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pre 1.0 nuke


TurtleX

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Look in your folder gamedata -> Squad -> Parts-> Engine -> liquidEngineLV-N

In that folder is a file called liquidengineLV-N.cfg

Open it with a text editor.

go to the part that says mass. Change the 3 to 2.25

Then below, there are a number of modules, look at the one that says module engines, it has something that says:

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

Copy that, paste it again, and change liquid fuel to oxidizer, and the ratio to 1.1.. ie:

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

You can delete DrawGauge, or set it to false, otherwise it will show fuel and oxidizer (which can actually be very usefull if you've got LF only tanks, or had LF only engines sucking fuel)

The last relevant thing to change, is that pre 1.0, it had gimbal.

After one of the modules, paste this:

MODULE

{

name = ModuleGimbal

gimbalTransformName = thrustTransform

gimbalRange = 1

}

Its now functionally identical to a pre 1.0 engine, without getting into the heat related systems, like emissivity constant, radiator max, max temp, heat production... etc...

Also, the costs changed as well.

The full pre 1.0 .cfg is this, I'm not 100% sure it still works without some tweaks:

PART

{

name = nuclearEngine

module = Part

author = NovaSilisko

mesh = model.mu

scale = 1

rescaleFactor = 1

node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, 1.0, 0.0

// ThermalAnim = overheat

fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running

fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

TechRequired = nuclearPropulsion

entryCost = 22600

cost = 8700

category = Propulsion

subcategory = 0

title = LV-N Atomic Rocket Motor

manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.

description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly.

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

attachRules = 1,0,1,0,0

mass = 2.25

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 12

maxTemp = 4000

// Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet.

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 60

heatProduction = 600

fxOffset = 0, 0, 1.6

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

key = 0 800

key = 1 220

}

}

MODULE

{

name = ModuleJettison

jettisonName = fairingL

bottomNodeName = bottom

isFairing = False

jettisonedObjectMass = 0.1

jettisonForce = 1

jettisonDirection = 1 0 0

}

MODULE

{

name = ModuleJettison

jettisonName = fairingR

bottomNodeName = bottom

isFairing = False

jettisonedObjectMass = 0.1

jettisonForce = 1

jettisonDirection = -1 0 0

}

MODULE

{

name = ModuleGimbal

gimbalTransformName = thrustTransform

gimbalRange = 1

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = overheat

}

MODULE

{

name = ModuleAlternator

RESOURCE

{

name = ElectricCharge

rate = 5.0

}

}

RESOURCE

{

name = ElectricCharge

amount = 0

maxAmount = 0

isTweakable = false

hideFlow = true

}

MODULE

{

name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8

environments = 8

useStaging = False

useEvent = True

}

}

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