Parts/Engine/liquidEngineSkipper v2/skipperLiquidEngine v2.cfg

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This is the configuration file for RE-I5 "Skipper" Liquid Fuel Engine.
PART
{
	name = engineLargeSkipper_v2
	module = Part
	author = Squad
	mesh = skipper_v2
	rescaleFactor = 1.0
	node_stack_top = 0.0, 1.013, 0.0, 0.0, 1.0, 0.0, 2
	node_stack_bottom = 0.0, -1.362, 0.0, 0.0, -1.0, 0.0, 2
	fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running
	fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = heavyRocketry
	entryCost = 14000
	cost = 5300
	category = Engine
	subcategory = 0
	title = #autoLOC_500454 //#autoLOC_500454 = RE-I5 "Skipper" Liquid Fuel Engine
	manufacturer = #autoLOC_501637 //#autoLOC_501637 = Rockomax Conglomerate
	description = #autoLOC_500455 //#autoLOC_500455 = The smaller sibling of the Mainsail, the Skipper's power rivals that of... large cities. Combining high thrust with reasonable efficiency, this engine excels when used as a mid-stage booster.
	attachRules = 1,0,1,0,0
	mass = 3
	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 = 8
	breakingForce = 200
	breakingTorque = 200
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size2
	tags = #autoLOC_500456 //#autoLOC_500456 = propuls rocket (skipper sustain
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 650
		heatProduction = 350
		fxOffset = 0, 0, 1.2
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.25
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 320
			key = 1 280
			key = 6 0.001
		}
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = fairing1,fairing2
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 0.5
		jettisonForce = 15
		jettisonDirection = 0 0 1
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = thrustTransform
		gimbalRange = 2
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = overheat
		responseSpeed = 0.001
		dependOnEngineState = True
		dependOnThrottle = True
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 10.0
		}
	}
	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 = 0.8
		maxDistance = 50
		falloff = 2
		thrustTransformName = thrustTransform
	}
	MODULE
	{
		name = ModulePartVariants
		baseVariant = Full
		VARIANT
		{
			name = Shroud
			displayName = #autoLOC_8007114
			primaryColor = #d96200
			secondaryColor = #cccccc
			sizeGroup = GroupA
			GAMEOBJECTS
			{
				COL1 = true
				Mount1 = true
				Mount2 = false
				fairing1 = true
				fairing2 = false
			}

		}
		VARIANT
		{
			name = TrussMount
			displayName= #autoLOC_8007113
			primaryColor = #cccccc
			secondaryColor = #808080
			sizeGroup = GroupB
			GAMEOBJECTS
			{
				COL1 = true
				Mount1 = false
				Mount2 = true
				fairing1 = true
				fairing2 = false
			}

		}
		VARIANT
		{
			name = Bare
			displayName =  #autoLOC_8007115
			primaryColor = #808080
			secondaryColor = #808080
			sizeGroup = GroupC
			GAMEOBJECTS
			{
				COL1 = false
				Mount1 = false
				Mount2 = false
				fairing1 = false
				fairing2 = true
			}
			NODES
			{
				node_stack_top = 0.0, 0.583, 0.0, 0.0, 1.0, 0.0, 2
				node_stack_bottom = 0.0, -1.362, 0.0, 0.0, -1.0, 0.0, 2
			}
		}
	}
}