Jump to content
  • 0

How to make a new engine with stock part model


Question

Hello, I plan to make a new engine in the game using the existing model and texture of the mainsail. I will make a liquid engine with twice the consumption of the mainsail, similar specific impulse and 3000kN of thrust. I don't feel like making a new model cause it takes a long, long time. Can anyone tell me how?

Link to post
Share on other sites

18 answers to this question

Recommended Posts

  • 0

All You'll need to to do is duplicate the part folder (for the mainsail it's liquidEngine1-2) in the gamedata > squad > parts > engine folder. from there make sure you rename the name = to something different. then edit your values down below as needed. Change whatever descriptions you'd like and you're good to go. The easiest way to do it would be to make a folder called something like 'custom_mainsail' inside the engines folder copy the contents of the liquidEngine1-2 folder into it.

Link to post
Share on other sites
  • 0

It's actually much more simple than that. Since 0.20 and the new folder structure, you can just create a new .cgf file in the same part folder as the mainsail and call it "part2" and change you values in that one and it should also work. I'm not 100% sure on that one, but I believe you could also do that in the same .cfg file and simply open a new "PART{ }" structure at the end of the first and paste the info of the mainsail there, modify the desired values and it should still work.

Also, moving this to gameplay questions.

Link to post
Share on other sites
  • 0

I'd never experimented to see if .cfg's have to be called 'part' or is something like 'part2' would work for them. If they don't have to be called 'part' then that would be easier. The mainsail is programmed with the old pre .20 part structure, not the newer one, otherwise he could just place the part.cfg in a new folder. But the old structure doesn't like to model files in different folder, where the new one does. And it would be more work for him to change the mainsail to the new structure than just to copy the entire folder seeing as how he doesn't know how already IMO. There are indeed a few ways you can go about it, the one I suggested just seemed like it had the least possibility to mess up?

Link to post
Share on other sites
  • 0

By the new folder structure, I simply meant GameData and having Part brackets in the cfg files. Since the only thing he wants to change are like thrust and ISP, just making a copy of the old cfg file in the original folder and renaming it (they don't need to be called "part") and then changing the desired values in the cfg file would work. This prevents the game from loading the models for the part twice on startup as copying the whole folder would require.

EDIT: Alright so after some in game testing, both adding a new cfg file named whatever you feel like naming it and copying the whole PART{ } bracket and then pasting it under the first one and modifying the needed values (yes, all in the same cfg file) will work to create a new functional part in the VAB/SPH.

Edited by stupid_chris
Link to post
Share on other sites
  • 0

How can i change the fuel consumption?

this is what i just see originally:

// --- liquid engine parameters ---

maxThrust = 1500

minThrust = 0

heatProduction = 500

Isp = 280

vacIsp = 330

thrustVectoringCapable = True

gimbalRange = 1.0

I can't see anything which mentions the consumption.

Link to post
Share on other sites
  • 0
How can i change the fuel consumption?

this is what i just see originally:

// --- liquid engine parameters ---

maxThrust = 1500

minThrust = 0

heatProduction = 500

Isp = 280

vacIsp = 330

thrustVectoringCapable = True

gimbalRange = 1.0

I can't see anything which mentions the consumption.

Which version of KSP are you using? because they don't have Isp and vacIsp on the last one.

you have to go to the Module Engine


MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1500
heatProduction = 500
fxOffset = 0, 0, 1.5
PROPELLANT
{
name = LiquidFuel
[COLOR="#0000CD"]ratio = 0.9[/COLOR]
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
[COLOR="#0000CD"]ratio = 1.1[/COLOR]
}
atmosphereCurve
{
[COLOR="#0000CD"]key = 0 330[/COLOR]
[COLOR="#0000CD"]key = 1 280[/COLOR]
}

}

Link to post
Share on other sites
  • 0

my customized part.cfg:

// Kerbal Space Program - Part Config

// LV-T30 Liquid Fuel Engine

//

// --- general parameters ---

name = liquidEngine1-3

module = LiquidFuelEngine

author = NovaSilisko

// --- asset parameters ---

mesh = model.mu

rescaleFactor = 1

// --- node definitions ---

node_stack_top = 0.0, 1.065308, 0.0, 0.0, 1.0, 0.0, 2

node_stack_bottom = 0.0, -1.930788, 0.0, 0.0, 1.0, 0.0, 2

// --- FX definitions ---

fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, active

fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, active

fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, active

// --- Sound FX definition ---

sound_vent_medium = activate

sound_rocket_hard = active

sound_vent_soft = deactivate

// --- editor parameters ---

cost = 900

category = 0

subcategory = 0

title = Rockomax "3000" Liquid Engine

manufacturer = Rockomax Conglomerate, modified by Deep Space Creeper Rocket Parts Co.

description = An ultimate monster of an engine for super-heavy lifting purposes, the 3000's power rivals that of Kerbin-dominating nations. This engine was upgraded from a Rockomax "Mainsail" Liquid Engine to provide more thrust and a higher efficiency.

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

attachRules = 1,0,1,0,0

// --- standard part parameters ---

mass = 8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

breakingForce = 200

breakingTorque = 200

maxTemp = 3600

// --- liquid engine parameters ---

maxThrust = 3000

minThrust = 0

heatProduction = 500

Isp = 290

vacIsp = 340

thrustVectoringCapable = True

gimbalRange = 1.0

Link to post
Share on other sites
  • 0

First of all, it seems you are not running the last KSP. this is a old part.cfg format. Which version are you on?

I don't know much about those version of the cfg but here is what I see that can be a problem

category = 0

try

category = Propulsion

Also check the ksp.log after loading to see if there is any warning/error.

Link to post
Share on other sites
  • 0
i finally succeeded by putting it in the game's rootfolder\Parts, but what i see is a terrible auto-generated fuselage that comes with the engine even if put at the bottom of the stack.

Looking back at it, and after I had that "problem" with my mod, that fuselage is the fairing (it's there due to the lack of MODULE{}.

im at 0.21.1 and i copied the whole engine file to the folder created for mods and modded the cfg but i still dont know what is the cause of the fuselage

Normally you should not have anything inside the root/Part folder. since .20 everything is in root/Gamedata/Squad/Part

Also since .20, all the config file are suronded by PART{ all the file here }

And most of the specific feature of parts are inside a MODULE{}

This is my stock LV-T30 inside root\GameData\Squad\Parts\Engine\liquidEngine1-2


PART
{
// Kerbal Space Program - Part Config
// LV-T30 Liquid Fuel Engine
//

// --- general parameters ---
name = liquidEngine1-2
module = Part
author = NovaSilisko

// --- asset parameters ---
mesh = model.mu

rescaleFactor = 1

// --- node definitions ---
node_stack_top = 0.0, 1.065308, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -1.930788, 0.0, 0.0, 1.0, 0.0, 2


// --- FX definitions ---

fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---


sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

// --- editor parameters ---
cost = 850
category = Propulsion
subcategory = 0
title = Rockomax "Mainsail" Liquid Engine
manufacturer = Rockomax Conglomerate
description = A monster of an engine for heavy lifting purposes, the Mainsail's power rivals that of entire small nations.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
breakingForce = 200
breakingTorque = 200
maxTemp = 3600

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1500
heatProduction = 500
fxOffset = 0, 0, 1.5
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 330
key = 1 280
}

}


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.5
jettisonForce = 15
jettisonDirection = 0 0 1

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 2.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
}
}

I will suggest you to back up your save, and make a fresh install.

Also mods should be inside root/Gamedata/modname

Link to post
Share on other sites
  • 0
On 10/7/2013 at 11:30 PM, deepspacecreeper said:

How can i change the fuel consumption?

this is what i just see originally:

// --- liquid engine parameters ---

maxThrust = 1500

minThrust = 0

heatProduction = 500

Isp = 280

vacIsp = 330

thrustVectoringCapable = True

gimbalRange = 1.0

I can't see anything which mentions the consumption.

the isp is the consumption of fuel. make it higher, the more fuel you have when you cut the engine. 

Link to post
Share on other sites
  • 0

Since most of the players involved have long since found a solution to this problem, we'll be letting this one fall back to the depths from whence it came. 

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...