PART
{
	name = VADCCVC5
	module = Part
	author = Randazzo
	MODEL
		{
		model = VanguardAstrodynamics/CustomClusters/Engines/VC-5/VC5
		texture = model003 , Squad/Parts/Engine/liquidEngineLV-T45/model002
		texture = model002_NRM , Squad/Parts/Engine/liquidEngineLV-T45/model003
		texture = model002 , Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse
		scale = 1,1,1
		}	
	scale = 1
	rescaleFactor = 1
	node_stack_top = 0.0, 1.67057, 0.0, 0.0, 1.0, 0.0, 1
	node_stack_bottom = 0.0, -0.83776, 0.0, 0.0, -1.0, 0.0, 1
	node_attach = 0.0, 1.1354, 0.0, 0.0, 1.0, 0.0, 1
	TechRequired = heavyRocketry
	entryCost = 12500
	cost = 4500
	category = Engine
	subcategory = 0
	title = VC-5 "Rhea"
	manufacturer = Vanguard Astrodynamics
	description = Packing twice the punch of the VC-1, the VC-5 is the first step towards truly powerful engine clusters for ships with heavy payloads. May also be used as a standalone low-end 2.5m engine. 
	attachRules = 1,1,1,0,1
	mass = 2
	// heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size1
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.5
				pitch = 0.0 0.2
				pitch = 1.0 0.7
				loop = true
			}
			PREFAB_PARTICLE
			{
				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
				localPosition = 0, 0, 0
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/ks1_Exhaust
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 0.5
				speed = 0.0 0.5
				speed = 1.0 1.2
				localPosition = 0, 0, -0.004
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		engineID = VADVC5
		runningEffectName = running_closed
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 500
		heatProduction = 290
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 315
			key = 1 290
			key = 6 0.001
		}
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = nozzle
		gimbalRange = 3
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.3
		maxDistance = 30
		falloff = 1.7
		thrustTransformName = thrustTransform
	}
	MODULE	
	{
		name = FXModuleLookAtConstraint
		CONSTRAINLOOKFX
		{
			targetName = lowerPiston1
			rotatorsName = upperBase1
		}
		CONSTRAINLOOKFX
		{
			targetName = upperPiston1
			rotatorsName = lowerBase1
		}
		CONSTRAINLOOKFX
		{
			targetName = lowerPiston2
			rotatorsName = upperBase2
		}
		CONSTRAINLOOKFX
		{
			targetName = upperPiston2
			rotatorsName = lowerBase2
		}
		CONSTRAINLOOKFX
		{
			targetName = lowerPiston3
			rotatorsName = upperBase3
		}
		CONSTRAINLOOKFX
		{
			targetName = upperPiston3
			rotatorsName = lowerBase3
		}
		CONSTRAINLOOKFX
		{
			targetName = lowerPiston4
			rotatorsName = upperBase4
		}
		CONSTRAINLOOKFX
		{
			targetName = upperPiston4
			rotatorsName = lowerBase4
		}
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = fairing125,fairing125a,fairing250,fairing250a
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 0.1
		jettisonForce = 1
		jettisonDirection = 0 0 1
	}
	MODULE 
	{
		name = ModulePartVariants
		baseVariant = Original
		VARIANT
		{
			name = Original
			displayName =  Compact, 1.25m fairing
			primaryColor = #747474
			secondaryColor = #3752B4
			GAMEOBJECTS
			{
				125adapter = false
				250adapter = false
				baseEngine = true
				fairing125 = true
				fairing125a = false
				fairing250 = false
				fairing250a = false
			}
			NODES
			{
				node_stack_top = 0.0, 1.13226, 0.0, 0.0, 1.0, 0.0, 1
				node_stack_bottom = 0.0, -0.833869, 0.0, 0.0, -1.0, 0.0, 1
				node_attach = 0.0, 1.13226, 0.0, 0.0, 1.0, 0.0, 1
			}
		}
		VARIANT		
		{
			name = Original250
			displayName =  Compact, 2.5m fairing
			primaryColor = #747474
			secondaryColor = #3752B4
			GAMEOBJECTS
			{
				125adapter = false
				250adapter = false
				baseEngine = true
				fairing125 = false
				fairing125a = false
				fairing250 = true
				fairing250a = false
			}
			NODES
			{
				node_stack_top = 0.0, 1.13226, 0.0, 0.0, 1.0, 0.0, 2
				node_stack_bottom = 0.0, -0.833869, 0.0, 0.0, -1.0, 0.0, 2
				node_attach = 0.0, 1.13226, 0.0, 0.0, 1.0, 0.0, 2
			}
		}
		VARIANT		
		{
			name = 125adapterVC5
			displayName =  1.25m Tankbutt
			primaryColor = #747474
			secondaryColor = #3752B4
			GAMEOBJECTS
			{
				125adapter = true
				250adapter = false
				baseEngine = true
				fairing125 = false
				fairing125a = true
				fairing250 = false
				fairing250a = false
			}
			NODES
			{
				node_stack_top = 0.0, 1.24976, 0.0, 0.0, 1.0, 0.0, 1
				node_stack_bottom = 0.0, -0.833869, 0.0, 0.0, -1.0, 0.0, 1
				node_attach = 0.0, 1.24976, 0.0, 0.0, 1.0, 0.0, 1
			}
		}
		VARIANT		
		{
			name = 250adapterVC5
			displayName =  2.5m Tankbutt
			primaryColor = #747474
			secondaryColor = #3752B4
			GAMEOBJECTS
			{
				125adapter = false
				250adapter = true
				baseEngine = true
				fairing125 = false
				fairing125a = false
				fairing250 = false
				fairing250a = true
			}
			NODES
			{
				node_stack_top = 0.0, 1.67057, 0.0, 0.0, 1.0, 0.0, 2
				node_stack_bottom = 0.0, -0.833869, 0.0, 0.0, -1.0, 0.0, 2
				node_attach = 0.0, 1.67057, 0.0, 0.0, 1.0, 0.0, 2
			}
		}
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 8.0
		}
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0
		isTweakable = false
		hideFlow = true
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = VC5Heat
		responseSpeed = 0.0008
		dependOnEngineState = True
		dependOnThrottle = True
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 127
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 600
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 2500
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
}
