PART
{
// Kerbal Space Program - Part Config
// Shuttle Engine
// 

// --- general parameters ---
name = km_se0
module = Part
author = dtobi

// --- asset parameters ---
mesh = x0.mu
scale = 1.0
rescaleFactor = 0.75




// --- FX definitions ---

fx_exhaustFlame_blue_small = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

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

// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 4200
cost = 850
category = Propulsion
subcategory = 0
title = FSX0 Micro Shuttle Engine
manufacturer = Klockheed Martian
description = Initially a toy model shuttle engine, this engine became successful as a leaf blower. Nice for engine clusters. 

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1
node_stack_top = 0.0, 0.31, 0.0, 0.0, -1.0, 0.0, 0

// --- standard part parameters ---
mass = 0.45
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2400

stagingIcon = LIQUID_ENGINE
 
 
  EFFECTS
    {
        powerflame
        {
            MODEL_MULTI_PARTICLE
            {
                name = flamethrust
                modelName = Klockheed_Martian_SSE/FX/engine/x0flame
                transformName = exhaust
                emission = 0.0 0.1
                emission = 0.5 0.25
                emission = 0.75 0.75
                emission = 1.0 1.0
                speed = 0.0 0.40
                speed = 1.0 1.0
				size  = 0.0 0.3
				size  = 1.0 0.7
				localOffset = 0, 0, -3
            }
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_hard
                volume = 0.0 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.2
                pitch = 1.0 1.0
                loop = true
            }
        }
        powersmoke
        {
            PREFAB_PARTICLE
            {
                name = flamethrust2
                prefabName = fx_smokeTrail_light 
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 0
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
    MODULE
    {
	name = ModuleEnginesFX
	//engineID = rocketengine
	runningEffectName = powersmoke
	directThrottleEffectName = powerflame
	thrustVectorTransformName = exhaust
	exhaustDamage = True
	ignitionThreshold = 0.1
	minThrust = 0
	maxThrust = 85
	heatProduction = 360
	fxOffset = 0, 0, 0
	PROPELLANT
	{
		name = LiquidFuel
       	        ratio = 0.9
		DrawGauge = True
	}
	PROPELLANT
	{
		name = Oxidizer
		ratio = 1.1
	}
	atmosphereCurve
 	{
   	 key = 0 380
  	 key = 1 330
 	}
	
}

MODULE
{
    name = KM_PreLaunchEffect
	effectName = PreLaunchEffectEngine0
	
}

MODULE
{
    name = KM_Gimbal
	gimbalTransformName = gimbal
	debug = true
	yawGimbalRange = 1
	pitchGimbalRange = 14
}	

MODULE
{
	name = ModuleAlternator	
	RESOURCE
	{
		name = ElectricCharge
		rate = 4.0
	}
}
MODULE
{
	name = ModuleAnimateHeat
	ThermalAnim = x0-heat
}

RESOURCE
{
	name = ElectricCharge
	amount = 0
	maxAmount = 0
	isTweakable = false
    hideFlow = true
}
}
