Fixes and cleanup

This commit is contained in:
Chris Adderley
2019-02-17 13:52:19 -08:00
parent cc51ec7e31
commit 959fcc75a8
70 changed files with 209 additions and 125 deletions

View File

@ -86,15 +86,15 @@ PART
node_stack_top = 0.0, 7.574, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, -0.9375, 0.0, 0.0, 1.0, 1
TechRequired = start
TechRequired = heavierRocketry
entryCost = 0
cost = 200
cost = 11000
category = Engine
subcategory = 0
title = #LOC_RestockPlus_restock-engine-srb-anvil_title
description = #LOC_RestockPlus_restock-engine-srb-anvil_description
attachRules = 1,1,1,1,0
mass = 0.45
mass = 3
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...
@ -115,12 +115,12 @@ PART
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 125
maxThrust = 1600
heatProduction = 545
useEngineResponseTime = True
engineAccelerationSpeed = 10.0
allowShutdown = False
fxOffset = 0, 0, 0.12
fxOffset = 0, 0, 0.0
runningEffectName = fx-anvil-running
// Possible EngineType values:
// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
@ -135,17 +135,17 @@ PART
}
atmosphereCurve
{
key = 0 165
key = 1 140
key = 6 0.001
key = 0 238
key = 1 212
key = 4 100
}
}
RESOURCE
{
name = SolidFuel
amount = 160
maxAmount = 160
amount = 4500
maxAmount = 4500
}
MODULE
{
@ -382,8 +382,8 @@ PART
{
name = ModuleColorChanger
moduleID = heatColor
animRate = 0.05
shaderProperty = _TintColor
animRate = 0.1
shaderProperty = _EmisiveColor
excludedRenderers = EngineCore
toggleInEditor = false
toggleInFlight = false
@ -413,7 +413,7 @@ PART
name = ModuleColorChanger
moduleID = throttleColor
animRate = 1
shaderProperty = _EmissiveColor
shaderProperty = _TintColor
includedRenderers = EngineCore
toggleInEditor = false
toggleInFlight = false
@ -438,4 +438,28 @@ PART
key = 1 1
}
}
MODULE
{
name = FXModuleLookAtConstraint
CONSTRAINLOOKFX
{
targetName = UpperCyl001
rotatorsName = LowerCyl001
}
CONSTRAINLOOKFX
{
targetName = UpperCyl002
rotatorsName = LowerCyl002
}
CONSTRAINLOOKFX
{
targetName = LowerCyl001
rotatorsName = UpperCyl001
}
CONSTRAINLOOKFX
{
targetName = LowerCyl002
rotatorsName = UpperCyl002
}
}
}