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Help with this engine


Quilt18

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This engine that i tweaked the config file keeps braking after i time warp no matter how many struts i use. Please Help!

PART
{
name = K's God Engine
module = Part
author = NovaSilisko

mesh = model.mu
scale = 1
rescaleFactor = 1

node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, 1.0, 0.0

ThermalAnim = overheat

fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 850
category = Propulsion
subcategory = 0
title = K's God Engine
manufacturer = We Are Not Aliens
description = NOT made by Aliens o.o
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

mass = 2.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 4000

// Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet.

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1000
heatProduction = 600
fxOffset = 0, 0, 1.6
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 8000000
key = 1 7500000
}

}

MODULE
{
name = ModuleJettison
jettisonName = fairingL
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 3
jettisonDirection = 1 0 0

}

MODULE
{
name = ModuleJettison
jettisonName = fairingR
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 3
jettisonDirection = -1 0 0

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}

}

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