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1.04/1.05 part config help? (particle & sound)


Overland

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Hello all .  Im after information on how the part configuration files in 1.04+ work..

Up until now ive been recycling the same 0.25 data but certain things like engine cutoff isnt working well now

 

Specifically regarding particle definition and sound data..eg frequency, volumr, pitch that all to me is new and somewhat alien.. Im sure there was a thread on it but cant find

 

Anyone help me out?

Im looking to be able to taper off the volume of the running turbine sound at mid rpm and keep the power sound increaing in volume and pitch upto full throttle

 

Also possible increase the exhaust at full warcry

Something thatd assist greatly in realism for a EMD engined locomotive 

 

 

Thanks

Edited by Overland
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Look for example at "Wheesley" ( jetEngineBasic.cfg).What you are looking for is ModuleEnginesFX:

MODULE
{
 name = ModuleEnginesFX
 engineID = Cruise  //Hidden name of the engine
 thrustVectorTransformName = thrustTransform
 exhaustDamage = False
 ignitionThreshold = 0.1  //minimum required resource(s) for engine to start
 minThrust = 0
 maxThrust = 120
 heatProduction = 40
 useEngineResponseTime = True  //if False engine will instant response to throttle control
 engineAccelerationSpeed = 0.12
 engineDecelerationSpeed = 0.5
 flameoutEffectName = flameout  //effect used for when the engine is flameout
 powerEffectName = running_thrust  //effect used for when the engine is running
 engageEffectName = engage  //effect used for when the engine is started
 disengageEffectName = disengage  //effect used for when the engine is shutdown
 spoolEffectName = running_turbine  //effect used for when the engine is spoolingup
 engineSpoolIdle = 0.05
 engineSpoolTime = 2.0
 EngineType = Turbine
 exhaustDamageMultiplier = 50

 //------ the propellant used by engine
 PROPELLANT
 {
 name = LiquidFuel
 resourceFlowMode = STAGE_STACK_FLOW_BALANCE
 ratio = 1
 DrawGauge = True
 }
 PROPELLANT
 {
 name = IntakeAir
 ignoreForIsp = True
 ratio = 127
 }
}

it can utilize sound and particle effects

EFFECTS
{		
running_thrust
{			
AUDIO
{
channel = Ship
clip = sound_jet_deep  //specifies the location of an audio clip to play during the specified thrust effect
volume = 0.0 0.0
volume = 0.05 0.4
volume = 1.0 1.0
pitch = 0.0 0.6
pitch = 1.0 1.0
loop = true //boolean, true or false, specifies whether to play the sound once, or to keep playing the sound as long as the specified effect is in operation
}
PREFAB_PARTICLE //used for smoke effects(flame effects usually use MODEL_MULTI_PARTICLE)
{
prefabName = fx_smokeTrail_light  //specifies the location of an particle effect to play during the specified thrust effect
transformName = thrustTransformFX
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
localRotation = 1, 0, 0, -90
}					
}
running_turbine
{
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.7
volume = 1.0 1.0
pitch = 0.0 0.4
pitch = 0.05 0.5
pitch = 1.0 1.0
loop = true
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransformFX
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

There are many variations of these,but i hope this will get you started.

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Thankyou :) thats most of what I was looking for.. The only missing is what the pitch and volume 2 sets of numbers do and when in the throttle position

Using the turbine running and power sound . Im Hoping for the volume of the running turbine to be zero at higher rpms and let the full notched warcry of the engine take over.. Only playing the idle or near idle turbine like chug of the engine start close to cutoff of the engine sound.. (happens always in previous gensets)

 

So the loco can be a proud idling unit in the yard maybe joining other detriot 40 class units in a beautiful song as they wait thier next run :)

 

I believe its possible.. And your posts gone a long way in helping me thankyou

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I'm interested to hear the result. I love two-stroke diesels. I haven't seen a way to read or set rpm in ModuleEngineFX though, it's just based on throttle setting. Fine for turbines, lacking for piston engines. Firespitter does give you that freedom.

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4 hours ago, Overland said:

Thankyou :) thats most of what I was looking for.. The only missing is what the pitch and volume 2 sets of numbers do and when in the throttle position

Oh,i thought it's self explanatory,first number is throttle position and second is value.

//--It applies to all values (pitch,emission,speed...)
volume = 0.0 0.0  //zero thrust and zero volume
volume = 0.2 0.5  //20% thrust and 50% volume
volume = 1.0 1.0 //full thrust and full volume

//--the second value can be greater than 1.

and yes i forgot Firespitter,but with it you are limited due to particulate matter,because it does not use ModuleEngineFX.
Here is link to module library for FS ,look for FSengineSounds.

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Thanks :) very helpful ill get working on it weekend..gives me some nice ideas..mostly akin to old flightsim days where prop planes had 4 engine sounds would fade off and let the other increase in pitch to give a semi realistic sound

 

Ive posted this before but it gives the idea.. In hoping to add 2 or 3 stage sounds more to 4427s engine inline with the engine in real life vs just ramping up the first one fast idle (although 44s are alco..forgive me) been using sounds of that video for a while

 

 

Edited by Overland
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