4nxs

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About 4nxs

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    Spacecraft Engineer

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  1. Cant wait to see that huge solar sail in action. The UI is looking very sleek and professional. What are the underlying mechanics for using another vessel as a source of force (orbit restrictions, power availability, line of sight, etc)? Could a planet other than kerbin be used too? Or would that be another vessel landed on a planet? Cheers and thank you for all the cool updates!
  2. For ideas, information or just as a read: https://www.nasa.gov/directorates/spacetech/niac/2018_Phase_I_Phase_II/Breakthrough_Propulsion_Architecture_for_Interstellar_Precursor_Missions Thought it was relevant
  3. Have not had the chance to play KSP at all lately... :(, but I have been following the development of this for a while now and it is really making me want to start another career game. This is looking phenomenal, can't wait to visit these planets. Keep up the good work!
  4. 4nxs

    Superluminal - WIP Video Update #2

    I know we are not supposed to describe rocket parts as sexy but damn! Can't wait to see how they turn out.
  5. Ideas for solar panels: Phoenix lander, MRO, Stardust, Hershel/Spitzer/Kepler (could be combined solar/radiator), MER/MSL (the flight stage). On http://historicspacecraft.com/ in the space probe section there are lots of diagrams depicting space probes with their solar panels unfolded, maybe you can find some inspiration there? I would first focus on the space probe part before moving on to ground ops / EDL. Mixing them would involve a lot of different styles or purposes for the parts and I would have a hard time staying focused then.
  6. Hi akron, I did some quick testing (dont have a lot of playtime unfortunately ) of the latest Github repo, all parts seem to be working correctly and I found nothing of note. Liking the new additions very much, with you, Dmagic and BDB my science tab has been flooded . Might actually have to send some probes to places now... Looking forward to what will come after this!
  7. Wow looking good, I think it is high time I made some planetary bases. Will be following the development and if I run across something I will let you know. Nice work!
  8. I prefer the smaller version, and if anyone wants both at the same time you could change the names (of both file and config) of the 2,5 part .cfg's, they use the same as assets I believe. And then place files in the correct folders. Loving the mod, looks very good. I had a weird bug/issue when using the shrouded panels, when under aerodynamic stress the focus of the camera would drift away from the centre of the craft. Couldn't not grab the log. If they keep acting up I suppose you could make the shrouds into separate parts and connect them with nodes at the sides of the truck that you could decouple. However you would need to change the heat shield decouple function of the trunk to the shield. But the non shrouded ones work fine, the only thing I would say I am missing is a nose cone.
  9. Good to hear. Looking forward to the release. Checked out the WIP very quickly and I like the look of the parts very much. Did not notice anything weird regarding use but it is late here so might be that I missed things. Will keep an eye on this. Might look into the WIP properly if I find some time. Good luck!
  10. Nice to see you still going on with this. Still one of the first mods I much have and install for decent launchers. I was wondering if there are any specific directions where you take this pack or if there are things you still feel are missing. Just out of curiosity Keep up the good work!
  11. You could change the name to NF Energy Management. Joking aside, the new outlay seem interesting and not too expansive to comprehend, so looking forward to using it in game.
  12. 4nxs

    [1.3] USI Life Support [0.5.0]

    Nice mod again Roverdude, been using it since the release and seems to work fine. I like the balance between TAC and snacks(tried them both). I modded the tanks so they store mulch because I like to run some resupply mission to stations and do some housekeeping. And made a converter for the mulch to supplies (2:1 ratio with some EC) for the longer duration journeys . Looking forward to the radial tank, would be a nice addition. Keep up the good work!
  13. Sounds very good Angel, looking forward to using the mod again
  14. 4nxs

    [OLD]Tundra Exploration

    Very nice progress Tygoo, it looks really good. Can't wait to try it out.
  15. Hey NecroBones, I was playing around some more with your mod, I use hotrockets and a config made by Akira_R which changes the exhaust plumes depending on atmospheric pressure. I decided to see if I could apply this to your hotrockets config and I think it worked. Here's the pressure config: @PART[SYengine5mR5]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_four { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = outerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = outerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine2mR1]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine5mF9]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_one { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = centerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = centerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine5mF5]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_four { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = outerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = outerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine2mF1]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine1mD1]:NEEDS[HotRockets] // { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 30.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.15 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.13 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 0.75 density = 0.05 0.75 density = 0.005 0.6 density = 0.0 0.45 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } Looks pretty sweet I think, do with it what you like. All credit goes to Akira_R who made the original config, I just copied them in your config.