Thorenn Posted April 12, 2023 Share Posted April 12, 2023 (edited) Spacedock Rovers Link Spacedock Krombus Link Dev. changed to Private use. Spacedock Link for the Krombus Rocket. Edited May 28, 2023 by Thorenn https://abload.de/img/krombuswdcnl.jpg Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted April 12, 2023 Share Posted April 12, 2023 I'm working today. But this looks sick! Gonna try it tomorrow. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 17, 2023 Share Posted April 17, 2023 On 4/12/2023 at 12:10 PM, Thorenn said: Inspired by Phil Bono's ROMBUS / ITHACUS / ICARUS concept. Open for testing. Suggestions for improvement, balancing, are welcome. Currently available Parts: Fairing, Maintank, External Tanks, Engine and Heatshield. Not balanced. Spacedock Link Looks really cool! I'll look at it today and see if I can make any suggestions Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 17, 2023 Share Posted April 17, 2023 (edited) Here's my suggestion for the external tank: Spoiler PART { name = KROMBUSExternalTank module = Part author = AnuBieL, AtomicTech model = RET1.mu rescaleFactor = 1 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advFuelSystems entryCost = 24200 cost = 7760 category = FuelTank subcategory = 0 title = KPKR-RET "Edge Evans" KROMBUS External Tank //Named after David "The Edge" Evans of U2. manufacturer = KonopropKorp description = A powerful rocket engine needs all the fuel that it can get. When the KROMBUS's main tank doesn't suffice, try adding a few of these! attachRules = 1,1,1,1,0 mass = 6 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2200 // = 2900 bulkheadProfiles = size2, srf tags = fueltank ?lfo liquid oxidizer propellant rocket fuel KonopropKorp AtomicTech Kono Konoprop extra KROMBUS RESOURCE { name = LiquidFuel amount = 4320 maxAmount = 4320 } RESOURCE { name = Oxidizer amount = 5280 maxAmount = 5280 } MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 500 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = true toggleEditor = true toggleFlight = true techRequired = fuelSystems } } I'll, hopefully, finish the rest of my suggestions by the end of the week Edited April 17, 2023 by AtomicTech Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 17, 2023 Share Posted April 17, 2023 My suggestion for the fairing: Spoiler PART { name = KROMBUSFairings module = Part author = Squad, AnuBieL, AtomicTech model = RF1.mu rescaleFactor = 1 node_stack_interstage01a = 0.0, 1.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage01b = 0.0, 1.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage02a = 0.0, 3.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage02b = 0.0, 3.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage03a = 0.0, 4.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage03b = 0.0, 4.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage04a = 0.0, 6.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage04b = 0.0, 6.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage05a = 0.0, 7.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage05b = 0.0, 7.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage06a = 0.0, 9.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage06b = 0.0, 9.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.1, 0.0, 0.0, -1.0, 0.0, 2 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = composites entryCost = 9200 cost = 2200 category = Payload subcategory = 0 title = KPKR-RF1 "Clayton" KROMBUS Structural Fairing //Named after Adam Clayton of U2. manufacturer = KonopropKorp description = With all of the payload cargo that the KROMBUS provides, the engineers at KonopropKorp have designed this state of the art fairing to cover and protect your space-bound modules during ascent. attachRules = 1,0,1,1,0 mass = 2.25 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 // heatConductivity = 0.06 // half default emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 // = 3400 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size3 tags = #autoLOC_500177 //#autoLOC_500177 = aero )cap cargo cone contain drag fairing hollow inter nose payload protect rocket shroud stage (stor transport MODULE { name = ModuleProceduralFairing nSides = 36 nArcs = 6 nCollidersPerXSection = 12 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals BaseModelTransformName = Mesh panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 3.75 maxRadius = 4 capRadius = 0.375 snapThreshold = 0.25 snapThresholdFineAdjust = 0.02 xSectionHeightMin = 0.5 xSectionHeightMax = 10 xSectionHeightMinFineAdjust = 0.09 xSectionHeightMaxFineAdjust = 8 aberrantNormalLimit = 12 minHeightRadiusRatio = 0.11 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.016 UnitAreaCost = 18 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = #autoLOC_502000 //#autoLOC_502000 = Fairing Not Staged stagingDisableText = #autoLOC_502001 //#autoLOC_502001 = Fairing Staged } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 partTypeName = Fairing // nodeOuterAftID = bottom // nodeInnerAftID = top } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = #autoLOC_502002 //#autoLOC_502002 = Truss Structure NodeMenuName = #autoLOC_502003 //#autoLOC_502003 = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = #autoLOC_8007119 themeName = White description = #autoLOC_8003040 primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName=FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName=FairingBase BaseTextureName=Squad/Parts/Aero/fairings/FairingBase BaseNormalsName=Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = #autoLOC_8007120 themeName = BlackAndWhite description = #autoLOC_8003041 primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName=FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName=FairingBase BaseTextureName=Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName=Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = #autoLOC_8007100 themeName = Orange description = #autoLOC_8003045 primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName=FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName=FairingBase BaseTextureName=Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName=Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = #autoLOC_8007118 themeName = Gold description = #autoLOC_8003046 primaryColor = #fccb0a TEXTURE { materialName=FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName=FairingBase shaderName=KSP/Bumped Specular (Mapped) BaseTextureName=Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName=Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap=Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess= 0.82 _Opacity= 1.0 _RimFalloff= 2.0 _AmbientMultiplier= 0.3 } } VARIANT { name = Silver displayName = #autoLOC_6005005 themeName = Silver description = #autoLOC_6005006 primaryColor = #cecece TEXTURE { materialName=FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL=Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName=FairingBase shaderName=KSP/Bumped Specular (Mapped) BaseTextureName=Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName=Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap=Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap=Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess= 0.41 _Opacity= 1.0 _RimFalloff= 2.0 _AmbientMultiplier= 0.3 } } } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 18, 2023 Share Posted April 18, 2023 Quote Link to comment Share on other sites More sharing options...
Thorenn Posted April 18, 2023 Author Share Posted April 18, 2023 welcome aboard AtomicTech (thanks for the feedback & suggestions). Changes implemented & a few sweets packed. a Landrecan Heatshield added (didn't pay enough attention to the little tin can). 1M RCS Tank (Integrated Thrusters) 2M RCS Tank (Integrated Thrusters) Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 19, 2023 Share Posted April 19, 2023 Suggestion for the small heat shield: Spoiler PART { name = HSLC module = Part author = AnuBieL, AtomicTech rescaleFactor = 1 node_stack_bottom = 0.0, -0.10, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, -0.49, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top1 = 0.0, -0.99, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top2 = 0.0, -0.249, 0.0, 0.0, -1.0, 0.0, 1 sound_vent_medium = decouple CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.075, 0.0 TechRequired = advFlightControl entryCost = 600 cost = 175 category = Thermal subcategory = 0 title = KPKR-HSLC "McCormick" KROMBUS Miniature Structural Heat Shield manufacturer = KonopropKorp description = A small structural heat shield built by KonopropKorp as a competitor to the Heat Shield (0.625m) built by the O.M.B. Demolition Enterprises. attachRules = 1,0,1,0,0 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 100 breakingTorque = 100 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size0 thermalMassModifier = 1.0 tags = #autoLOC_500180 //#autoLOC_500180 = ablat drag entry insulate protect re- rocket therm MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleDecouple ejectionForce = 50 isOmniDecoupler = true menuName = #autoLOC_502004 //#autoLOC_502004 = Jettison Heat Shield stagingEnabled = False stagingEnableText = #autoLOC_502005 //#autoLOC_502005 = HS Jettison Not Staged stagingDisableText = #autoLOC_502006 //#autoLOC_502006 = HS Jettison Staged } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = top isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = fairing1 bottomNodeName = top1 isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = fairing2 bottomNodeName = top2 isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { // prelaunch only at home // our main situationMask above includes prelaunch // but if nothome, here, and that mask with this value (11) // which excludes prelaunch type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 55 maxAmount = 55 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.0875 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleCargoPart packedVolume = 50 } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 19, 2023 Share Posted April 19, 2023 Suggestion for the large heat shield: Spoiler PART { name = KROMBUSHeatshield module = Part author = AnuBieL, AtomicTech model = RHS-MK1.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, -0.25, 0.0, 0.0, 1.0, 0.0, 2 CoPOffset = 0.0, 1.4, 0.0 CoLOffset = 0.0, -0.5, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advLanding entryCost = 1800 cost = 1200 category = Thermal subcategory = 0 title = KPKR-RHS "Mullen" KROMBUS Ablative Protective Surface manufacturer = KonopropKorp description = This massive heat shield serves to protect the KROMBUS vehicle on re-entry in order to recover it for later use. attachRules = 1,1,1,1,0 mass = 1.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size3 thermalMassModifier = 1.0 tags = #autoLOC_500189 //#autoLOC_500189 = ablat drag entry insulate protect re- rocket therm MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = #autoLOC_502004 //#autoLOC_502004 = Jettison Heat Shield stagingEnabled = False stagingEnableText = #autoLOC_502005 //#autoLOC_502005 = HS Jettison Not Staged stagingDisableText = #autoLOC_502006 //#autoLOC_502006 = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { // prelaunch only at home // our main situationMask above includes prelaunch // but if nothome, here, and that mask with this value (11) // which excludes prelaunch type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 1900 maxAmount = 1900 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 3.375 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } RESOURCE { name = MonoPropellant amount = 325 maxAmount = 325 } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 19, 2023 Share Posted April 19, 2023 Suggestion for the existing rocket engine: Spoiler PART { name = KROMBUSMainEngine module = Part author = AnuBieL, AtomicTech mesh = RME-MK1.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,0.15,0.0 , 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 mass = 30 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 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 39000 category = Engine subcategory = 0 title = KPKR-RME "Bono" KROMBUS High Thrust Propulsion Engine manufacturer = KonopropKorp description = Although KonopropKorp is new to the Kerbospace Industry, their KPKR-RME "Bono" KROMBUS High Thrust Propulsion Engine has quickly been regarded as one of the best engines for reusable heavy lifters! attachRules = 1,0,1,1,0 bulkheadProfiles = size3 tags = #autoLOC_500480 //#autoLOC_500480 = ascent launch main (mammoth propuls rocket EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 localPosition = 0, 0, -0.08 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX engineID = RME-MK1 runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 10000 heatProduction = 225 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 280 key = 5 200 key = 12 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2.125 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationClusterEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART 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 = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } 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 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 1.5 thrustTransformName = thrustTransform } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 19, 2023 Share Posted April 19, 2023 Suggestion for a new engine: This new engine adds a nuclear engine (only liquid fuel) mode for vacuum operations. I propose that it would be located in the TheKROMBUSProject/KROMBUSMainEngine folder. Spoiler PART { name = AtomicTechKROMBUSEngine module = Part author = AnuBieL, AtomicTech mesh = RME-MK1.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,0.15,0.0 , 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 mass = 35 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 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 52000 category = Engine subcategory = 0 title = AT-RME "Murdoc" KROMBUS High Thrust/Performance Propulsion Engine manufacturer = AtomicTech Inc. description = Based off of the success of KonopropKorp's KPKR-RME "Bono" KROMBUS High Thrust Propulsion Engine, AtomicTech Inc. was contracted out to build a variant of the Bono that adds a high efficiency thermonuclear propulsion module for high altitude and vacuum operations. The radioactive core was purchased directly from Kerbin Reactodyne's Event Horizon Laboratory instead of AtomicTech Inc.'s Kodfrey Facility after a undisclosed incident halted production of reactor cores for other contractor's rocket engine. attachRules = 1,0,1,1,0 bulkheadProfiles = size3 tags = #autoLOC_500480 //#autoLOC_500480 = ascent launch main (mammoth propuls rocket EFFECTS { running_nuclear { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { 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, 0 } MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustPoint emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } shockDiamond { // MODEL_MULTI_PARTICLE // { // modelName = Squad/FX/diamondBlue // transformName = thrustTransform // emission = 0.0 0.0 // //emission = 0.05 0.0 // //emission = 0.075 0.5 // emission = 1.0 1.0 // speed = 0.0 0.2 // speed = 1.0 1.0 // } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue_small transformName = thrustTransformYup emission = 0.0 0.0 emission = 0.05 1.0 emission = 0.5 3.5 emission = 1.0 5.0 speed = 0.0 0.5 speed = 1.0 0.8 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 localPosition = 0, 0, -0.08 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = RME-MK1 secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = RME-MK1 runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 10000 heatProduction = 225 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 280 key = 5 200 key = 12 0.001 } } MODULE { name = ModuleEnginesFX engineID = RME-Nuke runningEffectName = running_nuclear thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 300 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 1000 key = 0.5 500 key = 1 250 key = 5 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2.125 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationClusterEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART 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 = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } 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 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 1.5 thrustTransformName = thrustTransform } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 25, 2023 Share Posted April 25, 2023 On 4/18/2023 at 9:14 PM, AtomicTech said: Suggestion for a new engine: This new engine adds a nuclear engine (only liquid fuel) mode for vacuum operations. I propose that it would be located in the TheKROMBUSProject/KROMBUSMainEngine folder. Reveal hidden contents PART { name = AtomicTechKROMBUSEngine module = Part author = AnuBieL, AtomicTech mesh = RME-MK1.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,0.15,0.0 , 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 mass = 35 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 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 52000 category = Engine subcategory = 0 title = AT-RME "Murdoc" KROMBUS High Thrust/Performance Propulsion Engine manufacturer = AtomicTech Inc. description = Based off of the success of KonopropKorp's KPKR-RME "Bono" KROMBUS High Thrust Propulsion Engine, AtomicTech Inc. was contracted out to build a variant of the Bono that adds a high efficiency thermonuclear propulsion module for high altitude and vacuum operations. The radioactive core was purchased directly from Kerbin Reactodyne's Event Horizon Laboratory instead of AtomicTech Inc.'s Kodfrey Facility after a undisclosed incident halted production of reactor cores for other contractor's rocket engine. attachRules = 1,0,1,1,0 bulkheadProfiles = size3 tags = #autoLOC_500480 //#autoLOC_500480 = ascent launch main (mammoth propuls rocket EFFECTS { running_nuclear { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { 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, 0 } MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustPoint emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } shockDiamond { // MODEL_MULTI_PARTICLE // { // modelName = Squad/FX/diamondBlue // transformName = thrustTransform // emission = 0.0 0.0 // //emission = 0.05 0.0 // //emission = 0.075 0.5 // emission = 1.0 1.0 // speed = 0.0 0.2 // speed = 1.0 1.0 // } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue_small transformName = thrustTransformYup emission = 0.0 0.0 emission = 0.05 1.0 emission = 0.5 3.5 emission = 1.0 5.0 speed = 0.0 0.5 speed = 1.0 0.8 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 localPosition = 0, 0, -0.08 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = RME-MK1 secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = RME-MK1 runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 10000 heatProduction = 225 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 280 key = 5 200 key = 12 0.001 } } MODULE { name = ModuleEnginesFX engineID = RME-Nuke runningEffectName = running_nuclear thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 300 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 1000 key = 0.5 500 key = 1 250 key = 5 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2.125 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationClusterEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART 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 = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } 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 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 1.5 thrustTransformName = thrustTransform } } Although we've got a small nuclear engine at the moment, we will see the inclusion of this beast in a later update Quote Link to comment Share on other sites More sharing options...
Thorenn Posted April 25, 2023 Author Share Posted April 25, 2023 6 hours ago, AtomicTech said: Suggestion for the RHS.cfg: Reveal hidden contents PART { name = KROMBUSH2HS module = Part author = AnuBieL, AtomicTech model = RHS.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.1, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 CoPOffset = 0.0, 1.4, 0.0 CoLOffset = 0.0, -0.5, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advLanding entryCost = 1800 cost = 500 category = Thermal subcategory = 0 title = KPKR-RHS "BBQ" KROMBUS-2 Ablative Protective Surface manufacturer = KonopropKorp description = This heat shield serves to protect the KROMBUS-2 vehicle on re-entry in order to recover it for later use. (Designed to fit the Mk1-3 Command Pod.) attachRules = 1,1,1,1,0 mass = 1.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 tags = #autoLOC_501792 //#autoLOC_501792 = decouple fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODULE { name = ModuleJettison jettisonName = fairing1 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 1 0 0 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleJettison jettisonName = fairing2 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = -1 0 0 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = #autoLOC_502004 //#autoLOC_502004 = Jettison Heat Shield stagingEnabled = False stagingEnableText = #autoLOC_502005 //#autoLOC_502005 = HS Jettison Not Staged stagingDisableText = #autoLOC_502006 //#autoLOC_502006 = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { // prelaunch only at home // our main situationMask above includes prelaunch // but if nothome, here, and that mask with this value (11) // which excludes prelaunch type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 1900 maxAmount = 1900 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 3.375 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } RESOURCE { name = MonoPropellant amount = 75 maxAmount = 100 } } Also, also, I saw that you changed to using .tga files for textures; was there any particular reason? TGA use less RAM, so i start to optimise all Parts Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 25, 2023 Share Posted April 25, 2023 SpaceDock.info page has been updated to include new dependency. Quote Link to comment Share on other sites More sharing options...
chaos113 Posted April 25, 2023 Share Posted April 25, 2023 Would be cool to see this get a bdb style texture Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 27, 2023 Share Posted April 27, 2023 Hopefully, we'll see an update in the near future as I've finished my updates to Thorenn's .cfg files. Quote Link to comment Share on other sites More sharing options...
Thorenn Posted April 28, 2023 Author Share Posted April 28, 2023 oh, seems the Solar Panels need a Cover, broken on the first start. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 28, 2023 Share Posted April 28, 2023 Current status of new parts: Lookin' great @Thorenn! Quote Link to comment Share on other sites More sharing options...
Thorenn Posted May 1, 2023 Author Share Posted May 1, 2023 (edited) to Jeb or not to Jeb The DUNA-Explorer Edited May 2, 2023 by Thorenn Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 1, 2023 Share Posted May 1, 2023 1 hour ago, Thorenn said: to Jeb or not to Jeb Lookin' awesome Quote Link to comment Share on other sites More sharing options...
Thorenn Posted May 2, 2023 Author Share Posted May 2, 2023 (edited) the DUNA-Explorer , now with suntracking solar panel. Edited May 2, 2023 by Thorenn Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 2, 2023 Share Posted May 2, 2023 3 hours ago, Thorenn said: now with suntracking solar panel. Looking even better than awesome! Quote Link to comment Share on other sites More sharing options...
Thorenn Posted May 2, 2023 Author Share Posted May 2, 2023 Finaly the EVE-DIVER, modular Rover. Quote Link to comment Share on other sites More sharing options...
Thorenn Posted May 21, 2023 Author Share Posted May 21, 2023 (edited) Dunian EVE-Diver ready i think, Vid added. https://www.veed.io/view/1ee581e5-ce22-4f91-80cb-5bfa6ed2d742?panel=share Edited May 21, 2023 by Thorenn Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 21, 2023 Share Posted May 21, 2023 50 minutes ago, Thorenn said: Dunian EVE-Diver ready i think, Vid added. https://www.veed.io/view/1ee581e5-ce22-4f91-80cb-5bfa6ed2d742?panel=share Absolute masterpiece Quote Link to comment Share on other sites More sharing options...
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