ReStocked/Distribution/Restock/GameData/ReStock/Patches/Engine/restock-engines-liquid-125.cfg

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2018-05-29 17:36:23 +00:00
// Patches applying art changes to 1.25m engines
// Contents:
// - LV-N "Nerv" Atomic Rocket Motor (nuclearEngine)
// - S3 KS-25 "Vector" Liquid Fuel Engine (SSME)
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// - LV-909 "Terrier" Liquid Fuel Engine (liquidEngine3)
// - LV-T45 "Swivel" Liquid Fuel Engine (liquidEngine2)
// - LV-T30 "Reliant" Liquid Fuel Engine (liquidEngine)
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// LV-N
@PART[nuclearEngine]
{
@author = Chris Adderley
!mesh = DELETE
!MODEL = {}
MODEL {
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model = ReStock/Assets/Engine/restock-engine-nerv-1
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}
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@manufacturer = #autoLOC_501637 //#autoLOC_501637 = Rockomax Conglomerate
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@MODULE[FXModuleAnimateThrottle]
{
@animationName = restock-vector-heat-1
%layer = 1
}
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@MODULE[FXModuleAnimateThrottle]
{
@animationName = restock-nerv-heat-1
%layer = 1
}
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MODULE
{
name = FXModuleAnimateThrottle
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animationName = restock-nerv-throttle-1
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layer = 2
responseSpeed = 1.0
dependOnEngineState = True
dependOnThrottle = True
}
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@MODULE[ModuleJettison, 0]
{
@jettisonName = ShroudA
}
@MODULE[ModuleJettison, 1]
{
@jettisonName = ShroudB
}
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}
// Vector
@PART[SSME]
{
@author = Chris Adderley
!mesh = DELETE
!MODEL = {}
MODEL {
model = ReStock/Assets/Engine/restock-engine-vector-1
}
@bulkheadProfiles = srf, size1, size2
node_attach = 0.0,0,0.0 , 0.0, 1.0, 0.0, 1
MODULE
{
name = ModulePartVariants
baseVariant = Size1
VARIANT
{
name = Size1
displayName = #LOC_Restock_variant-engine_size1
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
Var_25 = false
Var_25_Boat = false
Var_125 = true
Var_Compact = false
Var_UpperGimbals = false
Var_LowerGimbals = false
Fairing125 = true
Fairing25 = false
Fairing25_Boat = false
}
NODES
{
node_stack_top = 0.0,0.0,0.0 , 0.0, 1.0, 0.0, 1
node_attach = 0.0,0,0.0 , 0.0, 1.0, 0.0, 1
}
}
VARIANT
{
name = Size2
displayName = #LOC_Restock_variant-engine_size2
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
Var_25 = true
Var_25_Boat = false
Var_125 = false
Var_Compact = false
Var_UpperGimbals = true
Var_LowerGimbals = true
Fairing125 = false
Fairing25 = true
Fairing25_Boat = false
}
NODES
{
node_stack_top = 0.0,0.634,0.0 , 0.0, 1.0, 0.0, 2
node_attach = 0.0,0.634,0.0 , 0.0, 1.0, 0.0, 2
}
}
VARIANT
{
name = Boattail
displayName = #LOC_Restock_variant-engine_boattail
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
Var_25 = false
Var_25_Boat = true
Var_125 = false
Var_Compact = false
Var_UpperGimbals = true
Var_LowerGimbals = true
Fairing125 = false
Fairing25 = false
Fairing25_Boat = true
}
NODES
{
node_stack_top = 0.0,0.634,0.0 , 0.0, 1.0, 0.0, 2
node_attach = 0.0,0.634,0.0 , 0.0, 1.0, 0.0, 1
}
}
VARIANT
{
name = Compact
displayName = #LOC_Restock_variant-engine_compact
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
Var_25 = false
Var_25_Boat = false
Var_125 = false
Var_Compact = true
Var_UpperGimbals = true
Var_LowerGimbals = true
Fairing125 = false
Fairing25 = false
Fairing25_Boat = false
}
NODES
{
node_stack_top = 0.0,0.422,0.0 , 0.0, 1.0, 0.0, 1
node_attach = 0.0,0.422,0.0 , 0.0, 1.0, 0.0, 1
}
}
}
MODULE
{
name = ModuleJettison
jettisonName = Fairing125,Fairing25,Fairing25_Boat
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
useMultipleDragCubes= false
}
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@MODULE[ModuleGimbal]
{
@gimbalTransformName = B_Gimbal
}
MODULE
{
name = FXModuleLookAtConstraint
// Ringed
CONSTRAINLOOKFX
{
targetName = CylBot017
rotatorsName = CylTop017
}
CONSTRAINLOOKFX
{
targetName = CylBot018
rotatorsName = CylTop018
}
CONSTRAINLOOKFX
{
targetName = CylBot019
rotatorsName = CylTop019
}
CONSTRAINLOOKFX
{
targetName = CylBot020
rotatorsName = CylTop020
}
CONSTRAINLOOKFX
{
targetName = CylTop017
rotatorsName = CylBot017
}
CONSTRAINLOOKFX
{
targetName = CylTop018
rotatorsName = CylBot018
}
CONSTRAINLOOKFX
{
targetName = CylTop019
rotatorsName = CylBot019
}
CONSTRAINLOOKFX
{
targetName = CylTop020
rotatorsName = CylBot020
}
}
@MODULE[FXModuleAnimateThrottle]
{
@animationName = restock-vector-heat-1
%layer = 1
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = restock-vector-throttle-1
layer = 2
responseSpeed = 1.0
dependOnEngineState = True
dependOnThrottle = True
}
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}
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// Terrier
@PART[liquidEngine3]
{
@author = Porkjet and Chris Adderley
!mesh = DELETE
!MODEL = {}
MODEL {
model = ReStock/Assets/Engine/restock-engine-terrier-1
}
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%rescaleFactor = 1
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@bulkheadProfiles = srf, size1
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@node_stack_top = 0.0, 28.75, 0.0, 0.0, 1.0, 0.0, 1
@node_stack_bottom = 0.0, -47.281375, 0.0, 0.0, -1.0, 0.0, 1
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MODULE
{
name = ModulePartVariants
baseVariant = Size1
VARIANT
{
name = Size1
displayName = #LOC_Restock_variant-engine_size1
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_909_Boattail = false
LV_909_Basic = true
LV_909_Compact = false
Shroud909 = true
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}
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}
VARIANT
{
name = Boattail
displayName = #LOC_Restock_variant-engine_boattail
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_909_Boattail = true
LV_909_Basic = false
LV_909_Compact = false
Shroud909 = false
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}
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}
VARIANT
{
name = Compact
displayName = #LOC_Restock_variant-engine_compact
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_909_Boattail = false
LV_909_Basic = false
LV_909_Compact = true
Shroud909 = false
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}
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}
}
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@MODULE[ModuleJettison]
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{
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@jettisonName = Shroud909
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}
@MODULE[ModuleGimbal]
{
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@gimbalTransformName = Gimbal
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}
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}
// Reliant
@PART[liquidEngine]
{
@author = Porkjet and Chris Adderley
!mesh = DELETE
!MODEL = {}
MODEL {
model = ReStock/Assets/Engine/restock-engine-reliant-1
}
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%rescaleFactor = 1
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@bulkheadProfiles = srf, size1
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@node_attach = 0.0,0,0.0 , 0.0, 1.0, 0.0, 1
@node_stack_top = 0.0, 9.0182625, 0.0, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -9.0925375, 0.0, 0.0, -1.0, 0.0
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MODULE
{
name = ModulePartVariants
baseVariant = Size1
VARIANT
{
name = Size1
displayName = #LOC_Restock_variant-engine_size1
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primaryColor = #ffffff
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secondaryColor = #000000
GAMEOBJECTS
{
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LV_T30_Basic = true
LV_T30_Compact = false
LV_T30_Boattail = false
ShroudT30 = true
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}
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}
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VARIANT
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{
name = Boattail
displayName = #LOC_Restock_variant-engine_boattail
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_T30_Basic = false
LV_T30_Compact = false
LV_T30_Boattail = true
ShroudT30 = true
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}
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}
VARIANT
{
name = Compact
displayName = #LOC_Restock_variant-engine_compact
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primaryColor = #ffffff
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secondaryColor = #000000
GAMEOBJECTS
{
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LV_T30_Basic = false
LV_T30_Compact = true
LV_T30_Boattail = false
ShroudT30 = true
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}
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}
}
MODULE
{
name = ModuleJettison
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jettisonName = ShroudT30
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bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
useMultipleDragCubes= false
}
@MODULE[FXModuleAnimateThrottle]
{
@animationName = restock-reliant-heat-1
%layer = 1
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = restock-reliant-throttle-1
layer = 2
responseSpeed = 1.0
dependOnEngineState = True
dependOnThrottle = True
}
}
// Swivel
@PART[liquidEngine2]
{
@author = Porkjet and Chris Adderley
!mesh = DELETE
!MODEL = {}
MODEL {
model = ReStock/Assets/Engine/restock-engine-swivel-1
}
@bulkheadProfiles = srf, size1
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rescaleFactor =1.0
@node_stack_top = 0.0, 9.0182625, 0.0, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -7.179225, 0.0, 0.0, -1.0, 0.0
!fx_exhaustFlame_blue = DELETE
!fx_exhaustLight_blue = DELETE
!fx_smokeTrail_light = DELETE
!fx_exhaustSparks_flameout = DELETE
!sound_vent_medium = DELETE
!sound_rocket_hard = DELETE
!sound_vent_soft = DELETE
!sound_explosion_low = DELETE
EFFECTS
{
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 = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
fx-swivel-running
{
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
}
MODEL_MULTI_PARTICLE
{
modelName = Restock/FX/restock-swivel-core
transformName = fxTransform
emission = 0.0 0.0
emission = 0.01 0.1
emission = 0.075 0.25
emission = 1.0 1.0
speed = 0.0 0.35
speed = 1.0 1.0
}
MODEL_MULTI_PARTICLE
{
modelName = Restock/FX/restock-swivel-plume
transformName = fxTransform
emission = 0.0 0.0
emission = 0.01 0.1
emission = 0.075 0.25
emission = 1.0 1.0
speed = 0.0 0.35
speed = 1.0 1.0
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
%runningEffectName = fx-swivel-running
}
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MODULE
{
name = ModulePartVariants
baseVariant = Size1
VARIANT
{
name = Size1
displayName = #LOC_Restock_variant-engine_size1
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_T45_Boattail = false
LV_T45_Basic = true
LV_T45_Compact = false
Gimbal_Basic = true
Gimbal_Boattail = false
Gimbal_Compact = false
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}
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}
VARIANT
{
name = Boattail
displayName = #LOC_Restock_variant-engine_boattail
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_T45_Boattail = true
LV_T45_Basic = false
LV_T45_Compact = false
Gimbal_Basic = false
Gimbal_Boattail = true
Gimbal_Compact = false
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}
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}
VARIANT
{
name = Compact
displayName = #LOC_Restock_variant-engine_compact
primaryColor = #ffffff
secondaryColor = #000000
GAMEOBJECTS
{
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LV_T45_Boattail = false
LV_T45_Basic = false
LV_T45_Compact = true
Gimbal_Basic = false
Gimbal_Boattail = false
Gimbal_Compact = true
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}
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}
}
MODULE
{
name = ModuleJettison
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jettisonName = ShroudT45
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bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
useMultipleDragCubes= false
}
@MODULE[ModuleGimbal]
{
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@gimbalTransformName = Gimbal
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}
MODULE
{
name = FXModuleLookAtConstraint
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// Basic
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CONSTRAINLOOKFX
{
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targetName = Piston01Target
rotatorsName = Piston01Anchor
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}
CONSTRAINLOOKFX
{
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targetName = Piston02Target
rotatorsName = Piston02Target
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}
CONSTRAINLOOKFX
{
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targetName = Piston01Anchor
rotatorsName = Piston01Target
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}
CONSTRAINLOOKFX
{
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targetName = Piston02Anchor
rotatorsName = Piston02Target
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}
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// Basic
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CONSTRAINLOOKFX
{
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targetName = Piston03Target
rotatorsName = Piston03Anchor
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}
CONSTRAINLOOKFX
{
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targetName = Piston04Target
rotatorsName = Piston04Target
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}
CONSTRAINLOOKFX
{
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targetName = Piston03Anchor
rotatorsName = Piston03Target
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}
CONSTRAINLOOKFX
{
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targetName = Piston04Anchor
rotatorsName = Piston04Target
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}
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// Compact
CONSTRAINLOOKFX
{
targetName = Piston05Target
rotatorsName = Piston05Anchor
}
CONSTRAINLOOKFX
{
targetName = Piston06Target
rotatorsName = Piston06Target
}
CONSTRAINLOOKFX
{
targetName = Piston05Anchor
rotatorsName = Piston05Target
}
CONSTRAINLOOKFX
{
targetName = Piston06Anchor
rotatorsName = Piston06Target
}
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}
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!MODULE[FXModuleAnimateThrottle] = {}
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}