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Modding in 1.0, changing propellant proprieties


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Hello guys,

I'm into modding, since I created the first fully electrical engine just before 1.0 was released.

The problem is that it's perfectly working in 0.9, but, in 1.0, when I try to launch it, I have "intake air deprived"

I have enough air intake for it, but still have the same message... even when I integrated an air intake into it.

Got some ideas how to arrange that bros ?

For the code, I took the basic jet engine, changed :

EngineType to electric (took that from ion engine)

Changed liquidfuel to electriccharge,

added air intake (module+ressource)

here's the whole code


PART
{
name = rotor_XT1
module = Part
author = Samy
mesh = model.mu
node_stack_top = 0.0, 0.9, 0.0, 0.0, 1.0, 0.0
CoMOffset = 0.0, 2.3, 0.0
TechRequired = aviation
entryCost = 4000
cost = 950
category = Engine
subcategory = 0
title = XT-01 rotor engine
manufacturer = C7 Aerospace Division
description = The first electrical engine, it still needs air because it's using a turbine systeam, without liquidefuel this engine still works, but gives much less propulsion than the conventional ones.
attachRules = 1,0,1,0,0
mass = 1.5
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEnginesFX
engineID = Cruise
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 115
heatProduction = 40
useEngineResponseTime = True
engineAccelerationSpeed = 0.12
engineDecelerationSpeed = 0.5
fxOffset = 0, 0, 0.74
flameoutEffectName = flameout
powerEffectName = running_thrust
engageEffectName = engage
disengageEffectName = disengage
spoolEffectName = running_turbine
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = Electric
PROPELLANT
{
name = ElectricCharge
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ignoreForIsp = True
ratio = 23
}
atmosphereCurve
{
key = 0 19200 0 0
}
// Jet parameters
atmChangeFlow = True
useVelCurve = True
useAtmCurve = True
machLimit = 0.75
machHeatMult = 3.5
velCurve
{
key = 0 1 0 -0.125804
key = 0.2 0.98 0 0
key = 0.6 1 0.2399533 0.2399533
key = 1.05 1.167 0.5409369 0.5409369
key = 1.67 1.46 0 0
key = 2.1 1 -3.49991 -3.49991
key = 2.278022 0.496117 -3.164169 -3.164169
key = 2.5 0 0.004306508 0
}
atmCurve
{
key = 0 0 0 0
key = 0.15 0.2 2.448394 2.448394
key = 0.5 0.6 0.5020669 0.5020669
key = 1 1 1.047895 0
}
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.006
intakeSpeed = 10
intakeTransformName = Cylinder
}
RESOURCE
{
name = IntakeAir
amount = 0.6
maxAmount = 0.6
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationEmissiveJet
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.006
intakeSpeed = 10
intakeTransformName = Cylinder
}
MODULE
{
name = ModuleTestSubject
environments = 71
useStaging = True
useEvent = True
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 20
falloff = 2
thrustTransformName = thrustTransform
}
EFFECTS
{
running_thrust
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.4
volume = 1.0 1.0
pitch = 0.0 0.6
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_light
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 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
localRotation = 1, 0, 0, -90
}
}
running_turbine
{
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.7
volume = 1.0 1.0
pitch = 0.0 0.4
pitch = 0.05 0.5
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_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
}

Give me some help PLEASE, so I can continue my work and release that mod for the community

thank you

Edited by sumghai
This is already in the right section - I've removed your other (incorrectly placed) duplicate topic
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remove "ignoreForIsp = True"

That's if you have multiple sources, and you want Isp calculations to skip some (jet Isp is only shown for fuel, not the air you take in). However, in your case, you're not using onboard fuel at all, so your only source of mass is the intakeair, so it can't be skipped.

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Set "atmChangeFlow = False". Don't know what it means, but it solved all flameout troubles for my electric impeller.

Your config assumes that you add other air intake part to your craft along with engine. But freely flowing IntakeAir is an improper resource for electric engines. Stock intake parts will only work in oxygenous atmospheres of Kerbin and Laythe, leaving Duna and Eve unflyable.

P.S. Have you mastered atmCurve tuning already? If so - can you help me?

Edited by Dr. Jet
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14 MEGABYTES in single .mu??? Man, have you modelled a real size dinosaur or what? :confused: Game freezes when trying to load that.

And you copied a config from Jet engine, didn't you? Propellers/Impellers behave different.

Edited by Dr. Jet
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The engine exhaust takes a lot of polygones that's why :P, now it's 10Mb, and I won't do that mistake again, btw the parts are now working perfectly, and without any lag on my i5 2nd gen with only 4Mb ram ;)

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