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Daxturus

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    Attemping Gilly Landing w/ Landing Gears
  • Interests
    I like programming. I'm not too good at doing it in KSP, but I have made a few recolored new types of parts.
  1. I'm confused at the moment on how to apply thrust through parts. I'm working on a frontal-facing propeller/intake hybrid part (if it were in reality, the propeller provides thrust while pushing intake air inside it; the very pushing of the intake air provides the thrust), but I'm a newbie coder in KSP, so I'm really just using code from stock parts to make this. Here is the current CFG file: PART { name = PropellerIntake module = Part author = Daxturus rescaleFactor = 1 node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 buoyancy = 0.1 TechRequired = aerodynamicSystems entryCost = 2400 cost = 1600 category = Aero  subcategory = 0 title = KK-20 Propeller Engine manufacturer = C7 Aerospace Division description = When first presented to C7's board of advisors, it was adopted quickly for use as an efficient frontal thruster, best suited for subsonic flight. It also doubles as an air intake. attachRules = 1,0,1,0,0 stackSymmetry = 2 mass = 1.2 thermalMassModifier = 8.0 heatConductivity = 0.12 // half default emissiveConstant = 0.55 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 12 maxTemp = 1800 // = 3400 fuelCrossFeed = True bulkheadProfiles = size1 tags = #autoLOC_500144 //#autoLOC_500144 = aero (air breathe fligh inlet jet oxygen plane subsonic suck MODEL { model = (I personally took this out, this is something else) } DRAG_CUBE { cube = Default, 0.7536889,0.6974452,0.7221569, 0.7536889,0.6974494,0.7221569, 1.213026,0.45,0.7008534, 1.213026,0.9357337,0.1625167, 0.7536888,0.6983959,0.7221569, 0.7536888,0.6964872,0.7221569, 0,0.269185,3.208935E-08, 1.25,0.6633701,1.25 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.006 intakeSpeed = 15 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 2 0.95 -0.4312553 -0.4312553 key = 3 0.85 -0.5275364 -0.5275364 key = 4 0.7 0 0 } } RESOURCE { name = IntakeAir amount = 0.4 maxAmount = 0.4 } MODULE { name = ModuleAnimateHeat ThermalAnim = IntakeCircularHeat } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 35 useEngineResponseTime = True engineAccelerationSpeed = 0.3 engineDecelerationSpeed = 0.3 useVelocityCurve = False flameoutEffectName = flameout powerEffectName = running_thrust runningEffectName = shockDiamond engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.03 engineSpoolTime = 3.0 EngineType = Turbine exhaustDamageMultiplier = 0 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 8 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 10500 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 1.0 machLimit = 2.5 machHeatMult = 2.0 velCurve { key = 0 1.3 0 0 key = 0.5 1.1 0 0 key = 1 1 2.433527 2.433527 key = 1.5 0.9 1.986082 1.986082 key = 2 0.85 1.452677 1.452677 key = 3 0.8 1.452677 1.452677 key = 10 0.7 1.452677 1.452677 } atmCurve { // definite 'kink' to the curve at high altitude, compared to flatter BJE curve key = 0 0 0 0 key = 0.045 0.5 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = TF1Heat } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } 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 } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 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 = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.5 pitch = 0.0 0.3 pitch = 1.0 0.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransformFX 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 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.45 pitch = 0.0 0.3 pitch = 0.05 0.5 pitch = 1.0 0.65 loop = true } } 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 { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransformFX oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } The engine makes noise, shows an increase in thrust, in kilonewtons, but there is no real thrust. I believe it's because it's attached to a part in the direction of the thrust, which I know the game does not like. What module/code should I add so the part essentially ignores the part it is attached to? Thanks in advance!
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