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Effects Module Problems [Solved]


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Hey all, i seriously need a second set of eyes to help me see where i'm going wrong here, or if what im doing is even possible (im assuming it is, it's just that im more of a modeller than programmer and i'm missing something utterly obvious.)

To the quick!

The problem.

I'm trying to create a "Spacebus" a small 6 man shuttlepod to ferry kerbals around Kerbin/Mun/Minmus stations. 

Everything was going fine until i tried adding the engines and RCS. Now, i've done a good bit of modding before so i know the pitfalls here, and i tried to cover most of my bases.

=I tried adding in RCS, and it worked fine. I tried adding the engines, and it all bust.

=I tried adding in the engines, and it worked fine. I tried adding the RCS, and it all bust.

=I tried using both sets of engines in one cfg without any effects at all included. Both work --perfectly-- without any effects being added.

To make the point easy, here's a video.

 


As i say, this isnt my first rodeo. I've made sure both RCS and the engines have different sets of transforms each, and none overlap or are incorrectly named (as the video proves).

The problem boils down to the sodding EFFECTS module, or so i think. 
I first copy/pasted seperate effects modules, and that just breaks everything.
I then tried to merge the two effects modules into one "EFFECTS" in the cfg, and it still buggers up.


It's like the game is saying "You can have one set of effects on this part, but not two."

Below ive included the main starting section of the CFG (incase ive overlooked something bloody obvious) here.

Quote

PART
{
    name = poltaspacebus
    module = Part
    author = Stevie_D
    mesh = poltaspacebus.mu
MODEL
{
    model = Superluminal/poltaspacebus
}
    scale = 1
    rescaleFactor = 1
    node_stack_top = 0.0, 1.95, 0.0, 0.0, 1.0, 0.0, 0
    node_stack_bottom = 0.0, -1.43, 0.0, 0.0, -1.0, 0.0, 1
    CoPOffset = 0.0, 0.6, 0.0
    CenterOfBuoyancy = 0.0, 0.8, 0.0
    CenterOfDisplacement = 0.0, -0.3, 0.0
    buoyancyUseSine = False
    buoyancy = 1.3
    CoLOffset = 0.0, -0.45, 0.0
    TechRequired = commandModules
    entryCost = 18000
    cost = 15000
    category = Pods
    subcategory = 0
    title = "Polta" Space Bus
    manufacturer = Superluminal Space Industries
    description = Whilst built to ferry Kerbals between space stations orbiting Kerbin, the Mun and Minmus, the boffins down at HQ learned an interesting fact about space buses during development.. Ticket inspectors can't reach space!
    attachRules = 1,0,1,1,0
    mass = 1
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.18
    minimum_drag = 0.13
    angularDrag = 2
    crashTolerance = 20
    bodyLiftOnlyUnattachedLift = True
    bodyLiftOnlyAttachName = bottom
    maxTemp = 1400
    PhysicsSignificance = 1
    skinMaxTemp = 2400
    vesselType = Ship
    CrewCapacity = 6
    bulkheadProfiles = size2, size1
    tags =  capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torquemaneuver manoeuvre orbital probe propuls (polta thruster
    INTERNAL
    {
        name = PodCockpit
    }
MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 15
        YawTorque = 15
        RollTorque = 15
        RESOURCE
        {
            name = ElectricCharge
            rate = 1.1
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = FlagTransform_01
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = FlagTransform_02
    }
    MODULE
    {
           name = ModuleDockingNode
            referenceAttachNode = dockingNode_01
            nodeType = size0
         controlTransformName = controlNode
    }
    MODULE
    {
           name = ModuleDockingNode
            referenceAttachNode = dockingNode_02
            nodeType = size1
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 500
        maxAmount = 500
    }
    RESOURCE
    {
        name = MonoPropellant
        amount = 700
        maxAmount = 700
    }
    RESOURCE
    {
        name = Supplies
        amount = 1600
        maxAmount = 1600
    }


And here are the two separate Effects modules that i cant seem to get to play nice together.

Main Engines :

Quote

EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/sound_rocket_mini
                volume = 0.0 0.0
                volume = 1.0 0.5
                pitch = 0.0 0.5
                pitch = 1.0 1.0
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_big
                transformName = FXTransform
                emission = 0.0 0.0
                emission = 0.4 0.8
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
            }
        }    
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = FXTransform
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }    
    }
    MODULE
    {
        name = ModuleEnginesFX
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 90
        heatProduction = 30
        fxOffset = 0, 0, 1.02
        EngineType = MonoProp
        exhaustDamageDistanceOffset = 0.25
        runningEffectName = running
        PROPELLANT
        {
            name = MonoPropellant
            ratio = 0.5
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 385
            key = 1 190
            key = 4 0.001
        }
    }

 

And the RCS part

Quote

EFFECTS
    {
        running
        {

            AUDIO_MULTI_POOL
            {
                channel = Ship
                transformName = RCSJet
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.1 0.0
                volume = 0.5 0.025
                volume = 1.0 0.1
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_small
                transformName = RCSJet
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }        
    }
    
    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSThrust
        thrusterPower = 1
        resourceName = MonoPropellant
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        atmosphereCurve
        {
            key = 0 240
            key = 1 100
            key = 4 0.001
        }
    }

I've tried using just fx_whatevers at the start of the cfg, but unless im adding them in wrong, they dont play nice with the RCS Effects module.

Thanks for taking the time to read this, and if you've any helpful advice or can see where i've gone wrong i'll be so SO grateful (and make sure to mention you when i release my main mod, of course!)

 

Edited by Stevie_D
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Pretty sure this as because of the 'running' part of the EFFECTS. it can't distinguish between them when in operation. I'm not sure if the API allows but if you could call one of the effects module under a different 'running' name it might not break the part?

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@steedcrugeon

@sarbian

Thankyou guys, that was just what the problem was. I was assuming (always the root cause of half my KSP modding woes) that those terms were hardcode commands for the state of the engine, i had no idea they were just the named tags for the effects. 

Both engines and RCS are working perfectly now. I love you both, and want your babies. I know we're all men and that isn't physically possible, but there we go. :D hehe

 

Edited by Stevie_D
youtube video
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