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prop engins (firespitter)


amankd

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i am looking for a tutorial or knowledgeable person for the construction of firespitter prop engines, namely how to order them in unity and how to write the config. so far the part is in ksp and produces thrust but there is no rotation, i also dont want the props to go to disk as they will look more authentic, long story short i am making the engines from the halo falcon (the model i am using, not an official one but instead from a 3d animated film made by a second part is stupidly detailed, im not sure on the precise count but i couldn't write a mesh collider on it as it was over the limit on polygons)

(the model can be found here) [link]http://www.evermotion.org/vbulletin/showthread.php?90144-Falcon-3d-model-and-animation[/link]

"PART{

// --- general parameters ---

name = falcon engin

module = Part

author = Snjo

// --- asset parameters ---

mesh = NewModel.mu

scale = 1.0

rescaleFactor = 1.25

// --- node definitions ---

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

node_attach = 0.0, 0.28, -0.31, 0.0, 0.0, 1.0

// --- FX definitions ---

//fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power

//fx_smokeTrail_light = 0.0, 1.0, 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_fspropstart.wav = engage

//sound_fspropidle.wav = power

//sound_jet_deep = running

//sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

TechRequired = highAltitudeFlight

cost = 950

entryCost = 2200

category = Propulsion

subcategory = 0

title = falcon Engine

manufacturer = Bitesized Industries

description = falcon engin

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

attachRules = 0,1,1,1,1

// --- standard part parameters ---

mass = 0.8

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

breakingForce = 200

breakingTorque = 200

crashTolerance = 15

maxTemp = 3600

fuelCrossFeed = True

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 = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = False

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 5

heatProduction = 30

useEngineResponseTime = True

engineAccelerationSpeed = 0.1

engineDecelerationSpeed = 0.1

useVelocityCurve = True

PROPELLANT

{

name = LiquidFuel

ratio = 1

DrawGauge = True

}

PROPELLANT

{

name = IntakeAir

resourceFlowMode = STAGE_PRIORITY_FLOW

ratio = 5

}

atmosphereCurve

{

key = 0 500

key = 0.45 1200

key = 1 2000

}

velocityCurve

{

key = 500 0 0 0

key = 425 0.2 0 0

key = 0 1 0 0

}

}

MODULE

{

name = FSpropellerAtmosphericNerf

thrustModifier = 1.5

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 1.0

}

}

//---- Integrated air intake (based on Kethane engine)

MODULE

{

name = ModuleResourceIntake

resourceName = IntakeAir

checkForOxygen = false

area = 0.03

intakeSpeed = 50

intakeTransformName = thrustTransform //Intake

}

RESOURCE

{

name = IntakeAir

amount = 0

maxAmount = 15.0

}

//---- Deployable air scoop responding to the throttle

MODULE

{

name = FSplanePropellerSpinner

propellerName = PROP

rotationSpeed = 150

windmillRPM = 0.1

spinUpTime = 12.0

useRotorDiscSwap = 0

rotorDiscFadeInStart = 0.95

rotorDiscFadeInEnd = 0.95

rotorDiscSpeed = 30

rotorDiscName = disc

blade1 = PROP1

blade2 = PROP2

blade3 = PROP3

}

MODULE

{

name = FSswitchEngineThrustTransform

defaultTTName = thrustTransform

alternateTTName = alternateThrustTransform

useNamedAlternate = 0

}

MODULE

{

name = FSengineHandCrank

}

// PART END

}"

the part is split into 5 parts, body and a sub assembly of the prop composing the hub, and the tree blandes, the sub assembly is named PROP, and the blades are named PROP1, PROP2... ect

if and when i figure it out with your help of course i will attempt to make a tutorial to rectify the issue

thanks

lemlur

Edited by amankd
image fix"
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