PART
{
	name = taurusNuclearEngine
	module = Part
	author = J. Sathe, J. Robinson
	mesh = model.mu
	scale = 1
	rescaleFactor = 1
	node_stack_top = 0.0, 1.3, 0.0, 0.0, 1.0, 0.0, 3
	node_stack_bottom = 0.0, -3.22, 0.0, 0.0, -1.0, 0.0, 3
	TechRequired = nuclearPropulsion
	entryCost = 74999
	cost = 15450
	category = Engine
	subcategory = 0
	title = RS-2 "Tiny" X-tra Large Atomic Motor
	manufacturer = R&S Capsuledyne
	description = If you need to move something big and heavy through deep space, you need R&S Capsuledyne Propulsion Division Atomic Division's new salvaged atomic rocket engine! Leave the oxidizer at home! This baby runs on pure liquid fuel.
	attachRules = 1,0,1,0,0
	mass = 15
	// heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.85 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 20
	maxTemp = 3000
	bulkheadProfiles = size3
	radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot

	EFFECTS
	{
		nuke_Running
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_veryLarge
				transformName = nukeSmoke
				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, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/ksX_Exhaust
				transformName = nukeFX
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 1.0 1.2
			}
		}

		gimbal_Running
                {
                        AUDIO
                        {
                                channel = Ship
                                clip = sound_rocket_mini
                                volume = 0.0 0.0
                                volume = 1.0 1.0
                                pitch = 0.0 0.2
                                pitch = 1.0 1.0
                                loop = true
                        }
                        
                        MODEL_MULTI_PARTICLE
                        {
                                modelName =  Squad/FX/shockExhaust_blue_small
                                transformName = gimbalFX
                                emission = 0.0 0.0
                                emission = 0.05 0.0
                                emission = 0.075 0.25
                                emission = 1.0 1.25
                                speed = 0.0 0.5
                                speed = 1.0 1.2
                        }
                }

		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 = nukeThrust
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	

	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = nukeThrust
		engineID = KSX
		runningEffectName = nuke_Running
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 550
		heatProduction = 250
		fxOffset = 0, 0, 1
		EngineType = Nuclear
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 850
			key = 1 170
			key = 2 0.001
		}
	}

	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		engineID = KSX
		runningEffectName = gimbal_Running
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 30
		heatProduction = 20
		fxOffset = 0, 0, -1.5
		EngineType = Nuclear
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 850
			key = 1 170
			key = 2 0.001
		}
	}


	MODULE
	{
       		name = ModuleJettison
       		jettisonName = nukeFairing
       		bottomNodeName = bottom
       		isFairing = True
       		jettisonedObjectMass = 0.5
       		jettisonForce = 15
       		jettisonDirection = 0 0 1
		
	}
	
	MODULE
	{
	name = ModuleGimbal
	gimbalTransformName = thrustTransform
	gimbalRange = 2.5
	}

	MODULE
	{
		name = ModuleAnimateHeat
		ThermalAnim = nukeHeat
	}

	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 10.0
		}
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0
		isTweakable = false
		hideFlow = true
	}
	MODULE
	{
		name = ModuleTestSubject
		environments = 15
		useStaging = True
		useEvent = True
	}

	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 1
		maxDistance = 100
		falloff = 1.5
		thrustTransformName = nukeThrust
	}
}
