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does anyone know if there is a mod for engine warming up, so you cant just launch immediately?

I think its used in RO, but I want to know if it can work for stock

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You mean to start engines but not use your fuel to you release launch clamps ?

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Probably vice versa, he means that the engines should work with low thrust consuming the fuel, before they are ready to make full thrust and launch.

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No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module;

- useEngineResponseTime = True             // True or false

- engineAccelerationSpeed = 1.65             // How fast the engine accelerates once ignited

- engineDecelerationSpeed = 1.90            // How fast the decelerates once throttle is cut

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18 minutes ago, liquidhype said:

No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module;

- useEngineResponseTime = True             // True or false

- engineAccelerationSpeed = 1.65             // How fast the engine accelerates once ignited

- engineDecelerationSpeed = 1.90            // How fast the decelerates once throttle is cut

Do you know if the fuel consumption remains at maximum during acceleration / deceleration phases? Or does it scale with thrust, meaning fixed isp during the entire operation?

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11 hours ago, liquidhype said:

 

No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module;

- useEngineResponseTime = True             // True or false

- engineAccelerationSpeed = 1.65             // How fast the engine accelerates once ignited

- engineDecelerationSpeed = 1.90            // How fast the decelerates once throttle is cut

 

where is this?

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6 minutes ago, StupidAndy said:

where is this?

Add it via MM patch:

@PART[*]:HAS[@MODULE[ModuleEngineFX]]{
    @MODULE[ModuleEngineFX]{
        useEngineResponseTime = True
        engineAccelerationSpeed = 1.65
        engineDecelerationSpeed = 1.90
    }
}

What's the number, tho, throttle percentage per second?

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2 minutes ago, StupidAndy said:

how do I do that?

Seriously, you've never played around with ModuleManager patches before?

Just paste the snippet I quoted into notepad, save it as, say, throttle_time.cfg, and put it anywhere in your GameData folder (I have a folder called "_patches" for these things, which shows up on the beginning because of the "_"). You'll need ModuleManager, but if you play with any mods at all chances are it's already bundled.

If you feel interested, you'll might want to take a look here:

Lots of good examples of how you can change anything in your game with just this one mod, and a text editor. :) 

Edited by monstah

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1 hour ago, monstah said:

Seriously, you've never played around with ModuleManager patches before?

He has a disclaimer in his profile rank :D

1 hour ago, monstah said:

What's the number, tho, throttle percentage per second?

Good question - would also like to know what these values mean

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1 minute ago, KerbMav said:

@liquidhype I guess this will mess with any auto-node-burn mod? :wink:

Of course, but only slightly. How much it affects node burns depends on the AccelereationSpeed and DeceleraionSpeed values you set for the engines.

Note that this is not an issue in real life when using restartable engines which requires up to a couple of seconds to achieve full throttle, or solid kicker stages with varible thrustprofiles, so it should not be a huge issue in KSP. There is a reason why most spacecraft perform course-correction maneuvers.

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