Ratzap Posted September 6, 2013 Share Posted September 6, 2013 Oh yeah, pulse jet lovin Link to comment Share on other sites More sharing options...
roxedboxer Posted January 22, 2014 Share Posted January 22, 2014 Sooo, any chance of this ever being updated again? I would really really like that... Link to comment Share on other sites More sharing options...
Guest Posted January 22, 2014 Share Posted January 22, 2014 It should work with the current Firespitter, I think. Link to comment Share on other sites More sharing options...
jfrouleau Posted December 19, 2014 Share Posted December 19, 2014 Hi, I was able to make this engine work again in KSP 0.90 with the following cfg and the latest Firespitter dll. I also added a variable speed to the rotor following the throttle and it should work in career mode. I kept the values of the original cfg. Enjoy !PART{ // --- General Parameters --- name = SM-Pulse-Detonation Engine module = Part author = SasquatchMarmalade // --- Asset Parameters --- mesh = model.mu // --- Node Definitions --- //node_stack_top = 0.0, 0.3820, 0.0, 0.0, 1.0, 0.0 node_attach = -0.6386, 0.0, 0.0, -1.0, 0.0, 0.0 // --- FX definitions --- fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Editor Parameters TechRequired = aerodynamicSystems entryCost = 4000 cost = 5000 category = Engine subcategory = 0 title = SM-Pulse-Detonation-Engine manufacturer = SM Aeronautics description = The basic operation of the PDE is similar to that of the pulse jet engine; however, the PDE uses detonation waves to combust the fuel and oxidizer mixture. This PDE includes the housing and intakes. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,0 // --- Standard Part Parameters --- mass = 1.8 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 5 breakingForce = 200 breakingTorque = 200 maxTemp = 4000 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = true ignitionThreshold = 0.01 minThrust = 0 maxThrust = 400 heatProduction = 1000 useEngineResponseTime = True engineAccelerationSpeed = 2 engineDecelerationSpeed = 2 fxOffset = 0, 0, 0 PROPELLANT { name = IntakeAir ratio = 10 } PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 3500 key = 1 3500 } } MODULE { name = ModuleAnimateHeat ThermalAnim = EmissiveAnim } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.04 intakeSpeed = 1000 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 0.5 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = FXModuleAnimateThrottle animationName = DetLight dependOnEngineState = True //responseSpeed = 0.1 } // --- Firespitter Modules --- MODULE { name = FSengineSounds // The engine start sound engage = sound_vent_medium // The constant thrust independent background hum of an engine running = SM-PulseDetonationEngine/Sounds/sound_PDE // The thrust based pitched main engine sound power = SM-PulseDetonationEngine/Sounds/sound_PDE // The engine shutdown sound disengage = sound_vent_soft // Loss of fuel flameout sound. If you don’t have a separate sound, consider using the same as disengage. flameout = sound_explosion_low // The default pitch of the engine power sound. 1 is the same pitch as the original sound file. powerPitchBase = 1.0 // How much above the default pitch the power goes based on thrust. final pitch = powerPitchBase + (thrust * thrustAddedToPitch ) thrustAddedToPitch = 1.0 // How quickly the engine power sound volume ramps up from silent when started. set to 1 for immediate full volume. This value is added to the volume every 0.2 seconds until it reaches 1. powerFadeInSpeed = 0.005 // How long the volume is off after starting the engine, to allow the engage sound to be heard powerFadeInDelay = 0.5 // Thrust values below this level will yield a silent engine sound. 0.1 means 10% throttle is the cutoff. A 0.0 always keeps the sound on while the engine is running. powerLowerThreshold = 0.0 // Volume adjustment for the different sounds listed above runningVolume = 1.0 powerVolume = 1.0 engageVolume = 1.0 disengageVolume = 1.0 flameoutVolume = 1.0 warningVolume = 1.0 } MODULE { name = FSplanePropellerSpinner // The gameObject to Spin around its forwards axis. Can be a parent to other sub objects. propellerName = Nose // The propeller rotation speed in RPMs when the engine is ignited, independent of throttle. Positive or negative values can be used. Use 0 for a wholly throttle controlled rotation. rotationSpeed = -15 // The propeller rotation speed in RPMS that are added to the rotationSpeed according to the final thrust of the engine. i.e., higher throttle makes spinny thing go fast. thrustRPM = -240 }} Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted December 19, 2014 Share Posted December 19, 2014 Ah, that wonderful buzz! Thanks for the updated config; it's a shame that more of SM's stuff hasn't been made compatible, Link to comment Share on other sites More sharing options...
wasmic Posted December 19, 2014 Share Posted December 19, 2014 Thanks for that config! Link to comment Share on other sites More sharing options...
WAS Posted March 2, 2015 Share Posted March 2, 2015 Thanks for the updated configuration file. Link to comment Share on other sites More sharing options...
Feradose Posted June 17, 2015 Share Posted June 17, 2015 Will this work with 1.0.2 atmo?And ofcourse the great jet change.. Link to comment Share on other sites More sharing options...
windows_x_seven Posted June 27, 2015 Share Posted June 27, 2015 (edited) Doesn't seem to be working with 1.0, game crashes after loading "model005" when starting up.It would be awesome to have this updated. Edited June 30, 2015 by windows_x_seven Link to comment Share on other sites More sharing options...
RomanCat Posted May 2, 2016 Share Posted May 2, 2016 I lost this mod. Please gibe link, older version. Or maybe anybode make this awesome mod fof ksp 1.1? Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2016 Share Posted November 12, 2016 I wish this was updated. Link to comment Share on other sites More sharing options...
Starhawk Posted November 13, 2016 Share Posted November 13, 2016 This mod appears to no longer be actively updated. The thread can be re-opened upon request of the OP. Closing. Link to comment Share on other sites More sharing options...
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