Parts/Engine/liquidEngineSSME/SSME.cfg
< Parts
PART
{
name = SSME
module = Part
author = Porkjet
mesh = SSME.mu
rescaleFactor = 1
node_stack_top = 0.0,0.0,0.0 , 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0,-1.6,0.0 , 0.0, -1.0, 0.0, 1
mass = 4.0
// heatConductivity = 0.06 // half default
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 = 22
maxTemp = 2000 // = 3600
TechRequired = veryHeavyRocketry
entryCost = 115000
cost = 18000
category = Engine
subcategory = 0
title = #autoLOC_500457 //#autoLOC_500457 = S3 KS-25 "Vector" Liquid Fuel Engine
manufacturer = #autoLOC_501638 //#autoLOC_501638 = Kerbodyne
description = #autoLOC_500458 //#autoLOC_500458 = Kerbodyne's flagship engine, the KS-25 excels as a first stage engine through its high thrust-to-weight ratio and exceptional sea level efficiency. Kerbodyne engineers achieved this by running the engine in a staged combustion cycle and at extremely high chamber pressures. Special new alloys had to be invented to suppress the engine's tendency to become a bomb. The single version is designed with very durable components and high reusability, as well as higher gimbal range, but because of that is also heavier than its expendable counterpart used in first stage clusters.
attachRules = 1,1,1,1,0
bulkheadProfiles = srf, size1
tags = #autoLOC_500459 //#autoLOC_500459 = ascent main propuls rocket shuttle ssme (vector
EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 0.05 0.6
volume = 1.0 1.5
pitch = 0.0 1.2
pitch = 1.0 2.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_light
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, 0
}
MODEL_MULTI_PARTICLE
{
//modelName = Squad/FX/ks25_Exhaust
modelName = Squad/FX/hydroLOXFlame
transformName = thrustPoint
emission = 0.0 0.0
emission = 0.1 0.5
emission = 1.0 1.0
speed = 0.0 0.8
speed = 1.0 1.0
localPosition = 0, 0, 0.08
}
}
shockDiamond
{
// MODEL_MULTI_PARTICLE
// {
// modelName = Squad/FX/diamondBlue
// transformName = thrustTransform
// emission = 0.0 0.0
// //emission = 0.05 0.0
// //emission = 0.075 0.5
// emission = 1.0 1.0
// speed = 0.0 0.2
// speed = 1.0 1.0
// }
PREFAB_PARTICLE
{
prefabName = fx_exhaustFlame_blue_small
transformName = thrustTransformYup
emission = 0.0 0.0
emission = 0.05 1.0
emission = 0.5 3.5
emission = 1.0 5.0
speed = 0.0 0.5
speed = 1.0 0.8
localOffset = 0, 0, 0
}
}
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 = thrustTransform
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 = thrustTransform
powerEffectName = shockDiamond
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1000
heatProduction = 192
fxOffset = 0, 0, 0
EngineType = LiquidFuel
exhaustDamageDistanceOffset = 1.5
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 = 3.0
}
}
MODULE
{
name = ModuleJettison
jettisonName = Fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = Nozzle
gimbalRange = 10.5
gimbalResponseSpeed = 8
useGimbalResponseSpeed = true
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = SSME_Heat
responseSpeed = 0.00025
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 = 0.9
maxDistance = 75
falloff = 1.75
thrustTransformName = thrustTransform
}
}