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Velocity curve and Atmosphere curve 1.3


Exodus_Solis

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@Exodus_Solis What you're looking for is in the config for any air-breathing engine.

atmChangeFlow = True
useVelCurve = True // use custom FloatCurve for thrust by velocity
useAtmCurve = True // use custom FloatCurve for thrust by atmosphere pressure
flowMultCap = 1.1
machLimit = 1.75
machHeatMult = 20.0
velCurve // the custom curve
{
	key = 0 1 0 0
	key = 0.35 0.932 0 0
	key = 1 1.13 0.4510796 0.4510796
	key = 1.75 1.5 0 0
	key = 2 1.38 -1.126258 -1.126258
	key = 2.5 0 0 0
}
atmCurve // the custom curve
{
	key = 0 0 1.069445 0.7244952
	key = 0.072 0.08 1.472049 1.472049
	key = 0.17 0.21 1.227685 1.227685
	key = 0.34 0.39 1.01426 1.01426
	key = 1 1 0.969697 0.969697
}

In the actual curves there are 2 or 4 numbers per key.

  • In velCurve: Mach number; Thrust multiplier; Tangent In; Tangent Out
  • In atmCurve: Atmosphere pressure (0 is vacuum, 1 is Kerbin sea level); Thrust multiplier; Tangent In; Tangent Out

At a given velocity and atmosphere pressure, the thrust multiplier in every enabled curve is averaged to produce a final thrust multiplier.

The tangent numbers in a FloatCurve (the number types here are called floats) control how the visualized curve flows through a given point. Unless you have this mod, or its equivalent Unity asset package and the Unity editor, it would be wise to put 0 for these tangent numbers to sharpen the curve and hopefully prevent it from being a noodle and going negative near its ends (at zero velocity/standstill and at the flameout point).

 

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