Jump to content

every other engine out.


Recommended Posts

how should I load that up?

On 6/07/2017 at 4:45 AM, SpannerMonkey(smce) said:

Hi can we see the cfg ,

 
PART
{
 name = Dragon2_capsuleTest
 module = Part
 author = JH
 mesh = model.mu
 scale = 1
 rescaleFactor = 1
 CoMOffset = 0.0, -0.15, -0.0
 
 fx_exhaustFlame_yellow_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running
 sound_vent_medium = engage
 sound_rocket_mini = running
 sound_vent_soft = disengage
 
 node_stack_top = 0.0, 3.22402, 0.0, 0.0, 1.0, 0.0, 0 
// node_stack_Chute = 0.0, 1.4855, -1.2175, 0.0, -1.0, 0.0, 1 
 node_stack_bottom = 0.0, -0.9389786, 0.0, 0.0, -1.0, 0.0, 2
 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1
 
 TechRequired = advFuelSystems
 entryCost = 24200
 cost = 222451
 category = Pods
 subcategory = 0
 title = Dragon2_capsule
 manufacturer = Test
 description = Test
 attachRules = 1,0,1,1,0
 mass = 4.0
 dragModelType = default
 maximum_drag = 0.2
 minimum_drag = 0.3
 angularDrag = 2
 crashTolerance = 20
 breakingForce = 200
 breakingTorque = 200
 maxTemp = 3780 // = 2900
 tags = falcon
 
 vesselType = Ship
CrewCapacity = 4
INTERNAL
{
 name = MK3_Cockpit_Int
}
 
 MODULE
 {
  name = ModuleCommand
  minimumCrew = 1
  RESOURCE
  {
   name = ElectricCharge
   rate = 0.025
  }
  hasHibernation = True
 }
 RESOURCE
 {
  name = ElectricCharge
  amount = 300
  maxAmount = 300
 }
 MODULE
 {
  name = ModuleReactionWheel
  PitchTorque = 25
  YawTorque = 25
  RollTorque = 25
  RESOURCE
  {
   name = ElectricCharge
   rate = 0.05
  }
 }
 MODULE
 {
  name = ModuleSAS
  SASServiceLevel = 4
 }
 MODULE
 {
  name = ModuleKerbNetAccess
  MinimumFoV = 17
  MaximumFoV = 63
  AnomalyDetection = 0.12
  DISPLAY_MODES
  {
   Mode = Terrain
  }
 }
 MODULE
 {
  name = ModuleDataTransmitter
  antennaType = INTERNAL
  packetInterval = 1.0
  packetSize = 2
  packetResourceCost = 12.0
  requiredResource = ElectricCharge
  antennaPower = 5000
  optimumRange = 2500
  packetFloor = .1
  packetCeiling = 5
 }
  MODULE
 {
  name = ModuleDeployableAntenna
  showStatus = false
  isTracking = false
  pivotName = Rescalar
  windResistance = 1  
  animationName = dish
 } 
 
 MODULE
 {
  name = ModuleDataTransmitter
  antennaType = DIRECT
  packetInterval = 0.10
  packetSize = 2
  packetResourceCost = 20.0
  requiredResource = ElectricCharge
  DeployFxModules = 0
  antennaPower = 100000000000
  antennaCombinable = True
 }
 
 MODULE
 {
  name = ModuleScienceExperiment
  experimentID = crewReport
  experimentActionName = Crew Report
  resetActionName = Discard Crew Report
  reviewActionName = Review Report
  useStaging = False
  useActionGroups = True
  hideUIwhenUnavailable = True
  rerunnable = True
  xmitDataScalar = 1.0
  usageReqMaskInternal = 5
  usageReqMaskExternal = -1
 }
 
 MODULE
 {
  name = ModuleScienceContainer
  reviewActionName = Review Stored Data
  storeActionName = Store Experiments
  evaOnlyStorage = True
  storageRange = 2.0
 }
MODULE
    {
        name = MechJebCore
        MechJebLocalSettings
 {
            MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
            MechJebModuleSmartASS { unlockTechs = flightControl }
            MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
            MechJebModuleNodeEditor { unlockTechs = advFlightControl }
            MechJebModuleTranslatron { unlockTechs = advFlightControl }
            MechJebModuleWarpHelper { unlockTechs = advFlightControl }
            MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
            MechJebModuleThrustWindow { unlockTechs = advFlightControl }
            MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
            MechJebModuleRoverWindow { unlockTechs = fieldScience }
            MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
            MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
            MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
            MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
            MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
            MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
        }
    }
 
 MODULE
 {
  name = ModuleRCS
//  stagingEnabled = False
  thrusterTransformName = RCS
  thrusterPower = 1
  resourceName = MonoPropellant
//  resourceFlowMode = STAGE_PRIORITY_FLOW
//  runningEffectName = running
  atmosphereCurve
  {
   key = 0 120
   key = 1 240
   key = 4 0.001
  }
 }
MODULE
{
 name = ModuleAlternator 
 RESOURCE
 {
  name = ElectricCharge
  rate = 2.61
 }
}
RESOURCE
{
 name = MonoPropellant
 amount = 100
 maxAmount = 100
}
 EFFECTS
 {
  running_closed
  {
   AUDIO
   {
    channel = Ship
    clip = sound_rocket_spurts
    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/LES_Thruster
    transformName = thrustTransform1v
    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
   }
  }
  engage
  {
   AUDIO
   {
    channel = Ship
    clip = sound_vent_soft
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
  flameout
  {
   AUDIO
   {
    channel = Ship
    clip = sound_explosion_low
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
 }
MODULE
{
 name = ModuleEngines
 engineID = en1
 powerEffectName = running_closed
 thrustVectorTransformName = thrustTransform
 exhaustDamage = True
// throttleLocked = True
 ignitionThreshold = 0.1
 minThrust = 0
 maxThrust = 240
 heatProduction = 200
        EngineType = LiquidFuel
 PROPELLANT
 {
  name = LiquidFuel
  ratio = 0.9
  DrawGauge = True
 }
 PROPELLANT
 {
  name = Oxidizer
  ratio = 1.1
 }
 atmosphereCurve
 {
  key = 0 234
  key = 1 200
        key = 9 0.001
 }
}
 
RESOURCE
{
 name = LiquidFuel
 amount = 470
 maxAmount = 470
}
RESOURCE
{
 name = Oxidizer
 amount = 574
 maxAmount = 574
}
MODULE
{
name = ModuleAnimateGeneric
animationName = nose coneAction
startEventGUIName = Open dockPort Dragon2
endEventGUIName = Close dockPort Dragon2
isOneShot = false
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Cylinder.001Action
startEventGUIName = Open leg Dragon2
endEventGUIName = Close leg Dragon2
isOneShot = false
}

 MODULE
 {
  name = ModuleAblator
  ablativeResource = Ablator
  lossExp = -7500
  lossConst = 0.1
  pyrolysisLossFactor = 6000
  reentryConductivity = 0.01
  ablationTempThresh = 500
  
  useChar = True
  charModuleName = shieldChar
 }
 
 MODULE
 {
  name = ModuleTestSubject
  useStaging = False
  useEvent = True
  situationMask = 15
  CONSTRAINT
  {
   type = ATMOSPHERE
   value = True
  }
  CONSTRAINT
  {
   // prelaunch only at home
   // our main situationMask above includes prelaunch
   // but if nothome, here, and that mask with this value (11)
   // which excludes prelaunch
   type = SITUATION
   value = 11
   body = _NotHome
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 350
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 250
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 500
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 300
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 600
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 400
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = SPEED
   test = LT
   value = 1500
   situationMask = 8
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEED
   test = GT
   value = 1000
   situationMask = 8
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEED
   test = LT
   value = 2500
   situationMask = 8
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEED
   test = GT
   value = 1500
   situationMask = 8
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEED
   test = LT
   value = 6000
   situationMask = 8
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = SPEED
   test = GT
   value = 2000
   situationMask = 8
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = DENSITY
   test = LT
   value = 0.1
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 4000
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 6000
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 8000
   prestige = Significant
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 12000
   prestige = Significant
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 12000
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 16000
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = ALWAYS
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = BODYANDSITUATION
   prestige = Significant
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = ONCEPERPART
   prestige = Exceptional
  }
 }
 RESOURCE
 {
  name = Ablator
  amount = 1000
  maxAmount = 1000
 } 
 
 MODULE
 {
  name = ModuleLiftingSurface
  useInternalDragModel = False
  deflectionLiftCoeff = 0.0875
  liftingSurfaceCurve = CapsuleBottom
  disableBodyLift = False
  omnidirectional = False
  perpendicularOnly = True
  transformDir = Y
  transformSign = -1
  nodeEnabled = True
  attachNodeName = bottom
 }
}

 

 
Edited by sumghai
Put superlong contents of CFG into forums code block
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...