// ReStock+ 0.1.0 // Boar (2.5m lifter engine) PART { // --- general parameters --- name = restock-engine-boar module = Part author = Chris Adderley (Nertea) // --- asset parameters --- MODEL { model = ReStock/Assets/Engine/restock-engine-boar-1 scale = 1.0, 1.0, 1.0 } DRAG_CUBE { cube = 0, 6.005,0.7711,1.302, 6.005,0.7711,1.853, 4.87,0.85,0.2801, 4.87,0.85,0.2801, 5.975,0.7708,1.334, 5.975,0.771,1.334, 1.192E-07,-0.5142,0, 2.5,2.518,2.5 cube = 1, 3.622,0.7014,1.451, 3.623,0.7133,1.842, 4.87,0.65,0.2801, 4.87,0.55,0.2801, 3.956,0.7193,1.355, 3.959,0.7207,1.355, 0,-0.4773,-1.192E-07, 2.5,2.444,2.5 cube = 2, 5.803,0.7729,1.302, 5.803,0.7729,1.842, 4.87,0.35,0.2801, 4.87,0.35,0.2801, 5.755,0.7725,1.334, 5.755,0.7728,1.334, 1.192E-07,-0.5129,0, 2.5,2.516,2.5 } scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.598, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.598, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.75, 0.0, 0.0, -1.0, 0.0, 2 // --- FX definitions --- EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-boar-running { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.01 0.4 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 0.01 0.6 pitch = 1.0 1.8 loop = true } MODEL_MULTI_PARTICLE { name = core modelName = ReStock/FX/restock-fx-boar-core-1 transformName = fxTransformCore 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 { name = plume modelName = ReStock/FX/restock-fx-boar-plume-1 transformName = fxTransformPlume 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 { name = turbo modelName = ReStock/FX/restock-fx-boar-turbo-1 transformName = fxTransformTurbo 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } } // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 31000 cost = 7000 category = Engine subcategory = 0 title = #LOC_RestockPlus_restock-engine-boar_title manufacturer = #autoLOC_501638 description = #LOC_RestockPlus_restock-engine-boar_description // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 bulkheadProfiles = size2, size1, srf // --- standard part parameters --- mass = 3.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2000 breakingForce = 5000 breakingTorque = 5000 tags = #LOC_RestockPlus_restock-engine-boar_tags MODULE { name = ModuleEnginesFX engineID = MainExhaust thrustVectorTransformName = thrustTransform exhaustDamage = True runningEffectName = fx-boar-running ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 heatProduction = 5 fxOffset = 0, 0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 12 100 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleGimbal gimbalTransformName = B_Gimbal gimbalRange = 3 gimbalResponseSpeed = 6 useGimbalResponseSpeed = true } MODULE { name = ModulePartVariants baseVariant = Size2 VARIANT { name = Size2 displayName = #LOC_Restock_variant-engine_size2 primaryColor = #999999 secondaryColor = #f69449 GAMEOBJECTS { Var_25Boat = false Var_25 = true Fairing25 = true Fairing25_Compact = false Var_Compact = false CylTop001 = true CylTop002 = true CylBot001 = true CylBot002 = true CylBot003 = false CylBot004 = false } NODES { node_stack_top = 0.0, 0.598, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Boattail displayName = #LOC_Restock_variant-engine_boattail primaryColor = #ffffff secondaryColor = #f69449 GAMEOBJECTS { Var_25Boat = true Var_25 = false Fairing25 = false Fairing25_Compact = false Var_Compact = false CylTop001 = true CylTop002 = true CylBot001 = true CylBot002 = true CylBot003 = false CylBot004 = false } NODES { node_stack_top = 0.0, 0.598, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_compact primaryColor = #999999 secondaryColor = #999999 GAMEOBJECTS { Var_25Boat = false Var_25 = false Fairing25 = false Fairing25_Compact = true Var_Compact = true CylTop001 = false CylTop002 = false CylBot001 = false CylBot002 = false CylBot003 = true CylBot004 = true } NODES { node_stack_top = 0.0, 0.51, 0.0, 0.0, 1.0, 0.0, 2 } } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 121 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = CylTop001 rotatorsName = CylBot001 } CONSTRAINLOOKFX { targetName = CylTop002 rotatorsName = CylBot002 } CONSTRAINLOOKFX { targetName = CylTop003 rotatorsName = CylBot003 } CONSTRAINLOOKFX { targetName = CylTop004 rotatorsName = CylBot004 } CONSTRAINLOOKFX { targetName = CylBot001 rotatorsName = CylTop001 } CONSTRAINLOOKFX { targetName = CylBot002 rotatorsName = CylTop002 } CONSTRAINLOOKFX { targetName = CylBot003 rotatorsName = CylTop003 } CONSTRAINLOOKFX { targetName = CylBot004 rotatorsName = CylTop004 } } MODULE { name = ModuleJettison jettisonName = Fairing25,Fairing25_Compact bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 useMultipleDragCubes = false } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1.0 maxDistance = 70 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 0.025 shaderProperty = _EmissiveColor excludedRenderers = EngineCore toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 1 1 key = 1 1 1 1 } greenCurve { key = 0 0 1 1 key = 1 1 1 1 } blueCurve { key = 0 0 1 1 key = 1 1 1 1 } alphaCurve { key = 0 0 1 1 key = 1 1 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _TintColor includedRenderers = EngineCore toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } }