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

// --- general parameters ---
name = km_bb2
module = Part
author = dtobi

// --- asset parameters ---
mesh = bb2.mu
scale = 1.0




// --- FX definitions ---

fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_yellow = 0.0, 4.0, 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 = veryHeavyRocketry
entryCost = 24000
cost = 5450
category = Propulsion
subcategory = 0
title = Rotating Big Bang Engine 2
manufacturer = Klockheed Martian
description = This was once intended to be a church bell. It turned out that it works just as well for rockets. Unlike its brother, it cannot rotate the nozzle manually. It packs moaaar bang for the buck, though.  

node_stack_top = 0.0, 0.956, 0.0, 0.0, 1.0, 0.0, 1
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1

// --- standard part parameters ---
mass = 6.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 8
breakingForce = 300
breakingTorque = 300
maxTemp = 3600

stagingIcon = LIQUID_ENGINE
 

  EFFECTS
    {
        powerflame
        {
            MODEL_MULTI_PARTICLE
            {
                name = flamethrust
                modelName = Klockheed_Martian_SSE/FX/engine/bbflame
                transformName = flame
                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 1.0
            }
            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 = flame
	thrustVectorTransformName = exhaust
	exhaustDamage = True
	ignitionThreshold = 0.1
	minThrust = 0
	maxThrust = 1800
	heatProduction = 550
	fxOffset = 0, 0, 1.8
	PROPELLANT
	{
		name = LiquidFuel
       	        ratio = 0.9
		DrawGauge = True
	}
	PROPELLANT
	{
		name = Oxidizer
		ratio = 1.1
	}
	atmosphereCurve
 	{
   	 key = 0 350
  	 key = 1 310
 	}
	
}
MODULE
{
    name = KM_Gimbal
	gimbalTransformName = exhaust
	yawGimbalRange = 1
	pitchGimbalRange = 14
	responseSpeed = 50
}

MODULE
{
    name = KM_PreLaunchEffect
	effectName = PreLaunchEffectEngineBB
}

MODULE
{
	name = ModuleAlternator	
	RESOURCE
	{
		name = ElectricCharge
		rate = 14.0
	}
}

MODULE
{
	name = ModuleAnimateHeat
	ThermalAnim = bbheat
}

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