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Found 2 results

  1. S t o c k W a t e r f a l l E f f e c t s This mod contains a set of template and engine configuration files, that give amazing waterfall effects to the stock engines. Downloads: Primary: https://github.com/KnightofStJohn/StockWaterfallEffects/releases Dependencies: You will of course need to install the Waterfall mod for this to work: https://github.com/post-kerbin-mining-corporation/Waterfall/releases Make sure you install the latest version of Waterfall when updating Stock Waterfall Effects Module Manager 4.1.4 is already included with waterfall. As of version 0.6.0, you will also need B9PartSwitch: https://github.com/blowfishpro/B9PartSwitch/releases Known Issues & Workarounds: Issue: Some engines might lag your game if you use too many of them. Workaround: Waterfall has some options available in the WaterfallSettings.cfg file: Set the "EnableLights" and "EnableDistortion" options to "false". New 0.6.0 plume selection Feature: My goal with this mod is to give the stock engines a realistic looking exhaust plume. This means that I try to give the engines that are inspired by real life engines, the correct type of plume. For example the Vector is based on the Space Shuttle Main Engine, the RS25, and therefore has a very similar looking hydrolox plume in this mod: However, some engines in the stock game were designed to look like certain real-life engines, but do not have similar stats in the game. I have to strike a balance between realism in engine performance, or realism in real-life inspiration.I chose to focus on giving the engines the correct plumes according to their performance. This is a list of the configured engines and the type of plume they have in this mod: • Vector & Mammoth: Lower stage hydrolox / Lower stage methalox • Poodle & Terrier: Upper stage methalox the reasoning here is that the Wolfhound and Cheetah are also both vacuum engines, but with even better ISP. Therefore they will be hydrolox engines, while the terrier and poodle will be methalox. • Rapier: Lower stage methalox & Methane-air • Rhino & Skiff: Mid-range hydrolox • Nerv: Upper stage nuclear hydrogen • Reliant, Swivel, Skipper, Mainsail, Twin Boar, Kodiak & Mastodon: Lower stage kerolox These kerolox plumes were originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. Some more than others. • Spark & Cub: kerolox sustainer. • Cheetah & Wolfhound: Upper stage hydrolox Although the models for these engines are based on real hypergolic engines, I still made these two hydrolox engines because they have exceptionally high Isp. • Bobcat, Thud, Twitch & Spider: Lower stage Hydrazine 50 (hypergolic). This plume was originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. • Puff & Ant: Upper stage Hydrazine 50 (hypergolic). • Dart: hydrolox aerospike. • Dawn: Xenon Hall-effect ion plume. • Goliath, Juno, Wheesley: Kerosene turbofan. • Panther: Kerosene turbofan & generic kerosene afterburner. • Whiplash: Blackbird J58 type kerosene afterburner. Eye Candy: Licensing: • All content is distributed under a CC-BY-SA-NC-4 License And if you happen to have some free time to fill, go check out my youtube channel : https://www.youtube.com/channel/UCoJWYYRrzVDmap8uzhHsj_A
  2. I'm wrapping up the tuning of some ethane-based jet engines, and I want to re-skin not only the parts, but the exhaust. The Panther afterburner, for instance, uses a red engine plume in wet mode that I want to re-colour as blue. Here's the relevant bit from the config: EFFECTS { power_wet { MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock } } } The afterburner_shock.mu model references a DDS image file named FlameRed.tga, which doesn't exist but there's a FlameRed.dds here. I know KSP tends to ignore image filename extensions. Without hacking or cloning afterburner_shock.mu, is there a way to substitute the texture or image used? In another example, the Rapier has two different shock exhaust models (shockExhaust_red_small.mu and shockExhaust_blue_small.mu) but use the same texture (shockDiamond2.dds). I'm guessing the model's adding a colour tint. Can I change the colour in the config for the part, or would I have to clone this model and pick a different tint? The KSP Wiki doesn't mention a textureName option for MODEL_MULTI_PARTICLE like the MODEL definitions use.
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