air and its limits. Note that not all of these parameters need to be defined. If they're left out of the cfg file, KSP will use a default value for them.

  • mass =
  • dragModelType = default
  • maximum_drag =
  • minimum_drag =
  • angularDrag =
  • crashTolerance =
  • breakingForce =
  • breakingTorque =
  • maxTemp =
  • heatConductivity =
  • heatDissipation =
  • stageOffset =
  • childStageOffset =
  • fuelCrossFeed =
  • NoCrossFeedNodeKey =

mass - How much does your part weigh? (Or, for parts that also specify a dryMass parameter, how much does it weigh when full?)

dragModelType - Leave this as default.

maximum_drag - What's the maximum amount of drag on your part? (Usually under 1.) Generally drag when part's direction of travel is along its y-axis.

minimum_drag - The minimum amount of drag your part will encounter. (Usually under 1 and lower than maximum_drag) (this value is unused if dragModelType is set to default) Generally drag when the part's direction of travel is perpendicular to its y-axis.

angularDrag - how much angular drag is there/resistance to turning? (Also usually under 1.)

crashTolerance - How good is your part at surviving crashes? The higher the number the more durable. Numbers are approximately maximum impact speed in m/s.

breakingForce - How much will the attachment between this part and the part it's connected to resist to linear forces?

breakingTorque - How much will the attachment resist rotational forces?

maxTemp - The maximum temperature your part can experience before exploding.

heatConductivity - How good is your part at conducting heat? Defaults to 0.08, CFG values are used in 0.13.3, but not in 0.15.2.

heatDissipation - How good is your part at dissipating heat from the ship? Defaults to 0.08, CFG values are used in 0.13.3, but not in 0.15.2.

stageOffset and childStageOffset - Can be 0, 1, etc. defines whether this part will create a new stage before or after itself, or both (as do decouplers). This only applies for the automatically generated staging sequence. These replace stageBefore and stageAfter.

fuelCrossFeed - Will the part crossfeed fuel between parts attached to it?

NoCrossFeedNodeKey - if set to bottom will keep fuel from flowing FROM bottom nodes (avoiding some stack imbalances and partially mitigating the 0.15 bug of engines generating fuel). Used with parts with multiple bottom nodes, such as the TVR-1180C Mk1 Stack Tri-Coupler.

There you go, another section down.

Resources

Some parts contain a resource, such as SolidFuel.


RESOURCE
{  
name = SolidFuel  
amount = 433  
maxAmount = 433
}

The value entered in the RESOURCE node is what will appear in the in-game UI, but does not necessarily reflect a mass or volume. The game uses the resource's density defined in files with RESOURCE_DEFINITION nodes to calculate the mass of that resource in the given part. As an example, Squad's RT-10 Solid Fuel Booster's cfg defines its mass as 0.5, and the resource node says it hold 433 SolidFuel. The density of SolidFuel is defined by Squad as being 0.0075. Therefore:

Mass of RT-10+(resource amount*resource density)=0.5+(433*0.0075)=3.7475 tonne

which matches the in-game mass for this part.

The above is important to remember when making a part that will contain resources in that, if you set a resource's density first and want a part to hold a specific amount, you need to calculate the amount and not just enter the tonnes you want in the RESOURCE node. Regardless of how much mass that resource is, the in-game resource UI will always show the value in the RESOURCE node.


If using the default liquid fuel and the volume of the tank is known, the amounts of fuel and oxidizer can be calculated as follows (to agree with the amounts used in the default fuel tanks):

liquid fuel amount=(2,655,406*v)/27775 oxidizer amount=(86920*v)/1111 where v is the volume of the fuel tank in m^3. If the tank is a cylinder, v=pi/4*diameter^2*height


This was determined by solving the following system of equations,where x is the amount of oxidizer and y is the amount of liquid fuel: mass of fuel=y*.005 mass of oxidizer=x*.005 moxidizer/mfuel=2.2/1.8=1.22 (x*.005)/(y*.005)=1.22 equation 1: .005x-.00611y=0 equation 2: x+y=v*173.84 In order to agree with the amounts used in the default fuel tanks, the volume has to be multiplied by 173.84. The system of equations was solved using wolframalpha.com.

Dummy CFG

Dummy CFG:

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine
// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName
// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1 
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3 
alphaCutoff = 0 
// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0
// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active
// --- Sound FX definition ---
sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate
// ---Editor parameters ---
cost = 120
category = Propulsion
subcategory = 0
title = Mark V Rocket Engine
manufacturer = Awesomely Terrible Spaceship Engines Inc.
description = This part will now get you to space with 60% less limb loss than the mark IV engine.
// --- Standard part parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.4
minimum_drag = 0.2
angularDrag = 0.2
crashTolerance = 5
maxTemp = 2500

Specific Part Parameters:

We're almost finished, a complete part is almost at our hands and you should know almost everything you need to create a part.cfg file. However, remember back when we were setting types? Well each type has an individual set of specific part parameters that change depending on what type of part it is.

You cannot mix and match parameters from different module types - it doesn't work.

These specific parameters are actually public variables defined in the Part classes themselves. The standard parameters are declared in the Part base class, and the specific ones in each Part extension (i.e., Modules)

For example, if your part type (module) was SolidRocket, your specific part parameters would be composed of:

  • thrust = 130
  • dryMass = 0.36
  • heatProduction = 550
  • fuelConsumption = 4
  • internalFuel = 100
  • fullExplosionPotential = 0.8
  • emptyExplosionPotential = 0.1
  • thrustCenter = 0, -0.5, 0
  • thrustVector = 0, 1, 0

Time to go through and see what special parameters each module can have.

Liquid Engine

A liquid engine has the following special parameters:

  • maxThrust =
  • minThrust =
  • heatProduction =
  • fuelConsumption =

Looks pretty easy, and everything is pretty much what you'd expect. By now, you should be able to work out what they all mean, but just in case:

maxThrust - The maximum thrust of the liquid engine.

minThrust - The minimum thrust. Usually 0, unless you want a rocket that can't fully be turned off.

heatProduction - How much heat your rocket puts out.

fuelConsumption - How much fuel your rocket uses.

Solid Rocket Booster

  • thrust =
  • dryMass =
  • heatProduction =
  • fuelConsumption =
  • internalFuel =
  • fullExplosionPotential =
  • emptyExplosionPotential =
  • thrustCenter = x, y, z
  • thrustVector = angx, angy, angz

A lot of those values look pretty similar to the liquid engine parameters, right?

thrust - The thrust of the solid rocket booster. Note how there is no minimum thrust because it can not be turned off once lit.

dryMass - How much the SRB weighs when empty.

heatProduction - Exactly the same as the liquid rocket, how much heat your rocket puts up.

fuelConsumption - How much fuel the rocket uses per second.

internalFuel - How much fuel does the SRB hold inside it?

fullExplosionPotential - The potential for explosion when the rocket is full of fuel

emptyExplosionPotential - And the potential when it's empty.

thrustCenter - Where the thrust comes from.

thrustVector - And which direction it goes.

Fuel Tank

Fuel tanks are a bit different, seeing as they have no thrust parameters.

  • fuel =
  • dryMass =
  • fullExplosionPotential =
  • emptyExplosionPotential =

If you've read above, you should know exactly what those parameters do, and so I won't explain them to you again.

SAS Module

  • maxTorque =

maxTorque - The maximum amount of torque the module can apply to halt the ship's rotation.

Ki, Kd and Kp - These parameters allow for tuning of the internal workings of the SAS module. If you're not experienced in working with PID controllers, just leave them as they are.

Winglets

  • dragCoeff =
  • deflectionLiftCoeff =

dragCoeff - The drag co-efficiency of the wings.

deflectionLiftCoeff - How much lift the wings generate.

Control Surfaces

  • dragCoeff =
  • deflectionLiftCoeff =
  • ctrlSurfaceRange =
  • ctrlSurfaceArea =

ctrlSurfaceRange - How far off centre the control surface (rudder / aileron etc) can move under control

ctrlSurfaceArea - The effective surface area of the control surface - the bigger the surface, the bigger the surface area must be set to

Decouplers

  • ejectionForce =

ejectionForce - How hard it separates on stage ejection.

Note, decouplers also add two lines to Standard Part Parameters, "stageAfter = True" and "stageBefore = True"

Parachutes

  • useAGL =
  • autoDeployDelay =
  • minAirPressureToOpen =
  • deployAltitude =
  • closedDrag =
  • semiDeployedDrag =
  • fullyDeployedDrag =

useAGL - Whether or not the parachute opens at the set altitude above ground level, instead of above sea level.

autoDeployDelay - Time before parachutes attached to jettisoned parts are activated.

minAirPressureToOpen - The minimum air pressure required before the chute will activate.

deployAltitude - At what altitude the parachute deploys fully once activated.

closedDrag - The drag when the parachute is closed.

semiDeployedDrag - The drag when it's semi-deployed

fullyDeployedDrag - And finally, the drag when it's entirely deployed.

Conclusion:

There you go then. By now, you should know the ins and outs of the part.cfg file, and how to create one, edit one, play around with one, etc. All sorts of cool stuff like that. The final dummy part.cfg file will be after this, with the special part parameters added in.

Anyway, that's that, now you know, now go make some cool addons like FTL drives and newton-defying inertial dampeners.

Dummy part.cfg file completed

// Kerbal Space Program - Part CFG file
// Mark V Rocket Engine
// --- General Parameters ---
name = LiquidThrusterV
module = LiquidEngine
author = YourName
// --- Asset Parameters ---
mesh = myMesh.dae
scale = 0.1 
texture = awesometexture.png
specPower = 0.5 
rimFalloff = 3
alphaCutoff = 0
// --- Node Definitions ---
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0
// --- FX Definitions ---
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active
// --- Sound FX definition ---
sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate
// ---Editor parameters ---
cost = 120
category = Propulsion
subcategory = 0
title = Mark V Rocket Engine
manufacturer = Awesomely Terrible Spaceship Engines Inc.
description = This part will now get you to space with 60% less limb loss than the mark IV engine.
// --- Standard part parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.4
minimum_drag = 0.2
angularDrag = 0.2
crashTolerance = 5
maxTemp = 2500
// --- Special Part Parameters ---
maxThrust = 150
minThrust = 0	
heatProduction = 360
fuelConsumption = 7

More Example?

// KSP - Parts
// Chemi Ion engine , using normal fueltank :D
// Mark I Ion engine
// 

// --- general parameters ---
name = ChemiIonEngine
module = LiquidEngine
author = Chemi | G-min
// --- asset parameters ---
mesh = CIonengMK1.dae

scale = 0.1
texture = hotsurf.png
specPower = 0.5
rimFalloff = 4
alphaCutoff = 0

// --- node definitions ---
node_stack_bottom = 0, 0, 0, 0, -1.0, 0, 1

node_stack_top = 0, 0.2, 0, 0, 1.0, 0, 1

// --- FX definitions ---
fx_exhaustFlame_yellow = 0, -0.05, 0, 0, 1.0, 0, active

fx_exhaustLight_yellow = 0, -0.05, 0, 0, 0, 0, active
fx_smokeTrail_medium = 0, 0, 0, 0, 1.0, 0, active
// --- Sound FX definition ---
sound_chemiionengine.wav = activate

sound_chemiionengine.wav = active
sound_vent_soft = deactivate

// --- editor parameters ---
cost = 1000

category = Propulsion
subcategory = 0
title = Chemi Ion engine MK1
manufacturer = Chemi Jet Propulson Laboratory / G-min Parts design
description = The great Ion engine :D with crash resiston G-JPG Around 999 m/s! (not mean inside ion engine will be resist 999 m/s crash!!! I warned you!) and with SPECIAL STRONGER! shock absorber!    now with viscosion coolant!(really absorbs and conduct :D) (it's GEL!) great for Interplanetary jornal.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0
// --- standard part parameters ---
mass = 1.22

dragModelType = default 
maximum_drag = 0.399 
angularDrag = 0.4
crashTolerance = 29.16
breakingForce = 1024
breakingTorque = 567
maxTemp = 3100
heatConductivity = 3.6
heatDissipation = 0.014
// --- specific part parameters ---
maxThrust = 369

minThrust = 0
heatProduction = 58
fuelConsumption = 0.009
// end!