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