mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-09-01 17:34:42 +00:00
Fixes and cleanup
This commit is contained in:
@ -86,15 +86,15 @@ PART
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node_stack_top = 0.0, 7.574, 0.0, 0.0, 1.0, 0.0, 1
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node_attach = 0.0, 0.0, -0.9375, 0.0, 0.0, 1.0, 1
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TechRequired = start
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TechRequired = heavierRocketry
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entryCost = 0
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cost = 200
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cost = 11000
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category = Engine
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subcategory = 0
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title = #LOC_RestockPlus_restock-engine-srb-anvil_title
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description = #LOC_RestockPlus_restock-engine-srb-anvil_description
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attachRules = 1,1,1,1,0
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mass = 0.45
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mass = 3
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heatConductivity = 0.06 // 1/2 default
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skinInternalConductionMult = 4.0
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emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
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@ -115,12 +115,12 @@ PART
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exhaustDamage = True
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ignitionThreshold = 0.1
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minThrust = 0
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maxThrust = 125
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maxThrust = 1600
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heatProduction = 545
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useEngineResponseTime = True
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engineAccelerationSpeed = 10.0
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allowShutdown = False
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fxOffset = 0, 0, 0.12
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fxOffset = 0, 0, 0.0
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runningEffectName = fx-anvil-running
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// Possible EngineType values:
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// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
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@ -135,17 +135,17 @@ PART
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}
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atmosphereCurve
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{
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key = 0 165
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key = 1 140
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key = 6 0.001
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key = 0 238
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key = 1 212
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key = 4 100
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}
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}
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RESOURCE
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{
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name = SolidFuel
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amount = 160
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maxAmount = 160
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amount = 4500
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maxAmount = 4500
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}
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MODULE
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{
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@ -382,8 +382,8 @@ PART
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{
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name = ModuleColorChanger
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moduleID = heatColor
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animRate = 0.05
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shaderProperty = _TintColor
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animRate = 0.1
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shaderProperty = _EmisiveColor
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excludedRenderers = EngineCore
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toggleInEditor = false
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toggleInFlight = false
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@ -413,7 +413,7 @@ PART
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name = ModuleColorChanger
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moduleID = throttleColor
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animRate = 1
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shaderProperty = _EmissiveColor
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shaderProperty = _TintColor
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includedRenderers = EngineCore
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toggleInEditor = false
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toggleInFlight = false
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@ -438,4 +438,28 @@ PART
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key = 1 1
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}
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}
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MODULE
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{
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name = FXModuleLookAtConstraint
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CONSTRAINLOOKFX
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{
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targetName = UpperCyl001
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rotatorsName = LowerCyl001
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}
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CONSTRAINLOOKFX
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{
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targetName = UpperCyl002
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rotatorsName = LowerCyl002
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}
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CONSTRAINLOOKFX
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{
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targetName = LowerCyl001
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rotatorsName = UpperCyl001
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}
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CONSTRAINLOOKFX
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{
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targetName = LowerCyl002
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rotatorsName = UpperCyl002
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}
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}
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}
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