

Dal
Members-
Posts
42 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dal
-
The only major issue I have with the balancing changes is that the endgame has been completely gutted. Instead of setting up a thorough antimatter infrastructure (and enjoying the obscene power in return) it's treated no different from regular rocket fuel. In previous versions you fought your way up the tech tree and had to use fission and fusion because each step got you further along. Instead of this compelling gameplay, the mod is reduced to a high-end part pack, taking a lot away from the experience. Two main things can be done to resolve this: 1. Restoring the tech-level upgrade system, including (most of the) reactor output. 2. Removing antimatter from tanks and making it untweakable. (The little that comes with AM reactors seems fair) Doing this would maintain the gameplay that Fractal's KSPI brought to the table, while still removing the excess part and function bloat. In addition, making antimatter a costly resource would provide incentive to set up a harvesting industry all the way from KSC to Jool and back again. How cool is that?
-
RC4 overlays aren't working for me with any ORS resources (e.g. Karbonite) after the 1.2.0.0 update. Keeping the old 1.1 dll seems to be incompatible with the new interstellar release, so it can't avoided easily that way. [Exception]: FileNotFoundException: Could not load file or assembly 'OpenResourceSystem_1_1_0, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
-
The new build is great so far. I'm very appreciative of Wave's work to streamline things. Has the upgrade mechanic been disabled entirely, however? All my components seem to be using base values, e.g. generators capping out at 50% carnot efficiency. The pieces' names seem to change based on size or some other factor, but the performance seems unchanged except for basic size-scaling. PS: is the vista ISP minimum the previous maximum? It seems to have much higher efficiency than I remember. (It's also got an odd thrust scale, but I don't mind that much)
-
Thank you for helping me build this superb fleet base just in time for the new interstellar release!
-
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Dal replied to Fractal_UK's topic in KSP1 Mod Releases
Same 24.1 issue, looking forward (patiently and gratefully) for a fix. -
I unintentionally deleted my copy of this while updating to the latest version. Does anyone have an archive of one of the old (1.4 or earlier) versions? I liked the stripped down extra experiments.
-
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Dal replied to Fractal_UK's topic in KSP1 Mod Releases
I wouldn't be asking if I hadn't taken reasonable measures. I know KSPI has some very beautiful textures, but they are also very big textures. I would not be surprised if there was margin to trim without reducing any noticeable quality. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Dal replied to Fractal_UK's topic in KSP1 Mod Releases
I love KSP Interstellar, and it has a permanent place on my lineup, but I can't help but notice the mod is getting fairly RAM heavy. It's easily the largest taker at 300MB, more than any of KW, NP, or B9 with debloats applied. Fractal, is there a chance future versions look to size efficiency some? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Dal replied to Fractal_UK's topic in KSP1 Mod Releases
Alcubierre drive instructions/spoilers, for anyone wondering. 1. Warp to a position around the sun perpendicular to your previous location, so that your only velocity is away from (and then back towards) the sun. 2. As you approach your solar apoapsis find the orbital velocity of your destination planet and its direction. 3. When your speed reaches its lowest (at the solar apoapsis), warp around the sun until you are falling towards the sun parallel to your destination velocity (but 90 degrees from your destination position). 4. Wait for the sun to match your target velocity, then simply aim and warp towards your target. 5. Drop out of warp at your destination and enjoy your greatly eased maneuvers. It took me a while to get the hang of warping around but once I did it was (even more) incredibly useful. You can also use the Alcubierre drive to change your orbits more directly, but that would require some infographics to explain well. I almost wish there was a mechjeb module or other way to precisely control the warp drive. It could perform almost any orbital maneuver with great efficiency if we could control the timing (distance traveled) better. -
This seems to be the best we're going to get until Bac9's update is ready. These SABREs are fully functional aside from having no flames or smoke. If you don't mind that, gimbals work, gauges work, autoswitch works, heat works, ui and tweakables work, etc etc. Only change from the base mod is now the gauges show liquid fuel instead of air, as 0.23 relaxed flameouts dramatically (by an additional 50% or so) on top of adding autoswitch. To use, save the respective code as a new .cfg in each of the gamedata/B9_aerospace/parts/Engines_SABRE_S / M folders. If installed correctly you should see new SABREs next to the old ones. If you can't figure that out you should wait for an official update. If you really really needed to you could replace your base SABREs to support old craft but do so at your own discretion. SABRE S-R: PART { // --- general parameters --- name = B9_Engine_SABRE_SR module = Part author = author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- editor parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600 TechRequired = aerospaceTech entryCost = 57000 cost = 6500 category = Propulsion subcategory = 0 title = SABRE S-R Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = thrust_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.0 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle } // Alternator & Power MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } } SABRE M-R: PART { // --- general parameters --- name = B9_Engine_SABRE_MR module = Part author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.625, 1.25, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = aerospaceTech entryCost = 85500 cost = 19500 category = Propulsion subcategory = 0 title = SABRE M-R Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 3000 breakingTorque = 3000 maxTemp = 3600 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = nozzle_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 860 heatProduction = 750 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = nozzle_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 740 heatProduction = 900 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_250_heat_nozzle } // Alternator & Power MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } MODULE { name = ModuleGimbal gimbalTransformName = nozzle_transform gimbalRange = 3 //useGimbalResponseSpeed = true } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } }
-
Hodo, do you have the FX displaying correctly? I did something similar to you and that's the only hangup on my end. If you move your modified.cfg to your SABRE S part folder the model should display (or you could copy the model.mu but that's messier imo). Edit: To illustrate: Double edit: It sounds like you got the model, but I haven't been able to get the multi-mode engine module to recognize regular ModuleEngines (no FX). With "FX" the regular effect system is bypassed and I can't find any examples or documentation for the new one. If the MME module works in some configuration with ModuleEngines then it's just a matter of linking it up.
-
Well, this is as far as I got with the SABREs. Everything's "working" but the flame offset and other VX orientation. Heat production is inconsistent as well. Somebody with more insight into KSPs FX system might be able to finish it up without much trouble, but it seems to be outside my scope. Usual disclaimer: Work in progress. Don't overwrite your base SABRE S. PART { // --- general parameters --- name = B9_Engine_SABRE_SR module = Part author = author = bac9-flcl (textures), Taverius (model) // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- editor parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600 TechRequired = aerospaceTech entryCost = 57000 cost = 6500 category = Propulsion subcategory = 0 title = SABRE SR Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard 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_light transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.0 localOffset = 0, 0, 0 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard 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_light transformName = thrust_transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.0 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = thrust_transform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle } // Alternator & Power MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } }
-
By shamelessly ripping off the stock RAPIER, I've got the SABREs functional as engines again. Stuff that is working: They fly, produce thrust, and even automatically switch modes when out of air. Gimbal FX and heatglows are as pretty as ever. Stuff that isn't working: No flames. No smoke. Placeholder sounds. IntakeAir runs out at 0.0 per engine, switching modes around 35000m when going straight up. With those major caveats here's what you need to get them working. Anyone and everyone is welcome to fix up my amateur work. PART { // --- general parameters --- name = B9_Engine_SABRE_SR module = Part author = C. Jenkins // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- editor parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600 TechRequired = aerospaceTech entryCost = 57000 cost = 6500 category = Propulsion subcategory = 0 title = SABRE SR Engine manufacturer = Tetragon Projects description = Combined-cycle rocket engine. Mode #1 is a turbocompressed air-breathing rocket/ramjet engine. Mode #2 is a high efficiency rocket engine. More convenient and easier to pull off than relying on using multiple engine types, but marginally less efficient than some specialized combinations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard 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_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, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue 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 } } power_open { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue 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 } } running_open { AUDIO { channel = Ship clip = sound_rocket_hard 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_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, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = RocketPower } MODULE { name = ModuleEnginesFX engineID = AirBreathing directThrottleEffectName = power_open runningEffectName = running_open thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = LiquidFuel ratio = 1 } PROPELLANT { name = IntakeAir ratio = 9 } atmosphereCurve { // Atm.P. Isp iTan oTan key = 0 2351 0 3.26E+07 key = 7.5E-06 2564 0 0 key = 0.0006 2159 0 0 key = 0.11 2413 0 0 key = 1 2084 -660 0 } velocityCurve { // m/s %F iTan oTan key = 0 0.85 0 -0.0007 key = 300 0.75 0 0 key = 1500 1 0 0 key = 1650 0.88 -0.003 -0.003 key = 1800 0 0 0 } } MODULE { name = ModuleEnginesFX engineID = RocketPower runningEffectName = running_closed thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 550 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 385 key = 1 370 } } MODULE { name = ModuleAnimateHeat ThermalAnim = sabre_125_heat_nozzle } // Alternator & Power MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrust_transform gimbalRange = 3 //useGimbalResponseSpeed = true } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } } You are strongly advised not to replace the default SABREs until they're fully ready to be replaced. If I can fix the effects of the engines I'll post an update with both engines and everything ready to go.