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[1.1.x] Space Shuttle Engines (2016-07-03)


sarbian

Which parts of the pack do you use?  

117 members have voted

  1. 1. Which parts of the pack do you use?

    • X2 Engine
      91
    • BB engines
      58
    • Aerospike
      60
    • Attachment points
      69
    • Auto Stagers
      41
    • Fuel Controllers
      38
    • Radio Controller
      27
    • Tank System
      91
    • OMS system
      87


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Awesome thanks for the update, can't wait to make some shuttles, also anyone this can be added/uploaded/whatever to CKAN? CKAN has Klockheed Martian General Plugin Funcions-Gimbal module (w/ you and dtobi as author) but don't know if it should be showing the engine pack as well now, but after updating not seeing in ckan. Just a wish if to much hassle no worries just install it the old fashion way for now.

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Sorry to bother you but this addon comes with several bugs.

Linear Aerospike engine , do not generate any thrust.

Nodes on "Radial Engine for 1m Engine" and ""Radial Engine mount for dwarf Engines" are broken.

The placement of the engines and the the tanks on the tech tree seems random.

Costs of the tanks are not balanced compared to stock.

Ok, I fixed the Linear Aerospike engine and the Radial mounts. The download is updated.

The cost and tech tree will have to wait for me to have more time to do it

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Awesome thanks for the update, can't wait to make some shuttles, also anyone this can be added/uploaded/whatever to CKAN? CKAN has Klockheed Martian General Plugin Funcions-Gimbal module (w/ you and dtobi as author) but don't know if it should be showing the engine pack as well now, but after updating not seeing in ckan. Just a wish if to much hassle no worries just install it the old fashion way for now.

It's already in CKAN as SpaceShuttleEngines.

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Will Gimbal Auto Trim be updated for 1.0.2 or is it going to be merged with this mod? Having spinning shuttle difficulties when RCS Aid says with trim applied there should be no torque.

EDIT: It seems the Tweakscale re-sizing I did for the external fuel tank did not increase the fuel amount in the tank. Probably the cause of the issues with the shuttle. Any way to fix it so everything scales with size. Going from 2.5m to 5m.

Edited by Gamer217
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I just wanted to let you know that the mm-config files for SSE tanks in the Modular Fuel Tanks mod do not work.

They use the "cryogenic" tanktype, which does not exist anymore.

I've also posted it in the mft thread, but i was told it would be better to post it here aswell.

I used the following mm-config as a quick fix:

[COLOR=#333333]@PART[km-*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]][/COLOR]{
MODULE {
name = ModuleFuelTanks
volume = #$../RESOURCE[Oxidizer]/amount$
@volume += #$../RESOURCE[LiquidFuel]/amount$
type = Balloon
}
[COLOR=#333333]}[/COLOR]

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I'm getting a weird problem... at first I thought the engines are not working, but they actually are, just without any sound or visual effects. Has anyone else run into this problem? Also, the engines don't show up in the staging diagram when building the rocket; I have to adjust the staging at launch.

Edited by JPL
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  • 1 month later...
  • 2 weeks later...

Anyone else getting crashes with this mod + realfuels and RSS? Every time I try and launch something with space shuttle engines it crashes and then when I try to reload the craft file it crashes

It's happened at least ten times so far but I'm not even sure it's this mod because the log file rather incredibly manages to reveal absolutely nothing about what's causing the crash. The only reason I suspect this is that anything without a space shuttle engine launches fine

EDIT: I'm thinking this bug is more of a catastrophic instability that ruins everything than a specific bug. At any rate I've done some more testing and I don't think it's related to this mod

Edited by nalfz
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  • 2 weeks later...
  • 4 weeks later...
Can you make the XS-25 stronger? 3 of them cant lift a mk3 shuttle + a tank

You should be able to either create a module manager config to overwrite the power of the XS-25, or manually edit the part files in the mod.

I do agree that some of the shuttle engines are particularly weak when paired with some of the Mk3 parts, though.

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  • 3 weeks later...

Hi! I always though that the Space Shutte Main Engine was a little bit underpowered so, I just modificate some values with ShadowWorks' values. If it's not allowed, I just modificate the post, obviously! :)

Just copy / paste in the CFG -> Kerbal Space Program\GameData\Klockheed_Martian_SSE\Parts\Ssme-s and Ssme-s-Straight .

PART

{

// Kerbal Space Program - Part Config

// Shuttle Engine

//

// --- general parameters ---

name = km_ssme_rs25s

module = Part

author = dtobi

// --- asset parameters ---

mesh = model.mu

scale = 1.0

// --- FX definitions ---

//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running

//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = veryHeavyRocketry

entryCost = 24000

cost = 2320

category = Engine

subcategory = 0

title = RX-25s Shuttle Main Engine

manufacturer = Klockheed Martian

description = Looks like the real thang!

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,1

// --- standard part parameters ---

mass = 1.6

emissiveConstant = 0.8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

maxTemp = 3600

bulkheadProfiles = size1

stagingIcon = LIQUID_ENGINE

NODE

{

name = top

transform = node_top

}

//MODULE

//{

// name = ModuleEngines

// thrustVectorTransformName = exhaust

// exhaustDamage = True

// ignitionThreshold = 0.1

// minThrust = 0

// maxThrust = 750

// heatProduction = 125

// fxOffset = 0, 0, 1

// PROPELLANT

// {

// name = LiquidFuel

// ratio = 0.9

// DrawGauge = True

// }

// PROPELLANT

// {

// name = Oxidizer

// ratio = 1.1

// }

// atmosphereCurve

// {

// key = 0 380

// key = 1 330

// }

//

//}

// START FX

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE

{

name = flamethrust

modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame

transformName = exhaust

emission = 0.0 0.1

emission = 0.5 0.25

emission = 0.75 0.75

emission = 1.0 1.0

speed = 0.0 0.40

speed = 1.0 1.0

size = 0.0 0.3

size = 1.0 0.7

localOffset = 0, 0, -3

}

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

}

}

powersmoke

{

PREFAB_PARTICLE

{

name = flamethrust2

prefabName = fx_smokeTrail_light

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

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

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

}

}

}

MODULE

{

name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

powerEffectName = powerflame

thrustVectorTransformName = exhaust

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 750

heatProduction = 570

fxOffset = 0, 0, 1

EngineType = LiquidFuel

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

// was 380 330

key = 0 320

key = 1 280

key = 7 0.001

}

}

// END FX

MODULE

{

name = KM_Gimbal_3

gimbalTransformName = gimbal

yawGimbalRange = 1

pitchGimbalRange = 11

enableRoll = true

}

MODULE

{

name = KM_PreLaunchEffect_SmkS

effectName = PreLaunchEffectEngine

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1.0

}

}

MODULE

{

name = ModuleSurfaceFX

thrustProviderModuleIndex = 0

fxMax = 0.8

maxDistance = 50

falloff = 1.8

thrustTransformName = exhaust

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = ssme

}

}

PART

{

// Kerbal Space Program - Part Config

// Shuttle Engine

//

// --- general parameters ---

name = km_ssme_rs25ss

module = Part

author = dtobi

// --- asset parameters ---

scale = 1.0

mesh = model.mu

// --- FX definitions ---

//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running

//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = veryHeavyRocketry

entryCost = 24000

cost = 2220

category = Engine

subcategory = 0

title = RX-25ss Straight Shuttle Main Engine

manufacturer = Klockheed Martian

description = Looks like the real thang! Is not bent.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,1

// --- standard part parameters ---

mass = 1.45

emissiveConstant = 0.8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

maxTemp = 3600

bulkheadProfiles = size1

stagingIcon = LIQUID_ENGINE

NODE

{

name = top

transform = node_top

size = 2

}

NODE

{

name = bottom

transform = node_bottom

size = 2

}

//MODULE

//{

// name = ModuleEngines

// thrustVectorTransformName = exhaust

// exhaustDamage = True

// ignitionThreshold = 0.1

// minThrust = 0

// maxThrust = 750

// heatProduction = 125

// fxOffset = 0, 0, 1

// PROPELLANT

// {

// name = LiquidFuel

// ratio = 0.9

// DrawGauge = True

// }

// PROPELLANT

// {

// name = Oxidizer

// ratio = 1.1

// }

// atmosphereCurve

// {

// key = 0 380

// key = 1 330

// }

//

//}

// START FX

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE

{

name = flamethrust

modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame

transformName = exhaust

emission = 0.0 0.1

emission = 0.5 0.25

emission = 0.75 0.75

emission = 1.0 1.0

speed = 0.0 0.40

speed = 1.0 1.0

size = 0.0 0.3

size = 1.0 0.7

localOffset = 0, 0, -3

}

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

}

}

powersmoke

{

PREFAB_PARTICLE

{

name = flamethrust2

prefabName = fx_smokeTrail_light

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

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

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

}

}

}

MODULE

{

name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

powerEffectName = powerflame

thrustVectorTransformName = exhaust

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 750

heatProduction = 570

fxOffset = 0, 0, 1

EngineType = LiquidFuel

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

// was 380 330

key = 0 320

key = 1 280

key = 7 0.001

}

}

// END FX

MODULE

{

name = KM_Gimbal_3

gimbalTransformName = gimbal

trustTransformName = gimbal

yawGimbalRange = 5

pitchGimbalRange = 5

enableRoll = true

}

MODULE

{

name = KM_PreLaunchEffect_SmkS

effectName = PreLaunchEffectEngine

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1.0

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = ssme-straight

}

MODULE

{

name = ModuleSurfaceFX

thrustProviderModuleIndex = 0

fxMax = 0.8

maxDistance = 50

falloff = 1.8

thrustTransformName = exhaust

}

MODULE

{

name = ModuleJettison

jettisonName = fairing

bottomNodeName = bottom

isFairing = True

jettisonedObjectMass = 0.1

jettisonForce = 5

jettisonDirection = 0 0 1

}

}

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  • 1 month later...
Hi! I always though that the Space Shutte Main Engine was a little bit underpowered so, I just modificate some values with ShadowWorks' values. If it's not allowed, I just modificate the post, obviously! :)

Just copy / paste in the CFG -> Kerbal Space Program\GameData\Klockheed_Martian_SSE\Parts\Ssme-s and Ssme-s-Straight .

PART

{

// Kerbal Space Program - Part Config

// Shuttle Engine

//

// --- general parameters ---

name = km_ssme_rs25s

module = Part

author = dtobi

// --- asset parameters ---

mesh = model.mu

scale = 1.0

// --- FX definitions ---

//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running

//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = veryHeavyRocketry

entryCost = 24000

cost = 2320

category = Engine

subcategory = 0

title = RX-25s Shuttle Main Engine

manufacturer = Klockheed Martian

description = Looks like the real thang!

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,1

// --- standard part parameters ---

mass = 1.6

emissiveConstant = 0.8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

maxTemp = 3600

bulkheadProfiles = size1

stagingIcon = LIQUID_ENGINE

NODE

{

name = top

transform = node_top

}

//MODULE

//{

// name = ModuleEngines

// thrustVectorTransformName = exhaust

// exhaustDamage = True

// ignitionThreshold = 0.1

// minThrust = 0

// maxThrust = 750

// heatProduction = 125

// fxOffset = 0, 0, 1

// PROPELLANT

// {

// name = LiquidFuel

// ratio = 0.9

// DrawGauge = True

// }

// PROPELLANT

// {

// name = Oxidizer

// ratio = 1.1

// }

// atmosphereCurve

// {

// key = 0 380

// key = 1 330

// }

//

//}

// START FX

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE

{

name = flamethrust

modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame

transformName = exhaust

emission = 0.0 0.1

emission = 0.5 0.25

emission = 0.75 0.75

emission = 1.0 1.0

speed = 0.0 0.40

speed = 1.0 1.0

size = 0.0 0.3

size = 1.0 0.7

localOffset = 0, 0, -3

}

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

}

}

powersmoke

{

PREFAB_PARTICLE

{

name = flamethrust2

prefabName = fx_smokeTrail_light

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

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

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

}

}

}

MODULE

{

name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

powerEffectName = powerflame

thrustVectorTransformName = exhaust

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 750

heatProduction = 570

fxOffset = 0, 0, 1

EngineType = LiquidFuel

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

// was 380 330

key = 0 320

key = 1 280

key = 7 0.001

}

}

// END FX

MODULE

{

name = KM_Gimbal_3

gimbalTransformName = gimbal

yawGimbalRange = 1

pitchGimbalRange = 11

enableRoll = true

}

MODULE

{

name = KM_PreLaunchEffect_SmkS

effectName = PreLaunchEffectEngine

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1.0

}

}

MODULE

{

name = ModuleSurfaceFX

thrustProviderModuleIndex = 0

fxMax = 0.8

maxDistance = 50

falloff = 1.8

thrustTransformName = exhaust

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = ssme

}

}

PART

{

// Kerbal Space Program - Part Config

// Shuttle Engine

//

// --- general parameters ---

name = km_ssme_rs25ss

module = Part

author = dtobi

// --- asset parameters ---

scale = 1.0

mesh = model.mu

// --- FX definitions ---

//fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running

//fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running

//fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = veryHeavyRocketry

entryCost = 24000

cost = 2220

category = Engine

subcategory = 0

title = RX-25ss Straight Shuttle Main Engine

manufacturer = Klockheed Martian

description = Looks like the real thang! Is not bent.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,1

// --- standard part parameters ---

mass = 1.45

emissiveConstant = 0.8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

maxTemp = 3600

bulkheadProfiles = size1

stagingIcon = LIQUID_ENGINE

NODE

{

name = top

transform = node_top

size = 2

}

NODE

{

name = bottom

transform = node_bottom

size = 2

}

//MODULE

//{

// name = ModuleEngines

// thrustVectorTransformName = exhaust

// exhaustDamage = True

// ignitionThreshold = 0.1

// minThrust = 0

// maxThrust = 750

// heatProduction = 125

// fxOffset = 0, 0, 1

// PROPELLANT

// {

// name = LiquidFuel

// ratio = 0.9

// DrawGauge = True

// }

// PROPELLANT

// {

// name = Oxidizer

// ratio = 1.1

// }

// atmosphereCurve

// {

// key = 0 380

// key = 1 330

// }

//

//}

// START FX

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE

{

name = flamethrust

modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame

transformName = exhaust

emission = 0.0 0.1

emission = 0.5 0.25

emission = 0.75 0.75

emission = 1.0 1.0

speed = 0.0 0.40

speed = 1.0 1.0

size = 0.0 0.3

size = 1.0 0.7

localOffset = 0, 0, -3

}

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

}

}

powersmoke

{

PREFAB_PARTICLE

{

name = flamethrust2

prefabName = fx_smokeTrail_light

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

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

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

}

}

}

MODULE

{

name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

powerEffectName = powerflame

thrustVectorTransformName = exhaust

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 750

heatProduction = 570

fxOffset = 0, 0, 1

EngineType = LiquidFuel

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

// was 380 330

key = 0 320

key = 1 280

key = 7 0.001

}

}

// END FX

MODULE

{

name = KM_Gimbal_3

gimbalTransformName = gimbal

trustTransformName = gimbal

yawGimbalRange = 5

pitchGimbalRange = 5

enableRoll = true

}

MODULE

{

name = KM_PreLaunchEffect_SmkS

effectName = PreLaunchEffectEngine

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1.0

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = ssme-straight

}

MODULE

{

name = ModuleSurfaceFX

thrustProviderModuleIndex = 0

fxMax = 0.8

maxDistance = 50

falloff = 1.8

thrustTransformName = exhaust

}

MODULE

{

name = ModuleJettison

jettisonName = fairing

bottomNodeName = bottom

isFairing = True

jettisonedObjectMass = 0.1

jettisonForce = 5

jettisonDirection = 0 0 1

}

}

Actually as of now this is still underpowered, the new stock Shuttle-lookalike-Engine has 1000kN of thrust. :D

I'm seeing problems with the launch effects as well, I'll see if I can figure out some fixes for 1.0.5, might have something to do with smokescreen.

ALSO, let's see if I can't get a RealPlume config working for these since RealPlume is awesome.

Edited by frencrs
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