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Help re-scaling a stock engine


SpinkAkron

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I need .625m booster engines for my mod and I figured the easiest way to go about it is to re-scale the stock engines. I worked out what I needed to do to make them good enough for testing.  I am unsure if there's anything else that's needed to call them 'done'.  I would greatly appreciate having it looked over by knowledgeable folks.

This is my re-scale of the LV-T30.  Is there anything else I should change?

// Rescale LV-T30 to .625m

+PART[liquidEngine]
 {
	@name = UKSliquidEngineLVT05
	@TechRequired = start
	@node_stack_top = 0.0, 7, 0.0, 0.0, 1.0, 0.0, 0
	@node_stack_bottom = 0.0, -7, 0.0, 0.0, -1.0, 0.0, 0
	@fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
	@fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running
	@fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
	@fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout
	@entryCost *= .5
	@cost *= .5
	@mass *= .125
	@title = #LOC_UKS_liquidEngineLVT05_title
	@description = #LOC_UKS_liquidEngineLVT05_description
	@bulkheadProfiles = size0
	rescaleFactor = 0.5
	
	@MODULE[ModuleEngines]
	{
		@maxThrust *= .1
	}
}

@PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory]:AFTER[zzzUnKerballedStart]
{
	@node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0
	@node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0
}

 

Thanks for looking!

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20 hours ago, SpinkAkron said:

I need .625m booster engines for my mod and I figured the easiest way to go about it is to re-scale the stock engines. I worked out what I needed to do to make them good enough for testing.  I am unsure if there's anything else that's needed to call them 'done'.  I would greatly appreciate having it looked over by knowledgeable folks.

This is my re-scale of the LV-T30.  Is there anything else I should change?


// Rescale LV-T30 to .625m

+PART[liquidEngine]
 {
	@name = UKSliquidEngineLVT05
	@TechRequired = start
	@node_stack_top = 0.0, 7, 0.0, 0.0, 1.0, 0.0, 0
	@node_stack_bottom = 0.0, -7, 0.0, 0.0, -1.0, 0.0, 0
	@fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
	@fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running
	@fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
	@fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout
	@entryCost *= .5
	@cost *= .5
	@mass *= .125
	@title = #LOC_UKS_liquidEngineLVT05_title
	@description = #LOC_UKS_liquidEngineLVT05_description
	@bulkheadProfiles = size0
	rescaleFactor = 0.5
	
	@MODULE[ModuleEngines]
	{
		@maxThrust *= .1
	}
}

@PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory]:AFTER[zzzUnKerballedStart]
{
	@node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0
	@node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0
}

 

Thanks for looking!

Does rescale factor work for you ingame? 

I've had some trouble with these older models that use mesh and have a scale factor of 0.1, but I can't quite remember what the issue was. What ever it was I know I did figure out a fix in Transmogrifier.

If you are thinking of doing a lot of these you might consider multiplying the node positions by your rescale factor.

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Just now, Nightside said:

Does rescale factor work for you ingame? 

I've had some trouble with these older models that use mesh and have a scale factor of 0.1, but I can't quite remember what the issue was. What ever it was I know I did figure out a fix in Transmogrifier.

If you are thinking of doing a lot of these you might consider multiplying the node positions by your rescale factor.

The rescale variable doesn't exist in the stock engine config. I had to add it in my config rather than changing it with the '@' prefix.  The physical rescale works fine. The rescale of the thrust feels right. The flame effects are a little off but it looks like I can adjust that the same way as the nodes.

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