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how do you make the engine FX or exhaust bigger


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i made a recreation of the soyuz in my mod (KerbalKIngsInc.) and the engine is big but the fx is not.

 

anyone know how to make it bigger.

 

video of my ship with small FX ---------------> 

note : i need to rescal it

 

 

 

PART
{
    name = soyuzFirstStage
    module = Part
    author = kerbal_king
    mesh = model.mu
    scale = 1.0
    rescaleFactor = .82
    node_stack_top = 0.0,5.036,0.0, 0.0, 1.0, 0.0, 2
    node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0
    mass = 44.5
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    breakingForce = 200
    breakingTorque = 200
    crashTolerance = 20
    maxTemp = 2000 // = 3600
    TechRequired = heavierRocketry
    entryCost = 0
    cost = 100000
    category = Propulsion
    subcategory = 0
    title = Soyuz First Stage
    manufacturer = KerbalKingsInc.
    description = we thought like the russians and just like that we got the soyuz first stage (2nd and 3rd stages will be coming in later updates).
    attachRules = 1,1,1,1,0
    bulkheadProfiles = size2, srf
    tags = ascent (boar booster main propuls rocket (twin
    RESOURCE
    {
        name = LiquidFuel
        amount = 6480
        maxAmount = 6480
    }
    RESOURCE
    {
        name = Oxidizer
        amount = 7920
        maxAmount = 7920
    }
    EFFECTS
    {
        running_closed
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_spurts
                volume = 0.0 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.2
                pitch = 1.0 1.0
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_veryLarge
                transformName = smokePoint
                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, 1
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/ks1_Exhaust
                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 0.5
                speed = 1.0 1.2
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 2.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = smokePoint
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = KSLFB
        runningEffectName = running_closed
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 1
        minThrust = 0
        maxThrust = 5000
        heatProduction = 375
        fxOffset = 0, 0, 0.25
        EngineType = LiquidFuel
        exhaustDamageDistanceOffset = 10
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
        }
        atmosphereCurve
        {
            key = 0 300
            key = 1 280
            key = 9 0.001
        }
    }
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = obj_gimbal
        gimbalRange = 3
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = HeatAnimationLFB
        responseSpeed = 0.001
        dependOnEngineState = True
        dependOnThrottle = True
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = FlagTransform
    }
    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 = 1.8
        thrustTransformName = thrustPoint
    }
}
 

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Hi, there's no way I know of to re scale an engine or any other effect for that matter, the effects themselves a controlled by hard coded elements and have no cfg of their own. The emission quantities are set by a float it seems, and although they can be turned down they can't be increased to exceed the amount set in the model prefab

Things you could try are, using multiple thrust transforms per nozzle, each transform will have an associated effect that will combine to produce a much larger looking effect, Or if you are feeling like a new adventure you could try making an effect yourself, the Hot rockets tread has a little tutorial and examples, and it' sort of still current.

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  • 1 month later...

thank

On 5/15/2016 at 10:55 AM, SpannerMonkey(smce) said:

Hi, there's no way I know of to re scale an engine or any other effect for that matter, the effects themselves a controlled by hard coded elements and have no cfg of their own. The emission quantities are set by a float it seems, and although they can be turned down they can't be increased to exceed the amount set in the model prefab

Things you could try are, using multiple thrust transforms per nozzle, each transform will have an associated effect that will combine to produce a much larger looking effect, Or if you are feeling like a new adventure you could try making an effect yourself, the Hot rockets tread has a little tutorial and examples, and it' sort of still current.

thanks helped a lot!

 

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