Parts/Engine/liquidEngineMainsail v2/liquidEngineMainsail v2.cfg
< Parts
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
}
}
}