Parts/Engine/liquidEngineMainsail v2/liquidEngineMainsail v2.cfg

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This is the configuration file for RE-M3 "Mainsail" Liquid Fuel Engine.
PART
{
	name = liquidEngineMainsail_v2
	module = Part
	author = Squad
	mesh = liquidEngineMainsail_v2
	rescaleFactor = 1
	node_stack_top = 0.0, 1.01359, 0.0, 0.0, 1.0, 0.0, 2
	node_stack_bottom = 0.0, -1.95705, 0.0, 0.0, -1.0, 0.0, 2
	
	fx_exhaustFlame_yellow_medium = 20, -20, 20, 0.0, 1.0, 0.0, running
	fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running
	fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout
	
	fx_exhaustFlame_yellow_mini = 0.041, -1.01, 1.85, 0.0, 1.0, 0.0, running, true
	fx_exhaustLight_blue = 0.041, -1.01, 2.292, 0.0, 0.0, 1.0, running, true
	fx_exhaustFlame_yellow_mini = -0.041, 1.01, 1.85, 0.0, 1.0, 0.0, running, true
	fx_exhaustLight_blue = -0.041, 1.01, 2.292, 0.0, 0.0, 1.0, running, true
	
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = heavierRocketry
	entryCost = 38000
	cost = 13000
	category = Engine
	subcategory = 0
	title = #autoLOC_500445 //#autoLOC_500445 = RE-M3 "Mainsail" Liquid Fuel Engine
	manufacturer = #autoLOC_501637 //#autoLOC_501637 = Rockomax Conglomerate
	description = #autoLOC_500446 //#autoLOC_500446 = A monster of an engine for heavy lifting purposes, the Mainsail's power rivals that of entire small nations.
	attachRules = 1,0,1,0,0
	mass = 6
	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
	breakingForce = 200
	breakingTorque = 200
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size2
	tags = #autoLOC_500447 //#autoLOC_500447 = ascent launch main (mainsail propuls rocket (sail
	MODULE
	{
		name = ModulePartVariants
		baseVariant = Full
		VARIANT
		{
			name = Full
			displayName =  #autoLOC_8007106
			primaryColor = #cecece
			secondaryColor = #999999
			sizeGroup = GroupA
			GAMEOBJECTS
			{
				UpperCowl = true
				UpperCowlFoil = true
				LowerCowl = true
				LowerCowlFoil = true
				Truss = false
				Engine = false
				fairing = true
				fairingSmall = false
			}
			
		}
		VARIANT
		{
			name = Mid
			displayName =  #autoLOC_8007107
			primaryColor = #3a562a
			secondaryColor = #999999
			sizeGroup = GroupB
			GAMEOBJECTS
			{
				UpperCowl = true
				UpperCowlFoil = true
				LowerCowl = false
				LowerCowlFoil = false
				Truss = true
				Engine = true
				fairing = true
				fairingSmall = false
			}
			
		}
		VARIANT
		{
			name = Bare
			displayName = #autoLOC_8007108
			themeName = Bare
			primaryColor = #999999
			secondaryColor = #cecece
			sizeGroup = GroupC
			GAMEOBJECTS
			{
				UpperCowl = false
				UpperCowlFoil = false
				LowerCowl = false
				LowerCowlFoil = false
				Truss = true
				Engine = true
				fairing = false
				fairingSmall = true
			}
			NODES
			{
				node_stack_top = 0.0, 0.533, 0.0, 0.0, 1.0, 0.0, 2
				node_stack_bottom = 0.0, -1.945, 0.0, 0.0, -1.0, 0.0, 2
			}
		}
	}
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 1500
		heatProduction = 196
		fxOffset = 0, 0, 2.18
		fxOriginalOffset
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 0.56
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 310
			key = 1 285
			key = 9 0.001
		}
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = fairing,fairingSmall
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 0.5
		jettisonForce = 15
		jettisonDirection = 0 0 1
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = gimbal
		gimbalRange = 2
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = mainsailEmissive
		responseSpeed = 0.001
		dependOnEngineState = True
		dependOnThrottle = True
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 12.0
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 1
		fxMax = 0.8
		maxDistance = 50
		falloff = 1.8
		thrustTransformName = thrustTransform
	}
	EFFECTS
	{
		Thrust
		{
			AUDIO
			{
				clip = Squad/Sounds/sound_rocket_mini
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.8
				pitch = 1.0 1.0
				loop = 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 = FXModuleLookAtConstraint
		CONSTRAINLOOKFX
		{
			targetName = UpperPiston_1
			rotatorsName = LowerPiston_1
		}
		CONSTRAINLOOKFX
		{
			targetName = LowerPiston_1
			rotatorsName = UpperPiston_1
		}
		CONSTRAINLOOKFX
		{
			targetName = UpperPiston_2
			rotatorsName = LowerPiston_2
		}
		CONSTRAINLOOKFX
		{
			targetName = LowerPiston_2
			rotatorsName = UpperPiston_2
		}
		
	}
}