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CHAD vector


Rutabaga22

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A ModuleManager patch is your best bet. Try something like this:

Quote

 

+PART[SSME]:AFTER[Squad]

{

@name = superVector

@title = Super Vector

@description = The Vector engine we all know and love, just bigger. Much, MUCH bigger.

@rescaleFactor = 2 (assuming the Vector is classed as a 2.5m engine, this should scale it up to 5m; if that doesn't work and it's actually a 1.25m engine, change this to 4)

@cost = 50000 

@MODULE[ModuleEnginesFX]

{

@maxThrust = 5000

}

}

 

Adjust the cost and maxThrust numbers to suit what you want, write your own title and description if it works. You'll need to put this in a .cfg file inside KSP/GameData and install ModuleManager (which you almost certainly have already).

*Note- I haven't tested the above at all so it may or may not work.

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@jimmymcgoochie Beat me to posting, but mine takes a slightly different approach so I'll post it anyway:

Spoiler
+PART[SSME]:LAST[Squad]
{
	@name = SSME5m // give new part unique name
	@title = S3 KS-50 "Vector L" Liquid Fuel Engine
	
	// in order to rescale we need to change mesh value to
	// a model node
	!mesh = delete 
	MODEL
	{
		model = Squad/Parts/Engine/liquidEngineSSME/SSME
		scale = 2, 2, 2 // rescale double size in X,Y and Z
	}
	
	// move the attachement nodes to reflect larger size
	// only need to change Y offset which is second parameter in list so index [1]
	@node_stack_top[1] *= 2
	@node_stack_bottom[1] *= 2 
	
	// mass is approximately proportional to cube of scale but some savings
	// due to not all parts scaling to same degree (e.g. thickness of nozzle)
	@mass *= 6.5 // guesstimate 6.5 instead of 8
	
	// increase cost
	@cost *= 1.8 // change to taste - assume some savings due to existing research/tooling etc.
	@entryCost *= 1.8
	
	// Optional change tech tree placement
	@TechRequired = veryHeavyRocketry
	
	@bulkeadProfiles = srf, size5

	// change engine module
	@MODULE[ModuleEnginesFX]
	{
		@engineID = KS25L
		
		@maxThrust *= 4 // scale thrust to taste
		@heatProduction *= 4 // optional - scale heat output
	}
	
	// optional scale EFFECTS and ModuleSurfaceFX for larger engine
}

 

 

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57 minutes ago, Aelfhe1m said:

@jimmymcgoochie Beat me to posting, but mine takes a slightly different approach so I'll post it anyway:

  Hide contents
+PART[SSME]:LAST[Squad]
{
	@name = SSME5m // give new part unique name
	@title = S3 KS-50 "Vector L" Liquid Fuel Engine
	
	// in order to rescale we need to change mesh value to
	// a model node
	!mesh = delete 
	MODEL
	{
		model = Squad/Parts/Engine/liquidEngineSSME/SSME
		scale = 2, 2, 2 // rescale double size in X,Y and Z
	}
	
	// move the attachement nodes to reflect larger size
	// only need to change Y offset which is second parameter in list so index [1]
	@node_stack_top[1] *= 2
	@node_stack_bottom[1] *= 2 
	
	// mass is approximately proportional to cube of scale but some savings
	// due to not all parts scaling to same degree (e.g. thickness of nozzle)
	@mass *= 6.5 // guesstimate 6.5 instead of 8
	
	// increase cost
	@cost *= 1.8 // change to taste - assume some savings due to existing research/tooling etc.
	@entryCost *= 1.8
	
	// Optional change tech tree placement
	@TechRequired = veryHeavyRocketry
	
	@bulkeadProfiles = srf, size5

	// change engine module
	@MODULE[ModuleEnginesFX]
	{
		@engineID = KS25L
		
		@maxThrust *= 4 // scale thrust to taste
		@heatProduction *= 4 // optional - scale heat output
	}
	
	// optional scale EFFECTS and ModuleSurfaceFX for larger engine
}

 

 

This looks better than my quick and dirty hack, use this instead.

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