Search the Community

Showing results for tags 'effect'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 5 results

  1. Hello ! Im working on my first ksp mod who's gonna add new propulsion systems (like nuclear fusion or antimatter for example). I have a little problem with one of my engines : im using a module enginesFX for the engine principal informations and a prefab_particle for the flame. And the flame, dont want to apears when the engine start. If someone can check the code and tell me if there is errors, it will be very helpful ! Thank you !! PART { name = EtrFusion1 module = Part author = Lgg159 mesh = model.mu rescaleFactor = 0.78125 node_stack_top = 0.0, 0.16, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = heavyRocketry entryCost = 0 cost = 36000 category = Engine subcategory = 0 title = "ETR-1" Aerospike Fusion Engine manufacturer = UTech Nucler Science Inc. description = The "ETR-1" engine use a new technology : it uses nuclear fusion and electromagnetic fields to create and propulse very hot helium in the space. attachRules = 1,0,1,0,0 mass = 2.7 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 bulkheadProfiles = size1 tags = fusion etr nuclear helium he3 magnetic tritium deuterium MODULE { name = MultiModeEngine primaryEngineID = Helium3 primaryEngineModeDisplayName = Helium3 secondaryEngineID = Tritium secondaryEngineModeDisplayName = Tritium autoSwitchAvailable = False } MODULE { name = ModuleEnginesFX engineID = Helium3 powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5600 heatProduction = 400 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = Helium3Fuel ratio = 3 } atmosphereCurve { key = 0 20000 key = 1 19800 key = 6 0.001 } } MODULE { name = ModuleEnginesFX engineID = Tritium powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5500 heatProduction = 390 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = TritiumFuel ratio = 3 } atmosphereCurve { key = 0 19800 key = 1 19200 key = 6 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_exhaustLight_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } }
  2. Another piece of the Sound Overhal Project, this mod adds sounds effects to the stock motorised rover wheels, varying by their speed. It requires ModuleManager to be installed. Downloads CurseForge | GitHub | Kerbal Stuff | MediaFire Source included, project also available on github, licenced under GPL v2. Binaries licensed All Rights Reserved. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. Fixed skid sounds not being disabled at 0 volume. Added github release downloads. v2.2 (2016-04-16) Fixed error log spam with wheels disabled due to clipping. Adjusted volume and pitch settings. Added configuration options for pitch. v2.1 (2016-04-15) Added sound effects for skidding and wheel damage. v2.0 (2016-04-15) Updated to work with KSP 1.1's new wheel system. v1.3 (2015-11-10) Added soundInVacuum cfg option to mute wheel sounds when in vacuum. Now compatible with parts modules which inherit from ModuleWheel. Removed Module Manager. Install this separately. v1.2 (2014-10-10) Rebuilt for 0.24.x. Upgraded to Module Manager 2.5.1. v1.1 (2014-09-25) Fixed an issue with the Add-on Version Checker. Fixed null reference exception. Added Module Manager licence. Upgraded to Module Manager 2.3.5. Added support for the KSP Add-on Version Checker. v1.0 (2014-06-07) Added sounds for all four stock rover wheels. Removed landing gear lowering sound. This will be added in a separate mod. v0.5 (2014-03-25) Fixed the sounds not being affected by the game's volume settings. v0.4 (2014-01-11) Added a prototype of sounds for raising and lowering landing gear. This can be disabled by removing the gear section in ModuleManager_WheelSounds.cfg or by deleting the sound. v0.3 (2014-01-07) Added sounds to the largest rover wheel, the RoveMax XL3.
  3. I need sound files for my part / plugin - and i couldn't find links in this forum i had found before. Any help ? Specifically, i'm looking for sounds of hydraulics (i had some luck finding a few promising sources) and a heavy door slamming sounds (as clean as possible from any echoes, this is a tough one for me). Some sci-fi versions are also welcome. I need them for sound of hydraulics driving a large metallic gate or door (that has a single rumbling thump). Also, if anyone has info on sound creation - used software, education and similar - i'd be thankful.
  4. Ground Effect Now here's a feature that would open up some awesome possibilities. Imagine being able to build realistic hovercrafts, ekranoplans, etc.. This would also make landings a bit easier, since you get an extra blob of air pressure under your aircraft as you near the ground. Exhaust Compression Basically, take a regular engine part, build an aerodynamic shell around it, and ta-da! Makeshift extra-large ramjet. The engine itself gets you going, and then as the shell takes in larger and larger volumes of air for the engine to heat up and compress, the more thrust you get. This would be a great way for players to create their own rocket-ramjet hybrid engines or more unique supersonic aircraft. This would also allow more realistic hovercrafts since the player could build a functioning skirt that compresses engine thrust while also having the Ground Effect to work with.
  5. Does KSP take the Oberth Effect into account?