// Patches applying art changes to 1.25m engines // Contents: // - LV-N "Nerv" Atomic Rocket Motor (nuclearEngine) // - S3 KS-25 "Vector" Liquid Fuel Engine (SSME) // - LV-909 "Terrier" Liquid Fuel Engine (liquidEngine3) // - LV-T45 "Swivel" Liquid Fuel Engine (liquidEngine2) // - LV-T30 "Reliant" Liquid Fuel Engine (liquidEngine) // LV-N @PART[nuclearEngine] { @author = Chris Adderley !mesh = DELETE !MODEL = {} MODEL { model = ReStock/Assets/Engine/restock-engine-nerv-1 } @manufacturer = #autoLOC_501637 //#autoLOC_501637 = Rockomax Conglomerate @MODULE[FXModuleAnimateThrottle] { @animationName = restock-vector-heat-1 %layer = 1 } @MODULE[FXModuleAnimateThrottle] { @animationName = restock-nerv-heat-1 %layer = 1 } MODULE { name = FXModuleAnimateThrottle animationName = restock-nerv-throttle-1 layer = 2 responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } @MODULE[ModuleJettison, 0] { @jettisonName = ShroudA } @MODULE[ModuleJettison, 1] { @jettisonName = ShroudB } } // 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 } } // Terrier @PART[liquidEngine3] { @author = Porkjet and Chris Adderley !mesh = DELETE !MODEL = {} MODEL { model = ReStock/Assets/Engine/restock-engine-terrier-1 } %rescaleFactor = 1 @bulkheadProfiles = srf, size1 @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 MODULE { name = ModulePartVariants baseVariant = Size1 VARIANT { name = Size1 displayName = #LOC_Restock_variant-engine_size1 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_909_Boattail = false LV_909_Basic = true LV_909_Compact = false Shroud909 = true } } VARIANT { name = Boattail displayName = #LOC_Restock_variant-engine_boattail primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_909_Boattail = true LV_909_Basic = false LV_909_Compact = false Shroud909 = false } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_compact primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_909_Boattail = false LV_909_Basic = false LV_909_Compact = true Shroud909 = false } } } @MODULE[ModuleJettison] { @jettisonName = Shroud909 } @MODULE[ModuleGimbal] { @gimbalTransformName = Gimbal } } // Reliant @PART[liquidEngine] { @author = Porkjet and Chris Adderley !mesh = DELETE !MODEL = {} MODEL { model = ReStock/Assets/Engine/restock-engine-reliant-1 } %rescaleFactor = 1 @bulkheadProfiles = srf, size1 @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 MODULE { name = ModulePartVariants baseVariant = Size1 VARIANT { name = Size1 displayName = #LOC_Restock_variant-engine_size1 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T30_Basic = true LV_T30_Compact = false LV_T30_Boattail = false ShroudT30 = true } } VARIANT { name = Boattail displayName = #LOC_Restock_variant-engine_boattail primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T30_Basic = false LV_T30_Compact = false LV_T30_Boattail = true ShroudT30 = true } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_compact primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T30_Basic = false LV_T30_Compact = true LV_T30_Boattail = false ShroudT30 = true } } } MODULE { name = ModuleJettison jettisonName = ShroudT30 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 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 } MODULE { name = ModulePartVariants baseVariant = Size1 VARIANT { name = Size1 displayName = #LOC_Restock_variant-engine_size1 primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T45_Boattail = false LV_T45_Basic = true LV_T45_Compact = false Gimbal_Basic = true Gimbal_Boattail = false Gimbal_Compact = false } } VARIANT { name = Boattail displayName = #LOC_Restock_variant-engine_boattail primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T45_Boattail = true LV_T45_Basic = false LV_T45_Compact = false Gimbal_Basic = false Gimbal_Boattail = true Gimbal_Compact = false } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_compact primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { LV_T45_Boattail = false LV_T45_Basic = false LV_T45_Compact = true Gimbal_Basic = false Gimbal_Boattail = false Gimbal_Compact = true } } } MODULE { name = ModuleJettison jettisonName = ShroudT45 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 useMultipleDragCubes= false } @MODULE[ModuleGimbal] { @gimbalTransformName = Gimbal } MODULE { name = FXModuleLookAtConstraint // Basic CONSTRAINLOOKFX { targetName = Piston01Target rotatorsName = Piston01Anchor } CONSTRAINLOOKFX { targetName = Piston02Target rotatorsName = Piston02Target } CONSTRAINLOOKFX { targetName = Piston01Anchor rotatorsName = Piston01Target } CONSTRAINLOOKFX { targetName = Piston02Anchor rotatorsName = Piston02Target } // Basic CONSTRAINLOOKFX { targetName = Piston03Target rotatorsName = Piston03Anchor } CONSTRAINLOOKFX { targetName = Piston04Target rotatorsName = Piston04Target } CONSTRAINLOOKFX { targetName = Piston03Anchor rotatorsName = Piston03Target } CONSTRAINLOOKFX { targetName = Piston04Anchor rotatorsName = Piston04Target } // Compact CONSTRAINLOOKFX { targetName = Piston05Target rotatorsName = Piston05Anchor } CONSTRAINLOOKFX { targetName = Piston06Target rotatorsName = Piston06Target } CONSTRAINLOOKFX { targetName = Piston05Anchor rotatorsName = Piston05Target } CONSTRAINLOOKFX { targetName = Piston06Anchor rotatorsName = Piston06Target } } !MODULE[FXModuleAnimateThrottle] = {} }