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Pulse Detonation Engine


SasquatchM

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Hi, I was able to make this engine work again in KSP 0.90 with the following cfg and the latest Firespitter dll. I also added a variable speed to the rotor following the throttle and it should work in career mode. I kept the values of the original cfg. Enjoy !

PART

{

// --- General Parameters ---

name = SM-Pulse-Detonation Engine

module = Part

author = SasquatchMarmalade

// --- Asset Parameters ---

mesh = model.mu

// --- Node Definitions ---

//node_stack_top = 0.0, 0.3820, 0.0, 0.0, 1.0, 0.0

node_attach = -0.6386, 0.0, 0.0, -1.0, 0.0, 0.0

// --- FX definitions ---

fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Editor Parameters

TechRequired = aerodynamicSystems

entryCost = 4000

cost = 5000

category = Engine

subcategory = 0

title = SM-Pulse-Detonation-Engine

manufacturer = SM Aeronautics

description = The basic operation of the PDE is similar to that of the pulse jet engine; however, the PDE uses detonation waves to combust the fuel and oxidizer mixture. This PDE includes the housing and intakes.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,1,0

// --- Standard Part Parameters ---

mass = 1.8

dragModelType = default

maximum_drag = 0.1

minimum_drag = 0.1

angularDrag = 2

crashTolerance = 5

breakingForce = 200

breakingTorque = 200

maxTemp = 4000

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = true

ignitionThreshold = 0.01

minThrust = 0

maxThrust = 400

heatProduction = 1000

useEngineResponseTime = True

engineAccelerationSpeed = 2

engineDecelerationSpeed = 2

fxOffset = 0, 0, 0

PROPELLANT

{

name = IntakeAir

ratio = 10

}

PROPELLANT

{

name = LiquidFuel

ratio = 1

DrawGauge = True

}

atmosphereCurve

{

key = 0 3500

key = 1 3500

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = EmissiveAnim

}

MODULE

{

name = ModuleResourceIntake

resourceName = IntakeAir

checkForOxygen = true

area = 0.04

intakeSpeed = 1000

intakeTransformName = Intake

}

RESOURCE

{

name = IntakeAir

amount = 0.5

maxAmount = 0.5

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1

}

}

MODULE

{

name = FXModuleAnimateThrottle

animationName = DetLight

dependOnEngineState = True

//responseSpeed = 0.1

}

// --- Firespitter Modules ---

MODULE

{

name = FSengineSounds

// The engine start sound

engage = sound_vent_medium

// The constant thrust independent background hum of an engine

running = SM-PulseDetonationEngine/Sounds/sound_PDE

// The thrust based pitched main engine sound

power = SM-PulseDetonationEngine/Sounds/sound_PDE

// The engine shutdown sound

disengage = sound_vent_soft

// Loss of fuel flameout sound. If you don’t have a separate sound, consider using the same as disengage.

flameout = sound_explosion_low

// The default pitch of the engine power sound. 1 is the same pitch as the original sound file.

powerPitchBase = 1.0

// How much above the default pitch the power goes based on thrust. final pitch = powerPitchBase + (thrust * thrustAddedToPitch )

thrustAddedToPitch = 1.0

// How quickly the engine power sound volume ramps up from silent when started. set to 1 for immediate full volume. This value is added to the volume every 0.2 seconds until it reaches 1.

powerFadeInSpeed = 0.005

// How long the volume is off after starting the engine, to allow the engage sound to be heard

powerFadeInDelay = 0.5

// Thrust values below this level will yield a silent engine sound. 0.1 means 10% throttle is the cutoff. A 0.0 always keeps the sound on while the engine is running.

powerLowerThreshold = 0.0

// Volume adjustment for the different sounds listed above

runningVolume = 1.0

powerVolume = 1.0

engageVolume = 1.0

disengageVolume = 1.0

flameoutVolume = 1.0

warningVolume = 1.0

}

MODULE

{

name = FSplanePropellerSpinner

// The gameObject to Spin around its forwards axis. Can be a parent to other sub objects.

propellerName = Nose

// The propeller rotation speed in RPMs when the engine is ignited, independent of throttle. Positive or negative values can be used. Use 0 for a wholly throttle controlled rotation.

rotationSpeed = -15

// The propeller rotation speed in RPMS that are added to the rotationSpeed according to the final thrust of the engine. i.e., higher throttle makes spinny thing go fast.

thrustRPM = -240

}

}

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