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Found 2 results

  1. Currently, I'm working on a few engines for KSPIE, one of them is a request for model of antimatter engine. If you had checked out the newly updated KSPIE 1.25.13, you'll found something like "FusionBeam", "CentralBeam", "AMBeam" and "AMRadiation", don't try them out, they DO NOT WORK! I'm a beginner modder, I knew about modeling and texturing (although learned recently), but I don't know how engine plumes work. I added an empty object in Unity, titled it "plume" and then added KSP Part tools and a "position" empty object as it's child, then applied a particle system, with KSP particle emitter, and a lens flare as texture. the material was using KSP particle shaders too. For better effects, I used particle size of 0.1-0.25, and applied the "trail" effect. After I compiled and wrote cfg, I find only tiny particles are showing up, horizontal to the direction of thrust, and the trial of each particle is completely gone. how to fix this?
  2. I want to create a new plume, or re-color an existing one for my mod, I read the tutorial, but unfortunately it is going over my head, If someone could walk me through the process I would be very greatful. Starting at the beginning, step 1 of the tutorial: 1) Game objects Create an empty game object at the origin that you will use for exporting. This will have a partTools component on it that you will use to write the .Mu file to your FX folder. Create an empty object as a child of the exporter object. This object will have the KSPParticle Emitter script on it. I call mine 'emit'. This allows you to easily tweak the position of the effect within the actual exported object. I also make an additional object and name it smokePoint, to correct the orientation of the stock smoke particles. I move it to -1 on Y, and rotate it -90 on X. This object won't be needed if you aren't using one of the stock prefab particles. It's named smokePoint to match the name of the rapier config. How (and where) do I create the game object?
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