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Plugin-less electric impeller


spiritplumber

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This is too small for jet engines to profit from in oxygen-less atmospheres, and works reliably. Quadcopters can be made (and run out of batteries about as fast as real quadcopters do). You can get a motor glider going with 6-7 of these. Uses stock models, so it's friendly on memory too.



PART
{
// Kerbal Space Program - Part Config
// Electric Impeller
//

MODEL
{
model = Squad/Parts/Engine/sepMotor1/model
position = 0, 0, 0
scale = 3.0, 0.3, 3.0
rotation = 0, 0, 0
// parent = anotherModelTransform <---------Not necessary unless Second or subsequent part.
// texture = model000 , Squad/Parts/Command/probeCoreOcto/model000
// texture = model001 , Squad/Parts/FuelTank/fuelTank2-2/model001
}

MODEL
{
model = Squad/Parts/Utility/CircularIntake/model
position = 0, 0.07, 0.6
scale = 0.3, 0.3, 0.3
rotation = 0, 0, 0
// parent = anotherModelTransform <---------Not necessary unless Second or subsequent part.
// texture = model000 , Squad/Parts/Command/probeCoreOcto/model000
// texture = model001 , Squad/Parts/FuelTank/fuelTank2-2/model001
}

// --- general parameters ---
name = ElectricImpeller
module = Part
author = spiritplumber

// --- asset parameters ---
mesh = model.mu
scale = 1


node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1

// --- FX definitions ---

fx_exhaustFlame_white_tiny = 0.0, 1.0, 0.163, 0.0, 1.0, 0.0, running

// --- Sound FX definition ---

sound_vent_medium = disengage
sound_rocket_mini = disengage
sound_vent_soft = disengage

// --- editor parameters ---
cost = 100
category = Propulsion
subcategory = 0
title = Electric Impeller
manufacturer = Robots Everywhere LLC
description = A light, powerful radially mounted electric motor that can be used in any atmosphere, if power is available. Useless at high altitudes and in vacuum, but does not require oxygen.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,0,0

// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = False
exhaustDamage = False
allowShutdown = True
ignitionThreshold = 0.01
minThrust = 0
maxThrust = 1.2
heatProduction = 0.1
fxOffset = 0.0, 0.0, -0.7
PROPELLANT
{
name = IntakeAir
ratio = 5.0
DrawGauge = True
}
PROPELLANT
{
name = ElectricCharge
ratio = 12.0
DrawGauge = False
}
atmosphereCurve
{

key = 0 800
key = 0.1 1200
key = 0.5 1200
key = 1 1000
}

}

MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = false
area = 0.0000015
IntakeSpeed = 1
IntakeTransformName = Intake
}

RESOURCE
{
name = IntakeAir
amount = 0.0
maxAmount = 0.00125
}
}

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You can use this to simply run a standard jet engine in any atmosphere, since it doesn't use a custom named intake air resource. It takes any atmosphere and makes it into jet engine breathable intake air.

Might I suggest adding a new resource definition to the bottom of the code? Define a similar resource with the same density, then use the same air intake module to create the new resource and switch the fuel type in the engine module to use the new one as well. This will stop people from simply stacking up 20 of these 1kg O2-less intakes onto a ship and using a turbojet engine on Duna or Eve :)

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That's about as cheaty as stacking 20 ram air intakes on one jet to build a SSTO without putting in effort... I wanted to provide a single-file solution :) The intake area is so tiny that you'd need a lot more than 20 of these to run a jet. However, I will now try to do so, since you mentioned it :)

Tomato, true that. I would like this to go in the ReStock parts pack since it uses existing polygons, but trying to contact the ReStock author failed.

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