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My First Mod - Chihuahua Engine - Help needed.


NewtSoup

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Hi there,

Just for a bit of fun, I've plagiarised the specs for both the place anywhere RCS thruster and the Terrier Engine and created an abomination call the LV-909-R  "Chihuaha".

It's basically a place anywhere modification of the Terrier tied into the RCS controls to use with heavier ships.

I've run into problems though.

First I started with a terrier and tried to copy the code from the vernor engine to make the terrier work as an RCS engine.  That didn't work.  The Terrier appeared shrouded and although it positioned correctly it did not repsond to RCS controls despite it's context menu containing the correct RCS related options.

Then I went to the place anywhere thruster and started over.
First of all I converted the thruster to work on Lf and OX, increased it's thrust and changed it's specific impulse profile to match that of the terrier.  
This works.  The thruster though it still the same size and model as the place anywhere.  I can live with this so I'll just set the scale accordingly.
No dice.  Seems changing "scale =" has no effect.

Ok then I thought, I shall just change the model to that of the terrier.  the engine works.  I can just swap the mesh over and change the node attach so the engine is the right way up.
No dice.  once again, with the terrier model the engine is shrouded and doesn't respond to RCS controls

I'm completely new to this kind of hack and missing some key piece of information.  Can anyone tell me what it is?
 

PART
{
    name = liquidEngine3r
    module = Part
    author = C. Jenkins
    mesh = model.mu
    scale = 10
    //rcs thruster model
    node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
    //terrier model
    //node_attach = 0.0, 0.0 , 0.0, 0.0, 1.0, 0.0
    TechRequired = advFlightControl
    entryCost = 4200
    cost = 280
    category = Control
    subcategory = 0
    title = LV-909-R "Chihuahua" Liquid Fuel Engine
    manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
    description = The 909-R model was created after an engineer misread the plans and welded a standard Terrier onto the side of a rocket.  It was decided to link the engines to the RCS controls and see what happens.
    attachRules = 0,1,0,1,1
    attachRules = 0,1,0,1,1
    mass = 0.5
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2600 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.02 0.2
                volume = 0.5 0.2
                volume = 1.0 0.2
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_small
                transformName = RCSthruster
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }        
    }
    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSthruster
        thrusterPower = 60
        resourceName = LiquidFuel
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 345
            key = 1 345
            key = 3 0.001
        }
    }
    MODULE
    {
        name = ModuleJettison
        jettisonName = fairing
        bottomNodeName = bottom
        isFairing = True
        jettisonedObjectMass = 0.1
        jettisonForce = 5
        jettisonDirection = 0 0 1
    }
}
Edited by NewtSoup
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I added the ModuleJettison in an attempt to get rid of the engine shroud.  Also I disabled the engine shroud in the SPH but it still appears.  Ideally I'd make my own model I guess but I have no skills at all in that yet.

 

Edited by NewtSoup
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ok so setting

scale = 1
rescaleFactor = 5

for the rcs place anywhere  thruster model gives an acceptable size.

Why can't I use the terrier model though?

According to the wiki : https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish there appears to be no functionality tied to a model.  But perhaps there is.

Edited by NewtSoup
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Well, this works.  It doesn't look quite how I want regards model and thrust plumes but it works how I want and has the power.

	PART
{
    name = liquidEngine3r
    module = Part
    author = C. Jenkins & R. Moreton
   
    mesh = model.mu
    scale = 1
    rescaleFactor = 5
	    node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
	    //No Effect Yet
    //fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
    //fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running
    //fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
    //sound_vent_medium = engage
    //sound_rocket_hard = running
    //sound_vent_soft = disengage
    //sound_explosion_low = flameout
	    TechRequired = advFlightControl
    entryCost = 4200
    cost = 1280
	    category = Control
    subcategory = 0
	    title = Place-Anywhere 35 "Chihuahua" Liquid Fuel Engine
    manufacturer = Reaction Systems Ltd
    description = The 909-R model was created after an engineer misread the plans for a place anywhere thruster port and scaled it up by a factor of five.  It was decided to convert the engines to run on Liquid Fuel and Oxidezer using the insides of a "borrowed" Terrier engine and see what happened.
	    attachRules = 0,1,0,1,1
    mass = 0.5
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 7
    maxTemp = 2600 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSthruster
        exhaustDamage = True
        ignitionThreshold = 0.1
        heatProduction = 80
        fxOffset = 0, 0, 0.21
        EngineType = LiquidFuel
        exhaustDamageDistanceOffset = 0.34
        thrusterPower = 60
        resourceName = LiquidFuel
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 345
            key = 1 85
            key = 3 0.001
        }
    }
}
	



Ideally I'd like it to have the exhaust from the terrier and a model of my own design eventually.

It has allowed me to build a tanker using the largest fuel tank in the game which will service Rura Penthe Holiday Centre and Minmus Orbital.

5O6vRfA.png

WZPNYAc.png

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I think the reason you had trouble replacing the rcs model with the terrier model is due to the baked in thrust transform names. The rcs "thrusterTransformName = RCSthruster" vs "thrustVectorTransformName = thrustTransform" in the Terrier confg. The fairing is also  part of the model - not sure if renaming the fairing mesh name to something that's not in the model would cause it to disappear, not be jettisonable,  or if it would cause the entire part not to load. You might check the doc's page and see if it's possible to set it as jettisoned when created - try searching on "ModuleJettison". Good luck with your mod(s).

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2 hours ago, wasml said:

I think the reason you had trouble replacing the rcs model with the terrier model is due to the baked in thrust transform names. The rcs "thrusterTransformName = RCSthruster" vs "thrustVectorTransformName = thrustTransform" in the Terrier confg. The fairing is also  part of the model - not sure if renaming the fairing mesh name to something that's not in the model would cause it to disappear, not be jettisonable,  or if it would cause the entire part not to load. You might check the doc's page and see if it's possible to set it as jettisoned when created - try searching on "ModuleJettison". Good luck with your mod(s).

Thank you.  I suspected it might be something along those lines as the fairing appeared spontaneously.  But there was nothing to indicated what was going on.  In time I will get through the documentation.

For now I'm happy I have the functionality I wanted.  

In time I will get the model I want ( the terrier was not specifically what I was after either ) and the particle effects I want.

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5 hours ago, NewtSoup said:

Thank you.  I suspected it might be something along those lines as the fairing appeared spontaneously.  But there was nothing to indicated what was going on.  In time I will get through the documentation.

For now I'm happy I have the functionality I wanted.  

In time I will get the model I want ( the terrier was not specifically what I was after either ) and the particle effects I want.

you might try something like 

+PART[liquidEngine3]
{
  @name = liquidEngine3r
  
  %scale = 1
  %rescaleFactor = 5
  @TechRequired = advFlightControl
  @category = Control
  @cost = 1280
  @title = Place-Anywhere 35 "Chihuahua" Liquid Fuel Engine
  @manufacturer = Reaction Systems Ltd
  @description = The 909-R model was created after an engineer misread the plans for a place anywhere thruster port and scaled it up by a factor of five.  It was decided to convert the engines to run on Liquid Fuel and Oxidezer using the insides of a "borrowed" Terrier engine and see what happened.
  %attachRules = 0,1,0,1,1
  @MODULE[ModuleJettison] {}
  @MODULE[ModuleEngines] {}

    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        heatProduction = 80
        fxOffset = 0, 0, 0.21
        EngineType = LiquidFuel
        exhaustDamageDistanceOffset = 0.34
        thrusterPower = 60
        resourceName = LiquidFuel
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 345
            key = 1 85
            key = 3 0.001
        }
    }
}

EDIT- Looks like you are using Place-Anywhere 7 Linear RCS Port which name would be +PART[linearRcs]   or the MK7

EDIT-2  If its the linear rcs try 

+PART[linearRcs]
{
  @name = liquidEngine3r
  
  %scale = 1
  %rescaleFactor = 5
  @TechRequired = advFlightControl
  @category = Control
  @cost = 1280
  @title = Place-Anywhere 35 "Chihuahua" Liquid Fuel Engine
  @manufacturer = Reaction Systems Ltd
  @description = The 909-R model was created after an engineer misread the plans for a place anywhere thruster port and scaled it up by a factor of five.  It was decided to convert the engines to run on Liquid Fuel and Oxidezer using the insides of a "borrowed" Terrier engine and see what happened.
  %attachRules = 0,1,0,1,1
  @MODULE[ModuleJettison] {}
  @MODULE[ModuleEngines] {}
  @EFFECTS {}

	EFFECTS
	{
		running
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_mini
				volume = 0.0 0.0
				volume = 0.02 0.2
				volume = 0.5 0.2
				volume = 1.0 0.2
				pitch = 0.0 0.75
				pitch = 1.0 1.5
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/shockExhaust_red_small
				transformName = RCSthruster
				emission = 0.0 0.0
				emission = 0.1 0.0
				emission = 1.0 1.0
				speed = 0.0 0.8
				speed = 1.0 1.0
				localRotation = -90, 0, 0
			}
		}		
	}

    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSthruster
        exhaustDamage = True
        ignitionThreshold = 0.1
        heatProduction = 80
        fxOffset = 0, 0, 0.21
        EngineType = LiquidFuel
        exhaustDamageDistanceOffset = 0.34
        thrusterPower = 60
        resourceName = LiquidFuel
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLA?NT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 345
            key = 1 85
            key = 3 0.001
        }
    }
}

 

Edited by Mecripp
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8 hours ago, NewtSoup said:

In time I will get through the documentation.

The documentation does list the parameters available for tweaking but unfortunately has very few descriptions as to what they actually do. A place to go to look for likely looking names when trying to accomplish something or just poking around - provides clues but doesn't answer many questions directly. In my experience creating things for KSP consists of experimenting as you've been doing, looking at other's projects, and asking question here on the forums.

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1 minute ago, wasml said:

The documentation does list the parameters available for tweaking but unfortunately has very few descriptions as to what they actually do. A place to go to look for likely looking names when trying to accomplish something or just poking around - provides clues but doesn't answer many questions directly. In my experience creating things for KSP consists of experimenting as you've been doing, looking at other's projects, and asking question here on the forums.

I had indeed noticed that in the docs - "Yes, I can see the name of that, but what does it do?" :D

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