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Master39

Physics.cfg

Aug 23rd, 2019
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  1. aeroFXStartThermalFX = 2.5 // Speed in mach when aeroFX starts changing from white to orange
  2. aeroFXFullThermalFX = 3.75 // Speed in mach when aeroFX is fully orange
  3. aeroFXVelocityExponent = 3.5 // Exponent to velocity used when calculating aeroFX strength
  4. aeroFXDensityScalar1 = 0.0091 // The density term used for calculating aeroFX strength is (s1 * density^e1 + s2 * density^e2), this is s1
  5. aeroFXDensityExponent1 = 0.5 // This is e1
  6. aeroFXDensityScalar2 = 0.09 // This is s2
  7. aeroFXDensityExponent2 = 2 // This is e2
  8. aeroFXMachFXFadeStart = 0.25 // Density at which condensation FX (white) starts to fade out; plasma FX never does
  9. aeroFXMachFXFadeEnd = 0.0875 // Density at which condensation FX (white) has fully faded out
  10. aeroFXDensityFadeStart = 0.0015 // Density at which aeroFX starts fading out faster--should be near the edge of the atmosphere. This creates a smooth transition rather than insta-on at high speeds.
  11. blackBodyRadiationMin = 798 // Temperature at which a part's thermal radiation becomes visibile
  12. blackBodyRadiationMax = 7000 // Temperature at which the black body radiation gradient ends
  13. blackBodyRadiationAlphaMult = 0.75 // Multiplier to the opacity of the black body radiation glow
  14. temperatureGaugeThreshold = 0.625 // When skin temp / max skin temp greater than this, gauges become visible
  15. temperatureGaugeHighlightThreshold = 0.75 // When skin temp / max skin temp greater than this, edge highlighting becomes visible
  16. thermalIntegrationMinStep = 0.014 // Minimum elapsed time before a thermal integration pass is run.
  17. thermalIntegrationMaxTimeOnePass = 0.07 // Maximum time in seconds for which no more than one RK2 pass is run no matter the num-passes formula result.
  18. thermalIntegrationAlwaysRK2 = False // Do we always use RK2 even at 1x warp? Else we use RK1 at 1x warp.
  19. occlusionMinStep = 0.039 // Minimum elapsed time before an occlusion update pass is run.
  20. thermalIntegrationHighMaxPasses = 10 // Maximum number of thermal integration passes (Heun/RK2) when not analytic
  21. thermalIntegrationHighMinPasses = 1 // Minimum number of thermal integration passes (Heun/RK2) when not analytic
  22. thermalConvergenceFactor = 0.63 // Convergence factor to make Euler integration converge for the thermo systems
  23. standardSpecificHeatCapacity = 800 // Standard mass specific heat capacity for parts, in kJ / tonne-K
  24. internalHeatProductionFactor = 0.025 // Multiplier to engine heat production
  25. spaceTemperature = 4 // Temperature of the cosmic background radiation
  26. solarLuminosityAtHome = 1360 // Solar flux in W/m^2 at the orbital altitude of the homeworld
  27. solarInsolationAtHome = 0.15 // Portion of solar flux lost when transitting through an atmosphere ending at the homeworld's sea level density, with the sun assumed at zenith and the observer on the equator
  28. radiationFactor = 1 // Multiplier to radiative influx and outflux
  29. convectionFactorSplashed = 5000 // Newtonian convection factor to use when splashed
  30. fullConvectionAreaMin = 0.2 // The minimum value of the interpolation between cross sectional area and full wetted area for convection
  31. fullToCrossSectionLerpStart = 0.8 // At this mach number, convection area starts interpolating between the full wetted area and the cross-sectional area
  32. fullToCrossSectionLerpEnd = 1.5 // By this mach number, the interpolation will have progressed to the minimum weight for full area specified above
  33. newtonianTemperatureFactor = 1 // Multiplier to speed in m/s used when calculating low-mach shock temperature
  34. newtonianConvectionFactorBase = 8.14 // The base convection factor for computing the low-mach convective coefficient, before forced convection bonus is applied
  35. newtonianConvectionFactorTotal = 4 // The total multiplier for computing the low-mach convective coefficient
  36. newtonianDensityExponent = 0.5 // The exponent to density used when calculating the low-mach convective coefficient
  37. newtonianVelocityExponent = 1 // The exponent to velocity used when calculating the low-mach convective coefficient
  38. newtonianMachTempLerpStartMach = 2 // The mach number at which to begin lerping between thew low-mach shock temperature and convective coefficient and the high-mach ones
  39. newtonianMachTempLerpEndMach = 5 // The mach number by which only high-mach shock temperature and convective coefficient are used
  40. newtonianMachTempLerpExponent = 3 // The exponent to the lerp value, powers >1 imply slow start fast finish, <1 implies fast start slow finish
  41. machConvectionFactor = 7 // The scalar for computing the high-mach convective coefficient
  42. machConvectionDensityExponent = 0.5 // The density exponent used for the high mach convective coefficient
  43. machConvectionVelocityExponent = 3 // The velocity exponent used for the high mach convective coefficient
  44. machTemperatureScalar = 21 // The scalar used when computing the high-mach shock temperature (= this * (speed in m/s)^exponent)
  45. machTemperatureVelocityExponent = 0.75 // The exponent to speed (in m/s) used when calculating the high-mach shock temperature
  46. turbulentConvectionStart = 100 // The pseudo-Reynolds number (calculated as velocity * density), multiplied by the part's drag coefficient in that facing (Cd) at which to begin lerping between 1.0 and the turbulent convection multiplier below (used as a multiplier to convective coefficient)
  47. turbulentConvectionEnd = 200 // The pseudo-Reynolds number multiplied by Cd at which the multiplier becomes fully turbulentConvectionMult
  48. turbulentConvectionMult = 50 // The multiplier to the convective coefficient when in turbulent flow
  49. conductionFactor = 120 // Multiplier to all conduction
  50. skinSkinConductionFactor = 0.003 // Multiplier to skin-skin conduction, whether on the same part (exposed<->unexposed skin) or between parts' skins
  51. skinInternalConductionFactor = 0.005 // Multiplier to skin<->internal conduction
  52. shieldedConductionFactor = 0.01 // Multiplier to conduction when this part's shielded status does not match the connected part's
  53. thermalMaxIntegrationWarp = 100 // Maximum warp at which to use thermo integration rather than analytic thermo
  54. analyticLerpRateSkin = 0.003 // Lerp rate between existing and goal temperature for skin temperature
  55. analyticLerpRateInternal = 0.001 // Lerp rate between existing and goal temperature for internal temperature
  56. analyticConvectionSensitivityBase = 0.01 // Convection under analytic is handled as a lerp between analytic temp and ambient temp. The lerp = 1 / ((base + (area / thermal mass)) * final * the convective coefficient [see low-mach convection above]
  57. analyticConvectionSensitivityFinal = 20 // See above
  58. buoyancyScalar = 1.2 // Scalar to buoyancy force
  59. buoyancyUseCoBOffset = True // Do we offset the place where the buoyant force is applied based on current lowest point of part?
  60. buoyancyApplyForceOnDie = False // Do we, when we die, apply that frame's buoyant force to our parent part or failing that its children? Otherwise parts that die on splashdown do not slow the rest of the vessel
  61. buoyancyForceOffsetLerp = 0.5 // The lerp factor between last frame's offset and this one
  62. buoyancyWaterDragScalar = 4.5 // Initial drag scalar for floating parts. The scalar is this when a part first splashes down, then slowly lerps to the End value. When the part is < buoyancyWaterDragMinVel, or no part on the vessel is splashed down, it lerps back to this value
  63. buoyancyWaterDragScalarEnd = 0.15 // The final scalar for drag for floating parts, see above
  64. buoyancyWaterDragScalarLerp = 0.25 // The rate at which the drag scalar lerps between the two values, see above
  65. buoyancyWaterDragScalarLerpDotMultBase = 2 // The base compoent when computing the lerp multiplier based on verticality of velocity
  66. buoyancyWaterDragScalarLerpDotMult = 1.25 // The multiplier to the verticality dot which is subtracted from the base to compute the multiplier to lerp rate
  67. buoyancyWaterLiftScalarEnd = 0.025 // Lift lerps like drag, but between 0 (when first splashed or velocity low) and this value
  68. buoyancyWaterDragMinVel = 0.4 // The minimum velocity for drag to be enhanced (see Slow below), and multiplied by the below value for the lerping above.
  69. buoyancyWaterDragMinVelMult = 4 // The multiplier for minimum velocity for drag to be lerping down, below this it lerps up again (and vice versa for lift)
  70. buoyancyWaterDragMinVelMultCOBOff = 0 // The multiplier for minimum velocity for CoB lerping
  71. buoyancyWaterDragPartVelGreaterVesselMult = 1.5 // The multiplier to vessel velocity when checking part velocity > this, to enable jumpiness damping
  72. buoyancyWaterDragTimer = 3 // The time in seconds for which 'early' splashdown drag/lift is observed (i.e. stays high for high dot, starts low for low dot)
  73. buoyancyWaterDragMultMinForMinDot = 0.05 // The minimum multiplier to maximum drag to clamp things to during the early splashdown (the remainder is lerped by dot)
  74. buoyancyWaterAngularDragScalar = 0.001 // Scalar to angular drag for splashed parts
  75. buoyancyAngularDragMinControlSqrMag = 0.03125 // Minimum square-magnitude of control actuation to disable extra damping angular drag
  76. buoyancyWaterAngularDragSlow = 4 // Unity angular drag when part velocity < MinVel
  77. buoyancyWaterDragSlow = 2 // Unity drag addition when part velocity < MinVel
  78. buoyancyWaterDragExtraRBDragAboveDot = 0.5 // Extra RB drag is applied (dot - this), when dot is above this value
  79. buoyancyScaleAboveDepth = 0.2 // An easing factor. Force of buoyancy ramps between 0 and its full value as the maximum depth below sea level of the part goes from 0 to this depth
  80. buoyancyDefaultVolume = 1 // Default volume used when part has neither dragcube nor colliders
  81. buoyancyMinCrashMult = 0.1 // The downwards component of velocity is used, not the whole velocity, when seeing if a part is destoryed when splashing down. However, that component will be clamped to no lower a portion of total velocity than this value
  82. buoyancyCrashToleranceMult = 1.2 // Multiplier to crash tolerance used when checking if a part is destroyed on splashdown
  83. buoyancyRange = 1000 // If altitude of a part is greater than this above sea level, no expensive buoyancy checks are run
  84. buoyancyKerbals = 0.25 // Buoyancy multiplier for kerbals
  85. buoyancyKerbalsRagdoll = 3 // Buoyancy multiplier for kerbals when ragdolling
  86. cameraDepthToUnlock = 0 // Meters below sea level before camera rotation unlocks
  87. jointBreakForceFactor = 50 // Joint break force factor
  88. jointBreakTorqueFactor = 50 // Joint break torque factor
  89. rigidJointBreakForceFactor = 1 // Joint break force factor
  90. rigidJointBreakTorqueFactor = 1 // Joint break torque factor
  91. maxAngularVelocity = 50 // Max angular velocity of objects in radians / sec
  92. buildingImpactDamageMaxVelocityMult = 4 // Max velocity multiplier (impact vs whole part and vs whole vessel velocity) for an impact velocity. Note will be sqrt of this when Use Momentum is true.
  93. buildingImpactDamageUseMomentum = False // By default impact damage uses kinetic energy. Set to true to use momentum (prior-to-1.1.1 behavior)
  94. buildingEasingInvulnerableTime = 2 // Seconds buildings stay invulnerable for when the active vessel goes off rails, to protect against physics jerks
  95. orbitDriftFramesToWait = 5 // Number of frames to wait once drift error threshold is met before drift compensation turns on
  96. orbitDriftSqrThreshold = 1E-10 // Square of the magnitude of the position error vector to use as threshold for drift compensation. If the error in position between the current position and the calculated rails position is < this, then drift compensation will be engaged.
  97. orbitDriftAltThreshold = 400000000 // Orbit radius threshold for drift compensation. If the orbital radius is less than this, then drift compensation will be engaged.
  98. autoStrutTechRequired = generalConstruction // The technology required before autostruts become available (if they are on).
  99. showRigidJointTweakable = Editor // Is the rigid joint tweakable displayed. Never, Editor or Always
  100. stagingCooldownTimer = 0.5625 // The time in seconds after staging during which one cannot stage again.
  101. kerbalEVADragCubeString = Default, 0.75,0.92,0.4, 0.75,0.92,0.4, 0.6,0.7,0.4, 0.6,0.97,0.7, 0.85,0.95,0.4, 0.85,0.95,0.4, 0,0,0 0.8,1.1,0.8 // The drag cube kerbals use
  102. kerbalCrewMass = 0 // The mass of a kerbal when in a part (pod, lander can, etc). Independent of Kerbal EVA mass, not used on EVA.
  103. kerbalGOffset = 900 // The offset to the G increment for kerbals
  104. kerbalGPower = 4 // The exponent applied to the current G force
  105. kerbalGDecayPower = 2 // The further exponent applied to the increment when it is negative
  106. kerbalGClamp = 20 // G forces above this are clamped to this for kerbal Gs
  107. kerbalGBraveMult = 1.5 // The multiplier to thresholds based on kerbal courage
  108. kerbalGBadMult = 1.5 // The multiplier to thresholds based on kerbal badS
  109. kerbalGThresholdWarn = 30000 // The threshold beyond which a warning is shown
  110. kerbalGThresholdLOC = 60000 // The threshold beyond which the kerbal loses consciousness
  111. kerbalGLOCBaseTime = 3 // The base time in seconds a kerbal loses consciousness
  112. kerbalGLOCTimeMult = 0.0001 // Multiplier to the current G experienced increment applied to unconscious time
  113. kerbalGLOCMaxTimeIncrement = 1.5 // Maximum time per second a kerbal's unconscious time can be incremented
  114. kerbalGClampGExperienced = True // If true, g experienced will be clamped to the LOC threshold and time unconscious will build up. If false, it will not be clamped and time uncouncsious will be just how long the kerbal is above the warn threshold, so long-sustained high Gs will last longer
  115. commNetQTimesVelForBlackoutMin = 500 // Minimum dynamic pressure * velocity for comms to start blacking out from plasma (if that option is enabled)
  116. commNetQTimesVelForBlackoutMax = 2500 // Maximum dynamic pressure * velocity for comms to start blacking out from plasma (if that option is enabled)
  117. commNetTempForBlackout = 1100 // Minimum shock temperature for comms to start blacking out from plasma (if that option is enabled)
  118. commNetDensityForBlackout = 5.0000000000000002E-05 // Minimum density for comms to start blacking out from plasma (if that option is enabled)
  119. commNetDotForBlackoutMin = -0.86599999999999999 // Minimum dot between velocity and link direction for comms to start blacking out from plasma (if that option is enabled)
  120. commNetDotForBlackoutMax = -0.5 // Dot between velocity and link direction for full blackout multiplier
  121. commNetBlackoutThreshold = 0.5 // Threshold blackout value below which comms are entirely blacked out (if that option is enabled). Value calculated as 1 - inverse lerp of QTimesVel * inverse lerp of dot
  122. dragMultiplier = 8 // Global multiplier to drag
  123. dragCubeMultiplier = 0.1 // Multiplier to drag from dragcubes
  124. angularDragMultiplier = 2 // global multiplier to angular drag
  125. liftMultiplier = 0.036 // Multiplier to lift from lifting/control surfaces
  126. liftDragMultiplier = 0.015 // Multiplier to drag from lifting/control surfaces
  127. bodyLiftMultiplier = 18 // Multiplier to lift from non-lifting/control-surface parts
  128. DRAG_TIP // Multiplier to dragcube drag when the face points towards the velocity vector, x value is mach, y value is multiplier
  129. {
  130. key = 0 1 0 0
  131. key = 0.85 1.19 0.6960422 0.6960422
  132. key = 1.1 2.83 0.730473 0.730473
  133. key = 5 4 0 0
  134. }
  135. DRAG_SURFACE // Multiplier to dragcube drag when the face points orthogonal to the velocity vector, x value is mach, y value is multiplier
  136. {
  137. key = 0 0.02 0 0
  138. key = 0.85 0.02 0 0
  139. key = 0.9 0.0152439 -0.07942077 -0.07942077
  140. key = 1.1 0.0025 -0.005279571 -0.001936768
  141. key = 2 0.002083333 -2.314833E-05 -2.314833E-05
  142. key = 5 0.003333333 -0.000180556 -0.000180556
  143. key = 25 0.001428571 -7.14286E-05 0
  144. }
  145. DRAG_TAIL // Multiplier to dragcube drag when the face points away from the velocity vector, x value is mach, y value is multiplier
  146. {
  147. key = 0 1 0 0
  148. key = 0.85 1 0 0
  149. key = 1.1 0.25 -0.02215106 -0.02487721
  150. key = 1.4 0.22 -0.03391732 -0.03391732
  151. key = 5 0.15 -0.001198566 -0.001198566
  152. key = 25 0.14 0 0
  153. }
  154. DRAG_MULTIPLIER // Overall multiplier to drag based on mach
  155. {
  156. key = 0 0.5 0 0
  157. key = 0.85 0.5 0 0
  158. key = 1.1 1.3 0 -0.008100224
  159. key = 2 0.7 -0.1104858 -0.1104858
  160. key = 5 0.6 0 0
  161. key = 10 0.85 0.02198264 0.02198264
  162. key = 14 0.9 0.007694946 0.007694946
  163. key = 25 0.95 0 0
  164. }
  165. DRAG_CD // The final Cd of a given facing is the drag cube Cd evalauted on this curve
  166. {
  167. key = 0.05 0.0025 0.15 0.15
  168. key = 0.4 0.15 0.3963967 0.3963967
  169. key = 0.7 0.35 0.9066986 0.9066986
  170. key = 0.75 0.45 3.213604 3.213604
  171. key = 0.8 0.66 3.49833 3.49833
  172. key = 0.85 0.8 2.212924 2.212924
  173. key = 0.9 0.89 1.1 1.1
  174. key = 1 1 1 1
  175. }
  176. DRAG_CD_POWER // The final Cd of a given facing is then raised to this power, indexed by mach number
  177. {
  178. key = 0 1 0 0.00715953
  179. key = 0.85 1.25 0.7780356 0.7780356
  180. key = 1.1 2.5 0.2492796 0.2492796
  181. key = 5 3 0 0
  182. }
  183. DRAG_PSEUDOREYNOLDS // Converts a pseudo-Reynolds number (density * velocity) into a multiplier to drag coefficient
  184. {
  185. key = 0 4 0 -2975.412
  186. key = 0.0001 3 -251.1479 -251.1479
  187. key = 0.01 2 -19.63584 -19.63584
  188. key = 0.1 1.2 -0.7846036 -0.7846036
  189. key = 1 1 0 0
  190. key = 100 1 0 0
  191. key = 200 0.82 0 0
  192. key = 500 0.86 0.0001932119 0.0001932119
  193. key = 1000 0.9 1.54299E-05 1.54299E-05
  194. key = 10000 0.95 0 0
  195. }
  196. LIFTING_SURFACE_CURVES // The lifting surface curvesets available for use
  197. {
  198. LIFTING_SURFACE
  199. {
  200. name = Default
  201. lift // Converts Sin(AoA) into a lift coefficient (Cl) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lift multiplier
  202. {
  203. key = 0 0 0 1.965926
  204. key = 0.258819 0.5114774 1.990092 1.905806
  205. key = 0.5 0.9026583 0.7074468 -0.7074468
  206. key = 0.7071068 0.5926583 -2.087948 -1.990095
  207. key = 1 0 -2.014386 -2.014386
  208. }
  209. liftMach // Converts mach number into a multiplier to Cl
  210. {
  211. key = 0 1 0 0
  212. key = 0.3 0.5 -1.671345 -0.8273422
  213. key = 1 0.125 -0.0005291355 -0.02625772
  214. key = 5 0.0625 0 0
  215. key = 25 0.05 0 0
  216. }
  217. drag // Converts Sin(AoA) into a drag coefficient (Cd) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lifting surface drag multiplier
  218. {
  219. key = 0 0.01 0 0
  220. key = 0.3420201 0.06 0.1750731 0.1750731
  221. key = 0.5 0.24 2.60928 2.60928
  222. key = 0.7071068 1.7 3.349777 3.349777
  223. key = 1 2.4 1.387938 0
  224. }
  225. dragMach // Converts mach number into a multiplier to Cd
  226. {
  227. key = 0 0.35 0 -0.8463008
  228. key = 0.15 0.125 0 0
  229. key = 0.9 0.275 0.541598 0.541598
  230. key = 1.1 0.75 0 0
  231. key = 1.4 0.4 -0.3626955 -0.3626955
  232. key = 1.6 0.35 -0.1545923 -0.1545923
  233. key = 2 0.3 -0.09013031 -0.09013031
  234. key = 5 0.22 0 0
  235. key = 25 0.3 0.0006807274 0
  236. }
  237. }
  238. LIFTING_SURFACE
  239. {
  240. name = BodyLift
  241. lift // Converts Sin(AoA) into a lift coefficient (Cl) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lift multiplier
  242. {
  243. key = 0 0 0 1.975376
  244. key = 0.309017 0.5877852 1.565065 1.565065
  245. key = 0.5877852 0.9510565 0.735902 0.735902
  246. key = 0.7071068 1 0 0
  247. key = 0.8910065 0.809017 -2.70827 -2.70827
  248. key = 1 0 -11.06124 0
  249. }
  250. liftMach // Converts mach number into a multiplier to Cl
  251. {
  252. key = 0.3 0.167 0 0
  253. key = 0.8 0.167 0 -0.3904104
  254. key = 1 0.125 -0.0005291355 -0.02625772
  255. key = 5 0.0625 0 0
  256. key = 25 0.05 0 0
  257. }
  258. drag // Converts Sin(AoA) into a drag coefficient (Cd) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lifting surface drag multiplier
  259. {
  260. key = 0 0 0 0
  261. }
  262. dragMach // Converts mach number into a multiplier to Cd
  263. {
  264. key = 0 0 0 0
  265. }
  266. }
  267. LIFTING_SURFACE
  268. {
  269. name = CapsuleBottom
  270. lift // Converts Sin(AoA) into a lift coefficient (Cl) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lift multiplier
  271. {
  272. key = 0 0 0 1.975376
  273. key = 0.309017 0.5877852 1.565065 1.565065
  274. key = 0.5877852 0.9510565 0.735902 0.735902
  275. key = 0.7071068 1 0 0
  276. key = 0.8910065 0.809017 -2.70827 -2.70827
  277. key = 1 0 -11.06124 0
  278. }
  279. liftMach // Converts mach number into a multiplier to Cl
  280. {
  281. key = 0.3 0.0625 0 0
  282. }
  283. drag // Converts Sin(AoA) into a drag coefficient (Cd) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lifting surface drag multiplier
  284. {
  285. key = 0 0 0 0
  286. }
  287. dragMach // Converts mach number into a multiplier to Cd
  288. {
  289. key = 0 0 0 0
  290. }
  291. }
  292. LIFTING_SURFACE
  293. {
  294. name = SpeedBrake
  295. lift // Converts Sin(AoA) into a lift coefficient (Cl) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lift multiplier
  296. {
  297. key = 0 0 0 0
  298. }
  299. liftMach // Converts mach number into a multiplier to Cl
  300. {
  301. key = 0 0 0 0
  302. }
  303. drag // Converts Sin(AoA) into a drag coefficient (Cd) then multiplied by the below mach multiplier, dynamic pressure, the wing area, and the global lifting surface drag multiplier
  304. {
  305. key = 0 0.01 0 0
  306. key = 0.3420201 0.06 0.1750731 0.1750731
  307. key = 0.5 0.24 2.60928 2.60928
  308. key = 0.7071068 1.7 3.349777 3.349777
  309. key = 1 2.4 1.387938 0
  310. }
  311. dragMach // Converts mach number into a multiplier to Cd
  312. {
  313. key = 0 0.35 0 -0.8463008
  314. key = 0.15 0.125 0 0
  315. key = 0.9 0.275 0.541598 0.541598
  316. key = 1.1 0.75 0 0
  317. key = 1.4 0.4 -0.3626955 -0.3626955
  318. key = 1.6 0.35 -0.1545923 -0.1545923
  319. key = 2 0.3 -0.09013031 -0.09013031
  320. key = 5 0.22 0 0
  321. key = 25 0.3 0.0006807274 0
  322. }
  323. }
  324. }
  325. VesselRanges
  326. {
  327. prelaunch
  328. {
  329. load = 2250
  330. unload = 2500
  331. pack = 350
  332. unpack = 200
  333. }
  334. landed
  335. {
  336. load = 2250
  337. unload = 2500
  338. pack = 350
  339. unpack = 200
  340. }
  341. splashed
  342. {
  343. load = 2250
  344. unload = 2500
  345. pack = 350
  346. unpack = 200
  347. }
  348. flying
  349. {
  350. load = 2250
  351. unload = 22500
  352. pack = 25000
  353. unpack = 2000
  354. }
  355. orbit
  356. {
  357. load = 2250
  358. unload = 2500
  359. pack = 350
  360. unpack = 200
  361. }
  362. subOrbital
  363. {
  364. load = 2250
  365. unload = 15000
  366. pack = 10000
  367. unpack = 200
  368. }
  369. escaping
  370. {
  371. load = 2250
  372. unload = 2500
  373. pack = 350
  374. unpack = 200
  375. }
  376. }
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