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Propeller Atmosphere and Velocity curves in 1.0?


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Hey all, I'm trying to make a wing/prop engine combo part but the atmosphere and velocity curves are stumping me... I set the max thrust to 100 but for some reason it's using the ISP from the atmosphere curve and causing the part to have a max thrust of 1200 at sea level. Anyone know what I can do to get a reasonable propeller effect? I'm using the firespitter plugin. This is my first propeller so I don't really know what I'm doing xD

EDIT: Bonus question. The fans in the wings rotate 90 degrees using the firespitter VTOL module, but every time I launch the craft the fans are already at 90 degrees even though they were horizontal in the SPH :P How can I get them to start horizontal and then flip up to 90 degrees when activating VTOL? Thanks!

The complete cfg is here:



PART
{


// --- general parameters ---
name = quizTechVTOLwing
module = Part
author = Quiznos323


// --- asset parameters ---
mesh = VTOL_FanWing.mu
scale = 0.1
rescaleFactor = 1.0


// --- node definitions ---
node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1




// --- editor parameters ---
TechRequired = aerodynamicSystems
cost = 950
category = Engine
subcategory = 0
title = VTOL Fan Wing (needs a better name)
manufacturer = QuizTech Aerodynamics Division
description = placeholder


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


// --- standard part parameters ---
mass = 0.3
thermalMassModifier = 4.0
// heatConductivity = 0.06 // half default
emissiveConstant = 0.95
dragModelType = none
maximum_drag = 0.02
minimum_drag = 0.02
angularDrag = 2
crashTolerance = 15
maxTemp = 2500 // = 3400
explosionPotential = 0.1
fuelCrossFeed = True
bulkheadProfiles = srf


//MODULE
//{
// name = FSengineSounds
// engage = Firespitter/Sounds/sound_fspropstart
// //running =
// power = Firespitter/Sounds/sound_fspropidle
// //disengage =
// //flameout =
// //warning = Firespitter/Sounds/sound_fsheatDing
// powerPitchBase = 1.0
// thrustAddedToPitch = 0.5
// powerFadeInSpeed = 0.005
// powerFadeInDelay = 0.5
// powerLowerThreshold = 0.0
// powerVolume = 1.0
// engageVolume = 1.0
// warningSoundThreshold = 0.8
// warningCooldownTime = 2.0
// randomStartDelay = 1.0 //for playing engines slightly out of sync
//}


MODULE
{
name = FlagDecal
textureQuadName = flagObj
}


MODULE
{
name = ModuleEnginesFX
//engineID = Cruise
thrustVectorTransformName = thrustTransform1
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 100
heatProduction = 10
useEngineResponseTime = True
engineAccelerationSpeed = 0.10
engineDecelerationSpeed = 0.25
//fxOffset = 0, 0, 0.74
flameoutEffectName = flameout
powerEffectName = running_thrust
engageEffectName = engage
disengageEffectName = disengage
spoolEffectName = running_turbine
engineSpoolIdle = 0.05
engineSpoolTime = 2.0
EngineType = LiquidFuel
useVelocityCurve = True
PROPELLANT
{
name = LiquidFuel
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ratio = 15
}
atmosphereCurve
{
key = 0 100
key = 0.45 800
key = 1 1200
}
velocityCurve
{
key = 500 0 0 0
key = 425 0.2 0 0
key = 0 1 0 0
}

}


MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 1
fxMax = 0.5
maxDistance = 10
falloff = 2
thrustTransformName = thrustTransform1
}


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 = thrustTransform1
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 = thrustTransform1
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}


MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = false
area = 0.03
intakeSpeed = 50
intakeTransformName = thrustTransform1 //Intake
}


RESOURCE
{
name = IntakeAir
amount = 0
maxAmount = 15.0
}


MODULE
{
name = FSplanePropellerSpinner
propellerName = BladeSpinner
rotationSpeed = -1000
windmillRPM = 0.1
spinUpTime = 12.0
useRotorDiscSwap = 0
rotorDiscFadeInStart = 0.5
rotorDiscFadeInEnd = 0.5
rotorDiscSpeed = 30
rotorDiscName = blur
blade1 = Blade
}


MODULE
{
name = FScopterThrottle
}


MODULE
{
name = FSVTOLrotator
deployedAngle = 90 //the starting max value
maxDownAngle = -90 // Allowed rotation below the default parked state
stepAngle = 22.5 // How much each action group button press will rotate the engine
targetPartObject = FanVTOLsection
availableAngles1 = 90, 0, 0 //max three values, use 0 to skip the value and shorten the list. The first value is the default, so smaller than default values should be the final numbers.
availableAngles2 = 0, 0, 0 // more angles, for a max of 6
startInverted = True
invertYaw = True
}


MODULE
{
name = FSpropellerAtmosphericNerf
disableAtmosphericNerf = true
}


//MODULE
//{
// name = FSswitchEngineThrustTransform
// defaultTTName = thrustTransform1
// alternateTTName = thrustTransform2
// useNamedAlternate = 1
//}


MODULE
{
name = FSalternator
resourceName = ElectricCharge
chargeRate = 0.01
}


MODULE
{
name = FSengineMenuCleaner
}


MODULE
{
name = ModuleLiftingSurface
useInternalDragModel = True
deflectionLiftCoeff = 2.0
dragAtMaxAoA = 0.6
dragAtMinAoA = 0.0
}


}

Part stats in the SPH (sorry for the large image, hard to read otherwise):

WTohdzT.png

Edited by Quiznos323
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You'll want to use a constant atmosphereCurve, a nearly linear atmCurve, and a velCurve that starts at 1.0 and drops down to about 0.05 at mach 1.0.

Thanks! I'm getting much better results now.

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