PART
{
	tags = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum
	bulkheadProfiles = size3
  TechHidden = True
	radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot
	heatConductivity = 0.06	// half default
	emissiveConstant = 0.85  // engine nozzles are good at radiating.
	skinInternalConductionMult = 4.0
	breakingTorque = 200
	breakingForce = 200
	maxTemp = 2500
	crashTolerance = 12
	angularDrag = 2
	minimum_drag = 0.2
	maximum_drag = 0.2
	dragModelType = default
	mass = 15
	attachRules = 1,0,1,0,0
	description = Currently unavailable due to a union strike, although the ones you're recieving fell off a truck, as unlikely as that sounds.
	manufacturer = AtomicTech Inc.
  //'
	title = AT-TREL "Bronco" Solid Core Thermonuclear Rocket Engine
	subcategory = 0
	category = Engine
	cost = 30900
	entryCost = 74999
	TechRequired = nuclearPropulsion
	node_stack_bottom = 0.0, -3.22, 0.0, 0.0, -1.0, 0.0, 3
	node_stack_top = 0.0, 1.3, 0.0, 0.0, 1.0, 0.0, 3
	rescaleFactor = 1
	scale = 1
	mesh = model.mu
	author = J. Sathe, J. Robinson, Atomikku
	module = Part
	name = taurusNuclearEngineAT
	EFFECTS
	{
		nuke_Running
		{
			AUDIO
			{
				loop = true
				pitch = 1.0 1.0
				pitch = 0.0 0.2
				volume = 1.0 1.0
				volume = 0.0 0.0
				clip = sound_rocket_spurts
				channel = Ship
			}
			PREFAB_PARTICLE
			{
				localOffset = 0, 0, 1
				speed = 1.0 1.0
				speed = 0.0 0.25
				emission = 1.0 1.25
				emission = 0.075 0.25
				emission = 0.05 0.0
				emission = 0.0 0.0
				transformName = nukeSmoke
				prefabName = fx_smokeTrail_veryLarge
			}
			MODEL_MULTI_PARTICLE
			{
				speed = 1.0 1.2
				speed = 0.0 0.5
				emission = 1.0 1.25
				emission = 0.075 0.25
				emission = 0.05 0.0
				emission = 0.0 0.0
				transformName = nukeFX
				modelName = Squad/FX/ksX_Exhaust
			}
		}
		gimbal_Running
		{
			AUDIO
			{
				loop = true
				pitch = 1.0 1.0
				pitch = 0.0 0.2
				volume = 1.0 1.0
				volume = 0.0 0.0
				clip = sound_rocket_mini
				channel = Ship
			}
			MODEL_MULTI_PARTICLE
			{
				speed = 1.0 1.2
				speed = 0.0 0.5
				emission = 1.0 1.25
				emission = 0.075 0.25
				emission = 0.05 0.0
				emission = 0.0 0.0
				transformName = gimbalFX
				modelName = Squad/FX/shockExhaust_blue_small
			}
		}
		engage
		{
			AUDIO
			{
				loop = false
				pitch = 2.0
				volume = 1.0
				clip = sound_vent_soft
				channel = Ship
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				oneShot = true
				transformName = nukeThrust
				prefabName = fx_exhaustSparks_flameout_2
			}
			AUDIO
			{
				loop = false
				pitch = 2.0
				volume = 1.0
				clip = sound_explosion_low
				channel = Ship
			}
		}
	}
	MODULE
	{
		EngineType = Nuclear
		fxOffset = 0, 0, 1
		heatProduction = 500
		maxThrust = 550
		minThrust = 0
		ignitionThreshold = 0.1
		exhaustDamage = True
		runningEffectName = nuke_Running
		engineID = KSX
		thrustVectorTransformName = nukeThrust
		name = ModuleEnginesFX
		PROPELLANT
		{
			DrawGauge = True
			ratio = 0.9
			name = LiquidFuel
		}
		atmosphereCurve
		{
			key = 10 0.001
			key = 1 300
			key = 0 950
		}
	}
	MODULE
	{
		EngineType = LiquidFuel
		fxOffset = 0, 0, -1.5
		heatProduction = 20
		maxThrust = 120
		minThrust = 0
		ignitionThreshold = 0.1
		exhaustDamage = True
		runningEffectName = gimbal_Running
		engineID = KSX
		thrustVectorTransformName = thrustTransform
		name = ModuleEnginesFX
		PROPELLANT
		{
			DrawGauge = True
			ratio = 0.9
			name = LiquidFuel
		}
		PROPELLANT
		{
			ratio = 1.1
			name = Oxidizer
		}
		atmosphereCurve
		{
			//key = 2 0.001
			//key = 1 170
			//key = 0 850

			key = 0 290
			key = 1 250
			key = 7 0.001
		}
	}
	MODULE
	{
		jettisonDirection = 0 0 1
		jettisonForce = 15
		jettisonedObjectMass = 0.5
		isFairing = True
		bottomNodeName = bottom
		jettisonName = nukeFairing
		name = ModuleJettison
	}
	MODULE
	{
		gimbalRange = 2.5
		gimbalTransformName = thrustTransform
		name = ModuleGimbal
	}
	MODULE
	{
		dependOnThrottle = True
		dependOnEngineState = True
		responseSpeed = 0.001
		animationName = nukeHeat
		name = FXModuleAnimateThrottle
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			rate = 10.0
			name = ElectricCharge
		}
	}
	MODULE
	{
		useEvent = True
		useStaging = True
		environments = 15
		name = ModuleTestSubject
	}
	MODULE
	{
		thrustTransformName = nukeThrust
		falloff = 1.5
		maxDistance = 100
		fxMax = 1
		thrustProviderModuleIndex = 0
		name = ModuleSurfaceFX
	}
}
