Mecripp

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About Mecripp

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    Flight Director

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  1. That happen to me with some of the stock parts, I moved my install then told steam to uninstall and reinstall and that fixed it wish you luck.
  2. Mecripp

    heatshield capsule

    You might look at these
  3. Mecripp

    Vessel Mover 1.6?

    You might ask here if you are having problems
  4. Mecripp

    Vessel Mover 1.6?

    He means does current vessel mover not work ?? Not all mods have problems just because it says for 1.5 or 1.4 and so on
  5. You might be looking for
  6. And was just posting smokescreen because the FX settings look the same on some of the new ones and looks like you need to fix your FX your smoke is going the wrong way
  7. That was it that works PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform localScale = 2, 2, 2 emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } but did see when scaling up looks like it might have to move down alittle has you scale
  8. Can you post part of the cfg you are working on ?
  9. But here in stock it says broke ?? https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#FX_definitions Variable Value Definition prefabName fx_exhaustFlame_blue The name of the effect you want to use (See list above). transformName smokePoint The name of the point defined in the Unity editor where the effect will appear from. size Throttle Range (0.0), Scale (0.0) (Doesn't work!) Scales the size of the particle effect set in the Unity editor. This parameter is usually the same number as the size in meters for the part (1.25, 2.5, 3.75, etc.). You need one line with a declaration for every point on the throttle range you are editing (See example below). energy Throttle Range (0.0), Scale (0.0) Scales the energy of the particle effect set in the Unity editor. Energy is the time it takes for the effect to disappear. For smoke trails, you want a high value, but for water vapor you want a small value. You need one line with a declaration for every point on the throttle range you are editing (See example below). emission Throttle Range (0.0), Scale (0.0) Lets you edit the emission range and scale of the effect. It handles amount of particles in a set amount of time. You need one line with a declaration for every point on the throttle range you are editing (See example below). speed Throttle Range (0.0), Scale (0.0) Scales the velocity of the particle effect set in the Unity editor. You need one line with a declaration for every point on the throttle range you are editing (See example below). localOffset X, Y, Z Used in PREFAB_PARTICLE. Lets you change the offset of the effect in 3D space. To move the particle effect closer to the nozzle, edit the Z axis. localPosition X, Y, Z Used in MODEL_MULTI_PARTICLE. Lets you change the offset of the effect in 3D space. To move the particle effect closer to the nozzle, edit the Z axis.
  10. The Fixed Parameters modelName : point to the model of your effect. it's the same as the stock FX so you'll have to find stock tutorial on how to build those in unity. transformName : part transform where your effect is attached shaderFileName : point to a compiled shader text file to replace the default shader of your model. Not testes all that much renderMode : set the particule renderMode, one of Billboard/HorizontalBillboard/SortedBillboard/Stretch/VerticalBillboard. See unity doc http://docs.unity3d.com/ScriptReference/ParticleRenderMode.html localRotation : rotation of the effect. For when you did not align correctly in unity or want to point an other way localPosition : move the effect away from the transform its attached to. offsetDirection : direction of movement when offset is used, see offset curve. fixedScale : fixed scale of the effect. For when you want to rescale to effect or the part sizeClamp : maximum size of the particle. collide : does the particle collide with stuff. False / True collideRatio : change how the particle collide. Test in game to see the effect. Set to a value between 0 and 1 stickiness : how is the particle slowed on collision physical : simulate the buoyancy of the particle/gas initialDensity : density of the particle/gas at its starting size dragCoefficient : atmo drag on the particle/gas timeModulo : used with the time input (see bellow with the curve) singleEmitTimer : when different than 0 change the behaviour of single emit event ( like flameout ) and replace them with an emission of x seconds. randomInitalVelocityOffsetMaxRadius : let me copy Egg comment on the value Have you looked at smokescreen main page
  11. In the list of shader or textures you will see KSP pick from that list
  12. Mecripp

    [1.5.1+] Vapor Vent released

    Its not working looking to see whats wrong or what has changed
  13. Mecripp

    [1.5.1+] Vapor Vent released

    just tested trying to found whats wrong
  14. Mecripp

    [1.5.1+] Vapor Vent released

    Do you have smokescreen installed ?
  15. Mecripp

    Light Boost

    Not sure what your asking but here are a couple of mods that come to mind