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Fuel Consumption Calculation


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Guys, I'm trying to tinker with engines, introduce new fuel types like antimatter, but no matter what I do, the fuel consumption just doesn't follow the standard calculation based on ISP and thrust and instead goes for some insane value (see image below). How would I go about it?

I've tried changing the resource's properties too, adjusting the density and other parameters but to no avail. Please halp.

YkWxey.png

 

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This is the cfg of the part I'm trying to edit:

PART
{
	name = GU_spike
	module = Part
	author = JadeOfMaar
	MODEL
	{
		model = GU/Parts/Engines/srx_short
		// scale = 0.5, 0.5, 0.5
		// rotation = 90, 0, 0
	}
	rescaleFactor = 1
	NODE
	{
		name = bottom
		transform = bottom
		size = 2
		method = FIXED_JOINT
	}
	NODE
	{
		name = top
		transform = top
		size = 2
		method = FIXED_JOINT
	}
	
	TechRequired = NuclearPropulsion
	entryCost = 1450000
	cost = 300000
	category = Engine
	subcategory = 0
	title = SRX Flux II Spike
	manufacturer = Galaxies Unbound Administration
	description = Built in parallel with the SRX II vacuum optimized engine is this cross-range capable engine, able to operate in atmosphere and deliver significant cargo mass onto and off of atmospheric worlds. Let it be known though, that this engine is very harmful to unshielded organisms of any sort in the atmosphere around it...
	attachRules = 1,0,1,1,0
	mass = 9
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 15
	maxTemp = 4200
	PhysicsSignificance = 1
	bulkheadProfiles = size2
	tags = helium gu plasma ion
	thermalMassModifier = 5
	radiatorHeadroom = 0.75
	skinInternalConductionMult = 2000
		
	
	
	MODULE
	{
		name = ModuleEnginesFX
		engineID = Helium3
		runningEffectName = running_he3
		thrustVectorTransformName = thrustTransform
		throttleLocked = True
		ignitionThreshold = 0.1
		minThrust = 10000
		maxThrust = 10000
		heatProduction = 240
		EngineType = SolidBooster
		engageEffectName = engage
		disengageEffectName = disengage
		allowShutdown = False
		exhaustDamage = False
		
		
		PROPELLANT
		{
			name = Antimatter
			ratio = 1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 200000
			key = 1 1200
			key = 5 0.1
		}
	}
	
	
	
	EFFECTS
	{
		running_he3
		{
			AUDIO
			{
				name = ignition
				channel = Ship
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 0.05 0.3
				volume = 0.6 1.2
				volume = 1.0 0.9
				pitch = 0.0 0.2
				pitch = 1.0 0.8
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				transformName = thrustTransform
				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, 3
			}
			MODEL_MULTI_PARTICLE
			{
				name = shock
				modelName = Squad/FX/shockExhaust_blue
				transformName = thrustTransform
				emission = 0.4 0.0
				emission = 1.0 2
				speed = 0.4 0.1
				speed = 0.6 0.2
				speed = 1 0.6
				energy = 0 1
				energy = 1 2
				localPosition = 0, 0, 2
			}
			MODEL_MULTI_PARTICLE
			{
				name = smokeblue
				modelName = Squad/FX/hydroLOXFlame
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.1 0.4
				speed = 0.0 0.4
				speed = 1.0 0.8
				energy = 0.5 1
				energy = 1.0 2
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.5
				pitch = 2.0
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 1.6
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	
	
	
	RESOURCE
	{
		name = Antimatter
		amount = 2000
		maxAmount = 2000
	}
}

And this is the resource I added to the stock resource cfg:

RESOURCE_DEFINITION
{
  name = Antimatter
  displayName = Antimatter
  abbreviation = AM
  density = 50
  unitCost = 10000
  hsp = 920
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = true
  volume = 5
}

 

Edited by Aelipse
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OK, I was trying out various things and it turns out that if I substitute Antimatter with SolidFuel, everything works as advertised. It is apparently the new resource that causes the problem.

Speaking of which, how would I go about introducing new resource to the game? I edited the Squad's Resources.cfg and added Antimatter with all the respective parameters, but the game just ignored it a pretended the resource wasn't there.

Edited by Aelipse
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