// Patches applying art changes to 1.25m engines // Contents: // - LV-N "Nerv" Atomic Rocket Motor (nuclearEngine) // - S3 KS-25 "Vector" Liquid Fuel Engine (SSME) // 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 } @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 } }