deepspacecreeper Posted October 7, 2013 Share Posted October 7, 2013 Hello, I plan to make a new engine in the game using the existing model and texture of the mainsail. I will make a liquid engine with twice the consumption of the mainsail, similar specific impulse and 3000kN of thrust. I don't feel like making a new model cause it takes a long, long time. Can anyone tell me how? Link to comment Share on other sites More sharing options...
Yargnit Posted October 7, 2013 Share Posted October 7, 2013 All You'll need to to do is duplicate the part folder (for the mainsail it's liquidEngine1-2) in the gamedata > squad > parts > engine folder. from there make sure you rename the name = to something different. then edit your values down below as needed. Change whatever descriptions you'd like and you're good to go. The easiest way to do it would be to make a folder called something like 'custom_mainsail' inside the engines folder copy the contents of the liquidEngine1-2 folder into it. Link to comment Share on other sites More sharing options...
stupid_chris Posted October 7, 2013 Share Posted October 7, 2013 It's actually much more simple than that. Since 0.20 and the new folder structure, you can just create a new .cgf file in the same part folder as the mainsail and call it "part2" and change you values in that one and it should also work. I'm not 100% sure on that one, but I believe you could also do that in the same .cfg file and simply open a new "PART{ }" structure at the end of the first and paste the info of the mainsail there, modify the desired values and it should still work.Also, moving this to gameplay questions. Link to comment Share on other sites More sharing options...
Yargnit Posted October 7, 2013 Share Posted October 7, 2013 I'd never experimented to see if .cfg's have to be called 'part' or is something like 'part2' would work for them. If they don't have to be called 'part' then that would be easier. The mainsail is programmed with the old pre .20 part structure, not the newer one, otherwise he could just place the part.cfg in a new folder. But the old structure doesn't like to model files in different folder, where the new one does. And it would be more work for him to change the mainsail to the new structure than just to copy the entire folder seeing as how he doesn't know how already IMO. There are indeed a few ways you can go about it, the one I suggested just seemed like it had the least possibility to mess up? Link to comment Share on other sites More sharing options...
stupid_chris Posted October 7, 2013 Share Posted October 7, 2013 (edited) By the new folder structure, I simply meant GameData and having Part brackets in the cfg files. Since the only thing he wants to change are like thrust and ISP, just making a copy of the old cfg file in the original folder and renaming it (they don't need to be called "part") and then changing the desired values in the cfg file would work. This prevents the game from loading the models for the part twice on startup as copying the whole folder would require.EDIT: Alright so after some in game testing, both adding a new cfg file named whatever you feel like naming it and copying the whole PART{ } bracket and then pasting it under the first one and modifying the needed values (yes, all in the same cfg file) will work to create a new functional part in the VAB/SPH. Edited October 7, 2013 by stupid_chris Link to comment Share on other sites More sharing options...
rkman Posted October 7, 2013 Share Posted October 7, 2013 Since the only thing he wants to change are like thrust and ISP Shouldn't also the name of the part in the cfg (name = ) be changed? Link to comment Share on other sites More sharing options...
deepspacecreeper Posted October 8, 2013 Author Share Posted October 8, 2013 How can i change the fuel consumption?this is what i just see originally:// --- liquid engine parameters ---maxThrust = 1500minThrust = 0 heatProduction = 500Isp = 280vacIsp = 330thrustVectoringCapable = TruegimbalRange = 1.0I can't see anything which mentions the consumption. Link to comment Share on other sites More sharing options...
UbioZur Posted October 8, 2013 Share Posted October 8, 2013 How can i change the fuel consumption?this is what i just see originally:// --- liquid engine parameters ---maxThrust = 1500minThrust = 0 heatProduction = 500Isp = 280vacIsp = 330thrustVectoringCapable = TruegimbalRange = 1.0I can't see anything which mentions the consumption.Which version of KSP are you using? because they don't have Isp and vacIsp on the last one.you have to go to the Module EngineMODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1500 heatProduction = 500 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel [COLOR="#0000CD"]ratio = 0.9[/COLOR] DrawGauge = True } PROPELLANT { name = Oxidizer [COLOR="#0000CD"]ratio = 1.1[/COLOR] } atmosphereCurve { [COLOR="#0000CD"]key = 0 330[/COLOR] [COLOR="#0000CD"]key = 1 280[/COLOR] }} Link to comment Share on other sites More sharing options...
deepspacecreeper Posted October 10, 2013 Author Share Posted October 10, 2013 I tried the way of creating a new folder and copying the contents of the mainsail folder, and named the new folder "liquidEngine1-3", but it didn't work. my new engine didn't show up Link to comment Share on other sites More sharing options...
UbioZur Posted October 10, 2013 Share Posted October 10, 2013 What did you put in the folder? and how is the cfg looking like? (may be use pastebin) Link to comment Share on other sites More sharing options...
deepspacecreeper Posted October 11, 2013 Author Share Posted October 11, 2013 my customized part.cfg:// Kerbal Space Program - Part Config// LV-T30 Liquid Fuel Engine// // --- general parameters ---name = liquidEngine1-3module = LiquidFuelEngineauthor = NovaSilisko// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_stack_top = 0.0, 1.065308, 0.0, 0.0, 1.0, 0.0, 2node_stack_bottom = 0.0, -1.930788, 0.0, 0.0, 1.0, 0.0, 2// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, activefx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, activefx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, active// --- Sound FX definition ---sound_vent_medium = activatesound_rocket_hard = activesound_vent_soft = deactivate// --- editor parameters ---cost = 900category = 0subcategory = 0title = Rockomax "3000" Liquid Enginemanufacturer = Rockomax Conglomerate, modified by Deep Space Creeper Rocket Parts Co.description = An ultimate monster of an engine for super-heavy lifting purposes, the 3000's power rivals that of Kerbin-dominating nations. This engine was upgraded from a Rockomax "Mainsail" Liquid Engine to provide more thrust and a higher efficiency.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,0// --- standard part parameters ---mass = 8dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7breakingForce = 200breakingTorque = 200maxTemp = 3600// --- liquid engine parameters ---maxThrust = 3000minThrust = 0 heatProduction = 500Isp = 290vacIsp = 340thrustVectoringCapable = TruegimbalRange = 1.0 Link to comment Share on other sites More sharing options...
UbioZur Posted October 11, 2013 Share Posted October 11, 2013 First of all, it seems you are not running the last KSP. this is a old part.cfg format. Which version are you on?I don't know much about those version of the cfg but here is what I see that can be a problemcategory = 0trycategory = PropulsionAlso check the ksp.log after loading to see if there is any warning/error. Link to comment Share on other sites More sharing options...
deepspacecreeper Posted October 12, 2013 Author Share Posted October 12, 2013 i finally succeeded by putting it in the game's rootfolder\Parts, but what i see is a terrible auto-generated fuselage that comes with the engine even if put at the bottom of the stack. Link to comment Share on other sites More sharing options...
UbioZur Posted October 12, 2013 Share Posted October 12, 2013 I think you are using pre 0.20 which make it harder to modify the config files.so make sure you copy the whole engine folder so you can use the engine model. Link to comment Share on other sites More sharing options...
deepspacecreeper Posted October 13, 2013 Author Share Posted October 13, 2013 im at 0.21.1 and i copied the whole engine file to the folder created for mods and modded the cfg but i still dont know what is the cause of the fuselage Link to comment Share on other sites More sharing options...
UbioZur Posted October 13, 2013 Share Posted October 13, 2013 i finally succeeded by putting it in the game's rootfolder\Parts, but what i see is a terrible auto-generated fuselage that comes with the engine even if put at the bottom of the stack.Looking back at it, and after I had that "problem" with my mod, that fuselage is the fairing (it's there due to the lack of MODULE{}.im at 0.21.1 and i copied the whole engine file to the folder created for mods and modded the cfg but i still dont know what is the cause of the fuselageNormally you should not have anything inside the root/Part folder. since .20 everything is in root/Gamedata/Squad/PartAlso since .20, all the config file are suronded by PART{ all the file here }And most of the specific feature of parts are inside a MODULE{}This is my stock LV-T30 inside root\GameData\Squad\Parts\Engine\liquidEngine1-2PART{// Kerbal Space Program - Part Config// LV-T30 Liquid Fuel Engine// // --- general parameters ---name = liquidEngine1-2module = Partauthor = NovaSilisko// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_stack_top = 0.0, 1.065308, 0.0, 0.0, 1.0, 0.0, 2node_stack_bottom = 0.0, -1.930788, 0.0, 0.0, 1.0, 0.0, 2// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, runningfx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = runningsound_vent_soft = disengagesound_explosion_low = flameout// --- editor parameters ---cost = 850category = Propulsionsubcategory = 0title = Rockomax "Mainsail" Liquid Enginemanufacturer = Rockomax Conglomeratedescription = A monster of an engine for heavy lifting purposes, the Mainsail's power rivals that of entire small nations.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,0// --- standard part parameters ---mass = 6dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7breakingForce = 200breakingTorque = 200maxTemp = 3600MODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1500 heatProduction = 500 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 330 key = 1 280 }}MODULE{ name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1}MODULE{ name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1}MODULE{ name = ModuleAnimateHeat ThermalAnim = overheat}MODULE{ name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 2.0 }}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 0}}I will suggest you to back up your save, and make a fresh install.Also mods should be inside root/Gamedata/modname Link to comment Share on other sites More sharing options...
asdqwe123 Posted February 20, 2014 Share Posted February 20, 2014 guys coping a model file won't work anymore.I've done that, and it still wont work. Link to comment Share on other sites More sharing options...
slav_king Posted May 26, 2019 Share Posted May 26, 2019 On 10/7/2013 at 11:30 PM, deepspacecreeper said: How can i change the fuel consumption? this is what i just see originally: // --- liquid engine parameters --- maxThrust = 1500 minThrust = 0 heatProduction = 500 Isp = 280 vacIsp = 330 thrustVectoringCapable = True gimbalRange = 1.0 I can't see anything which mentions the consumption. the isp is the consumption of fuel. make it higher, the more fuel you have when you cut the engine. Link to comment Share on other sites More sharing options...
Gargamel Posted May 27, 2019 Share Posted May 27, 2019 Since most of the players involved have long since found a solution to this problem, we'll be letting this one fall back to the depths from whence it came. Link to comment Share on other sites More sharing options...
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