Parts/Engine/Size3EngineCluster/part.cfg
< Parts
PART
{
name = Size3EngineCluster
module = Part
author = Squad
mesh = Size3EngineCluster.mu
scale = 1.0
rescaleFactor = 1
node_stack_top = 0.0,1.527248,0.0 , 0.0, 1.0, 0.0, 3
mass = 15
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
breakingForce = 400
breakingTorque = 400
crashTolerance = 20
maxTemp = 2000 // = 3600
TechRequired = veryHeavyRocketry
entryCost = 115000
cost = 39000
category = Engine
subcategory = 0
title = #autoLOC_500478 //#autoLOC_500478 = S3 KS-25x4 "Mammoth" Liquid Fuel Engine
manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne
description = #autoLOC_500479 //#autoLOC_500479 = Kerbodyne engineers got fed up with having to contend with overly complicated staging arrays for lifting heavy payloads, and decided instead to just build a truly enormous engine of the highest efficiency. Strapping together four of Kerbodyne's KS-25 rocket motors in a single assembly, they created the largest rocket engine in production anywhere, and each KS-25 has the highest chamber pressure--the reason for four small nozzles and combustion chambers, not one big one (those kept going boom). It's certainly got the power to match its size, and although it excels in its main role as a first-stage engine, the lack of structural hardpoints on its underside makes it quite less suitable for other purposes. Its price tag also seems to match its size, in fact.
attachRules = 1,0,1,1,0
bulkheadProfiles = size3
tags = #autoLOC_500480 //#autoLOC_500480 = ascent launch main (mammoth propuls rocket
EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
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/ks25_Exhaust
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 0.5
speed = 1.0 1.2
localPosition = 0, 0, -0.08
}
}
engage
{
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
}
}
}
MODULE
{
name = ModuleEnginesFX
engineID = KS25
runningEffectName = running_closed
thrustVectorTransformName = obj_gimbal
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 4000
heatProduction = 192
fxOffset = 0, 0, 0.25
EngineType = LiquidFuel
exhaustDamageDistanceOffset = 1.9
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 315
key = 1 295
key = 12 0.001
}
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 12.0
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = obj_gimbal
gimbalRange = 2
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationClusterEngine
responseSpeed = 0.001
dependOnEngineState = True
dependOnThrottle = True
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = True
situationMask = 127
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 = 300
situationMask = 8
prestige = Significant
}
CONSTRAINT
{
type = SPEED
test = LT
value = 1200
situationMask = 8
prestige = Significant
}
CONSTRAINT
{
type = SPEED
test = GT
value = 600
situationMask = 8
prestige = Exceptional
}
CONSTRAINT
{
type = SPEED
test = LT
value = 2500
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 = 100
falloff = 1.5
thrustTransformName = obj_gimbal
}
}