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Serpatron

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  1. Would anybody be able to give me an example on how to actually employ this on a part with multiple RCS modules? I've been having a tough time trying to figure it out on my own.
  2. I appreciate the suggestion. I changed the engineID to rcsFX which neither improved nor worsened this issue, so it doesn't appear that is has anything to do with it. I'll keep the new one there though since it doesn't seem to have any negative effects. Thanks! I've found that removing all the other RCS configs but the initial Y config eliminates the problem (obviously) and duplicating the functional Y config and inserting it (replacing the Y with whatever thruster) adds these 'stuck thrusters'.
  3. You are absolutely right. @PART[benjee10_shuttle_forwardFuselage]:FINAL { !EFFECTS {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCS_Y clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.5 volume = 1.0 0.5 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } EFFECT { name = rcsPlume parentName = RCS_Y MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.699999988,-4,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0.570278525 } FLOAT { floatName = _Falloff value = 6.56222725 } FLOAT { floatName = _Fresnel value = 2.12333012 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2.50249624 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1.5 } FLOAT { floatName = _SpeedX value = 15.1666441 } FLOAT { floatName = _SpeedY value = 75.8332214 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.970000029 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.10111095 } } } FLOATMODIFIER { name = newModifier controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.15 2 0 0 } } } EFFECT { name = rcsPlume parentName = RCS_Z+ MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.699999988,-4,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0.570278525 } FLOAT { floatName = _Falloff value = 6.56222725 } FLOAT { floatName = _Fresnel value = 2.12333012 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2.50249624 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1.5 } FLOAT { floatName = _SpeedX value = 15.1666441 } FLOAT { floatName = _SpeedY value = 75.8332214 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.970000029 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.10111095 } } } FLOATMODIFIER { name = newModifier controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.15 2 0 0 } } } EFFECT { name = rcsPlume parentName = RCS_Z- MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.699999988,-4,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0.570278525 } FLOAT { floatName = _Falloff value = 6.56222725 } FLOAT { floatName = _Fresnel value = 2.12333012 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2.50249624 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1.5 } FLOAT { floatName = _SpeedX value = 15.1666441 } FLOAT { floatName = _SpeedY value = 75.8332214 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.970000029 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.10111095 } } } FLOATMODIFIER { name = newModifier controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.15 2 0 0 } } } EFFECT { name = rcsPlume parentName = RCS_X MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.699999988,-4,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0.570278525 } FLOAT { floatName = _Falloff value = 6.56222725 } FLOAT { floatName = _Fresnel value = 2.12333012 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2.50249624 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1.5 } FLOAT { floatName = _SpeedX value = 15.1666441 } FLOAT { floatName = _SpeedY value = 75.8332214 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.970000029 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.10111095 } } } FLOATMODIFIER { name = newModifier controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.15 2 0 0 } } } }
  4. Hey all, I'm having some issues with creating an RCS plume for this shuttle mod. I'm able to get the plumes working all right, but after I complete the plumes and get them how I want, they remain when I'm not using RCS or looking at them through the editor. This persists across game restarts as well. Anyone seen this problem before and have a solution? I've been working on this for a while and haven't come up with anything. Thanks. https://imgur.com/a/RrvkK5Z
  5. Hello! I am having a strange issue with the RCS in RO 1.4.5. Essentially what is happening is that the RCS is functioning fine, but the appearance is wrong. The plume is much larger than normal and the direction is reversed. (Ex: If I press H to translate foreward, the plumes will activate as though I am pressing N). If anybody has a solution or has experienced this issue too please let me know.
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