Parts/Engine/MassiveSRB/part.cfg
< Parts
PART
{
name = MassiveBooster
module = Part
author = Squad
mesh = MassiveSRB.mu
rescaleFactor = 1.0
node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0
TechRequired = heavyRocketry
entryCost = 8000
cost = 2700
category = Engine
subcategory = 0
title = #autoLOC_500460 //#autoLOC_500460 = S1 SRB-KD25k "Kickback" Solid Fuel Booster
manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne
description = #autoLOC_500461 //#autoLOC_500461 = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch.
attachRules = 1,1,1,1,0
mass = 4.5
heatConductivity = 0.06 // 1/2 default
skinInternalConductionMult = 4.0
emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
breakingForce = 200
breakingTorque = 200
crashTolerance = 7
maxTemp = 2200 // = 3900
stagingIcon = SOLID_BOOSTER
bulkheadProfiles = size1, srf
tags = #autoLOC_500462 //#autoLOC_500462 = (back (kick (kickback moar (more motor rocket srb
EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_hard
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/SRB_Large
transformName = fxPoint
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
}
MODEL_PARTICLE
{
modelName = Squad/FX/SRB_LargeSparks
transformName = fxPoint
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
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = fxPoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
engineID = S1SRB
powerEffectName = running_closed
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 670
heatProduction = 415
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
EngineType = SolidBooster
exhaustDamageDistanceOffset = 0.8
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 220
key = 1 195
key = 7 0.001
}
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = HeatAnimationSRB
responseSpeed = 0.002
dependOnEngineState = True
dependOnThrottle = True
}
RESOURCE
{
name = SolidFuel
amount = 2600
maxAmount = 2600
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = True
situationMask = 60
CONSTRAINT
{
// disable all but home
type = SITUATION
value = 0
body = _NotHome
prestige = Trivial
}
CONSTRAINT
{
// disable all but home
type = SITUATION
value = 0
body = _NotHome
prestige = Significant
}
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 = 0
situationMask = 8
prestige = Significant
}
CONSTRAINT
{
type = SPEED
test = LT
value = 900
situationMask = 8
prestige = Significant
}
CONSTRAINT
{
type = SPEED
test = GT
value = 300
situationMask = 8
prestige = Exceptional
}
CONSTRAINT
{
type = SPEED
test = LT
value = 1200
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 = 80
falloff = 2
thrustTransformName = thrustTransform
}
MODULE
{
name = ModulePartVariants
baseVariant = White
useMultipleDragCubes = false
VARIANT
{
name = White
displayName = #autoLOC_8007119
description = #autoLOC_8003040
primaryColor = #ffffff
secondaryColor = #ffffff
}
VARIANT
{
name = ESA
displayName = #autoLOC_6005083
description = #autoLOC_6005084
primaryColor = #ffffff
secondaryColor = #124d7f
TEXTURE
{
mainTextureURL = Squad/Parts/Engine/MassiveSRB/solid_booster_cm_esa
}
}
}
}