В общем есть в этом моде двигатель NoseElectricEngine. Вот его конфиг
PART
{
// --- general parameters ---
name = FSnoseEngine
module = Part
author = Snjo
// --- asset parameters ---
mesh = model.mu
scale = 1
// --- node definitions ---
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
// --- FX definitions ---
//fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power
//fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout
// --- Sound FX definition ---
//sound_fsmustangstart.wav = engage
//sound_fsmustang.wav = power
sound_explosion_low = flameout
// --- editor parameters ---
TechRequired = aerodynamicSystems
cost = 950
category = Propulsion
subcategory = 0
title = FS1EN Nose Mounted Engine
manufacturer = Bitesized Industries
description = A smaller propeller engine for nimble fighter planes. 0.5m diameter
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,0
// --- standard part parameters ---
mass = 0.15
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 15
maxTemp = 3600
MODULE
{
name = FSengineSounds
engage = Firespitter/Sounds/sound_fsmustangstart
//running =
power = Firespitter/Sounds/sound_fsmustang
//disengage =
//flameout =
//warning = Firespitter/Sounds/sound_fsheatDing
powerPitchBase = 0.6
thrustAddedToPitch = 0.8
powerFadeInSpeed = 0.005
powerFadeInDelay = 0.8
powerVolume = 0.7
engageVolume = 1.5
warningSoundThreshold = 0.8
warningCooldownTime = 2.0
randomStartDelay = 0.5 //for playing engines slightly out of sync
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 45
heatProduction = 300
useEngineResponseTime = True
engineAccelerationSpeed = 20
engineDecelerationSpeed = 20
useVelocityCurve = True
PROPELLANT
{
name = LiquidFuel
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ratio = 15
}
atmosphereCurve
{
key = 0 500
key = 0.45 1200
key = 1 2000
}
velocityCurve
{
key = 500 0 0 0
key = 425 0.2 0 0
key = 0 1 0 0
}
}
MODULE
{
name = FSpropellerAtmosphericNerf
thrustModifier = 1.2
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
}
//MODULE
//{
// name = ModuleResourceIntake
// resourceName = IntakeAir
// checkForOxygen = false
// area = 0.03
// intakeSpeed = 50
// intakeTransformName = thrustTransform //Intake
//}
RESOURCE
{
name = IntakeAir
amount = 0
maxAmount = 15.0
}
//---- blade rotation
MODULE
{
name = FXModuleAnimateThrottle
animationName = throttle
dependOnEngineState = False
responseSpeed = 0.5
}
MODULE
{
name = FSplanePropellerSpinner
propellerName = propeller
rotationSpeed = -150
windmillRPM = 0.1
spinUpTime = 15.0
useRotorDiscSwap = 1
rotorDiscFadeInStart = 0.99
rotorDiscFadeInEnd = 0.99
rotorDiscSpeed = -30
rotorDiscName = disc
blade1 = blade
blade2 = blade2
blade3 = blade3
blade4 = blade4
blade5 = blade5
}
MODULE
{
name = FSswitchEngineThrustTransform
defaultTTName = thrustTransform
alternateTTName = alternateThrustTransform
useNamedAlternate = 0
}
MODULE
{
name = FSengineHandCrank
}
//END PART
}
И есть другой двигатель - Pusher Engine
Вот его конфиг:
PART
{
// Kerbal Space Program - Part Config
// FS1PE
//
// --- general parameters ---
name = FSPropellerEnginePush
module = Part
author = Snjo
// --- asset parameters ---
mesh = model.mu
scale = 1.0
//texture = propengine.png
//texture = model000.mbm
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0
// --- node definitions ---
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
// --- FX definitions ---
//fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power
//fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout
// --- Sound FX definition ---
//sound_fspropstart.wav = engage
//sound_fspropidle.wav = power
//sound_jet_deep =
//sound_vent_soft = disengage
sound_explosion_low = flameout
// --- editor parameters ---
TechRequired = aerodynamicSystems
cost = 950
category = Propulsion
subcategory = 0
title = FS1PP Propeller Pusher Engine
manufacturer = Bitesized Industries
description = A modified version of our regular engine, this engine is meant for pushing your aircraft, just like a rocket!
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0
// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600
MODULE
{
name = FSengineSounds
engage = Firespitter/Sounds/sound_fspropstart
//running =
power = Firespitter/Sounds/sound_fspropidle
//disengage =
//flameout =
//warning = Firespitter/Sounds/sound_fsheatDing
powerPitchBase = 1.0
thrustAddedToPitch = 1.0
powerFadeInSpeed = 0.005
powerFadeInDelay = 0.5
powerVolume = 1.0
engageVolume = 1.0
warningSoundThreshold = 0.8
warningCooldownTime = 2.0
randomStartDelay = 1.0 //for playing engines slightly out of sync
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 45
heatProduction = 300
useEngineResponseTime = True
engineAccelerationSpeed = 0.25
engineDecelerationSpeed = 0.35
useVelocityCurve = True
PROPELLANT
{
name = LiquidFuel
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ratio = 15
}
atmosphereCurve
{
key = 0 500
key = 0.45 1200
key = 1 2000
}
velocityCurve
{
key = 500 0 0 0
key = 425 0.2 0 0
key = 0 1 0 0
}
}
MODULE
{
name = FSpropellerAtmosphericNerf
thrustModifier = 1.1
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
}
//---- Integrated air intake (based on Kethane engine)
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = false
area = 0.03
intakeSpeed = 50
intakeTransformName = thrustTransform //Intake
}
RESOURCE
{
name = IntakeAir
amount = 0
maxAmount = 15.0
}
//---- Deployable air scoop responding to the throttle
MODULE
{
name = FXModuleAnimateThrottle
animationName = airintake
dependOnEngineState = False
responseSpeed = 0.5
}
MODULE
{
name = FSplanePropellerSpinner
propellerName = propeller
useRotorDiscSwap = 0
rotationSpeed = -150
windmillRPM = 0.1
}
MODULE
{
name = FSswitchEngineThrustTransform
defaultTTName = thrustTransform
alternateTTName = alternateThrustTransform
useNamedAlternate = 0
}
MODULE
{
name = FSengineHandCrank
}
//PART END
}
Кроме разницы в типах топлива они различаются направлением вектора тяги - пушер толкает, нос наоборот. Цель - прикрутить к noseengine направление вектора тяги pusherengine - иными словами развернуть его вектор тяги. У меня варианты закончились - в propeller spinner менял параметры, тягу отрицательной делал - не помогает. Может кто знает решение? Вариант с переписыванием пушера на электричество плох тем, что у него очень некрасивая анимация - вращается с частотой в несколько герц, в то время как nose engine имеет прекрасную анимацию (а может кто знает и как от него анимацию пушеру прикрутить?). Делаю самолетик для Лайта, да только вот на носу у кабины б9 уж больно странно пропеллер смотрится.