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The Third Great Number War: The Long Haul!


AtomicTech

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  1. 1. Which one?

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    • The Other People. Chaotic beings, the lot of them.


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@ColdJ

Here's a patch with an example:

+PART[JetEngine]
{
  @name = JetEngineElectro
    @author = C. Jenkins, Atomikku
    @TechRequired = aviation
    @entryCost = 4000
    @cost = 9750
    @title = AT-EPL "Elektrostatika" Electric Jet Engine
    @manufacturer = AtomicTech Inc.
    @description = This advanced form of jet engine is a modified variant of the J-33 "Wheesley" Basic Jet Engine that runs solely on electric charge and intake air. The concept from the engine came from a young and brilliant in our Concepts & Research Divison to help remedy the age-old difficulty in building planes.
    @mass = 1.5
  !MODULE[ModuleEnginesFX]
  {}
  MODULE
    {
        name = ModuleEnginesFX
        engineID = Cruise
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 70
        heatProduction = 90
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.12
        engineDecelerationSpeed = 0.5
        fxOffset = 0, 0, 0.74
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        PROPELLANT
        {
            name = ElectricCharge
            resourceFlowMode = STAGE_PRIORITY_FLOW
            ratio = 3
            DrawGauge = True
        }
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 11
        }
        atmosphereCurve
        {
      key = 0 15000 
            key = 1 10000
      key = 5 9000
      key = 10 2000
      key = 20 0.001 
        }

    //This engine isn't terribly realistic, it's just more for fun.

        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flameoutBar = 0.02
        machLimit = 1.25
        machHeatMult = 3.5
        velCurve
        {
            key = 0 1 0 -0.125804
            key = 0.35 0.96 0 0
            key = 1.05 1.2 0.5409369 0.5409369
            key = 1.67 1.7 0 0
            key = 2.15 1.1 -3.49991 -3.49991
            key = 2.3 0.5 -3.164169 -3.164169
            key = 2.5 0 0.004306508 0
        }
        atmCurve
        {
            key = 0 0 0 0
            key = 0.1 0.1 1.276916 1.276916
            key = 0.297 0.35 1.304143 1.304143
            key = 0.538 0.59 0.8485174 0.8485174
            key = 1 1 0.8554117 0
        }
    }

  !MODULE[ModuleGimbal] {}

  @EFFECTS
    {        
        @running_thrust
        {            
            !PREFAB_PARTICLE
            {
            }                    
        }
        @flameout
        {
            !PREFAB_PARTICLE
            {
            }
        }
    }
}

@PART[JetEngineElectro]:NEEDS[Waterfall]:FOR[StockWaterfallEffects]
{
  !EFFECTS {}
  EFFECTS
  {
    fx-dawn-running
      {
          AUDIO
          {
              channel = Ship
              clip = Waterfall/Sounds/NFT/sound_ion_loop
              volume = 0.0 0.0
              volume = 1.0 0.7
        pitch = 0.0 0.8
        pitch = 0.5 0.9
        pitch = 1.0 1.2
              loop = true
          }
      }
      engage
      {
          AUDIO
          {
              channel = Ship
              clip = Waterfall/Sounds/NFT/sound_ion_on
              volume = 0.9
              pitch = 1.0
              loop = false
          }
      }
      disengage
      {
          AUDIO
          {
              channel = Ship
              clip = Waterfall/Sounds/NFT/sound_ion_flameout
              volume = 0.7
              pitch = 1.0
              loop = false
          }
      }
      flameout
      {
          AUDIO
          {    
              channel = Ship
              clip = Waterfall/Sounds/NFT/sound_ion_flameout
              volume = 0.7
              pitch = 1.0
              loop = false
          }
      }
  }
  @MODULE[ModuleEngines*]
  {
    @name = ModuleEnginesFX
      %runningEffectName = fx-dawn-running
      !powerEffectName = DELETE
    }
  
    MODULE
    {
      name = ModuleWaterfallFX
      moduleID = dawnEngine

      CONTROLLER
      {
        name = atmosphereDepth
        linkedTo = atmosphere_density
      }
    
      CONTROLLER
      {
        name = throttle
        linkedTo = throttle
          engineID = Ion
          responseRateUp = 0.025
        responseRateDown = 0.1
      }
    
    
      TEMPLATE
      {
        templateName = stock-xenon-ion
        overrideParentTransform = thrustTransform
        position = 0,0,0
        //position  = x, y, z
        rotation = 0, 0, 0
        scale = 2, 2, 2
      }
  }
}

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