Creating your first engine - PatPL/Generic-Engines-Web GitHub Wiki
This tutorial will guide you through the process of creating your first engine and exporting it to KSP.
Click the green '+' button to add an engine to the list.
Double click a field to open edit mode. Commit your change by clicking Enter, ok clicking off the field. Press Escape to discard the changes. This applies to the list name as well. Don't forget to mark the engine as 'Active' (First checkbox field). Inactive engines will not be exported. (They will still be saved to the engine list).
The configurable properties are:
- Active: Whether the config will be included in the exported mod.
- ID: KSP's internal identification for the part config.
- Name: Displayed name of the engine, Manufacturer and description, visible when hovering on the part in editor
- Polymorphism: Multiconfig/Multimode engine settings, see Multimode engine config and Multiconfig engine config.
- Type: Whether it is a liquid or solid fuel engine. (see SRB guide)
- Mass: Set engine's dry mass.
- Propulsion: configure engine's thrust, ISP and flow rate.
- Minimum thrust: Configure engine's throttle range.
- Pressure fed: Whether the engine requires high pressure tanks to work.
- Ullage: Whether the engine suffers from ullage.
- Propellants: Engine's propellants and their ratios.
- Ignitions: How many times the engine can be started. (set to a value <= 0 for infinite restarts)
- Visuals: Engine's model, exhaust plume, and optional auxiliary exhaust effects. (see Exhaust effect config for more info)
- Size: Engine's size. (see (Base | Bell) engine width)
- Gimbal: Configure engine's actuator ranges (see Advanced gimbal config)
- TestFlight: Optional TestFlight reliability configuration. (see Test Flight config)
- R&D Unlock node: The tech tree node the engine (or config, in case of Multiconfig engines) is unlocked in
- Entry cost: Engine's (config's) entry cost.
- Cost: Cost of the engine (config), as seen in VAB. Doesn't include propellant costs.
- Alternator: Whether the engine produces electricity. 1kW = 1EC/s.
- Tank: Whether the engine has an integrated tank. (see Internal tank config)
- Thrust curve: Settings for SRB motors. Sets the thrust curve (Thrust function of remaining fuel). (see Release Web.0.9.2)
Base64 string of this engine:
AA0BBABSUzI1nu+nxks3DEAAAAAAAM6hQAAAAAAA4HZAzczMzMxEfEACAAMAAAAAAAAA8D8BAAAAAAAAABhAMzMzMzMzA0AzMzMzMzMRQAAAAAAAACVAQJwAAAAAAAAAQFBAAQAAAAABAAEBWAIAADMzMzMz01hAmpmZmZn5WEAAAAAAAMBYQDMzMzMz81hAAAAAAAAAAAAAAgAJAFYAsHELAAUAUlMtMjUBCgBSb2NrZXRkeW5lAfEAVGhlIEFlcm9qZXQgUm9ja2V0ZHluZSBSUy0yNSwgb3RoZXJ3aXNlIGtub3duIGFzIHRoZSBTcGFjZSBTaHV0dGxlIG1haW4gZW5naW5lIChTU01FKSwgaXMgYSBsaXF1aWQtZnVlbCBjcnlvZ2VuaWMgcm9ja2V0IGVuZ2luZSB0aGF0IHdhcyB1c2VkIG9uIE5BU0EncyBTcGFjZSBTaHV0dGxlIGFuZCBpcyBwbGFubmVkIHRvIGJlIHVzZWQgb24gaXRzIHN1Y2Nlc3NvciwgdGhlIFNwYWNlIExhdW5jaCBTeXN0ZW0gKFNMUykuIAAAAAAAAAAAAAAAAAAAAAEAAAA=
Once you've created your engines, save the list. You can download it as .enl file, or save in browser cache. You can use base64 string to easily share engine lists with others.
Finally, you can export the engines. You may need to fix some errors in the list before exporting the engines. Press the 'Validate' button to look for errors.
Exporting will download a .zip file. The file will have a 'GenericEngines' folder inside. That is the mod. Drop the 'GenericEngines' folder in KSP's GameData directory. The actual .cfg file with the engines will have the same name as the engine list.
That's it! Now launch KSP and check if the engine's there.