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[help] MM CFG Model


Xyphos

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I'm trying to use a custom MM cfg file to clone an existing stock part, the model and textures are already in Squad's folder, which is a different folder than my cfg file.

how do I use the MODEL node to get the part to show in the parts menu? right now, it exists but it's invisible and you cannot pick it back up once you have it placed in the editor

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16 minutes ago, Xyphos said:

I'm trying to use a custom MM cfg file to clone an existing stock part, the model and textures are already in Squad's folder, which is a different folder than my cfg file.

how do I use the MODEL node to get the part to show in the parts menu? right now, it exists but it's invisible and you cannot pick it back up once you have it placed in the editor

If your just wanting to use a stock part but change stuff with it you don't need model nodes you can just use (  +PART[******]  )

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Just now, Mecripp said:

If your just wanting to use a stock part but change stuff with it you don't need model nodes you can just use (  +PART[******]  )

no, it's a completely custom cfg, not a copy, I'm just using the stock model and textures.

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PART
{
	name = LVBNTR
	module = Part
	author = Xyphos //C. Jenkins
	MODEL
	{
		model = Squad/Parts/Engine/liquidEngineLV-N/model
		scale = 1.0
		//texture = Squad/Parts/Engine/liquidEngineLV-N/
	}
	node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
	node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0

	mass = 4.5 // added mass
	heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.85 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 12
	maxTemp = 2600 //Default 2000 but this runs slightly hotter
	radiatorMax = 0.35 //Default = 0.25 but nukes are meant to run hot
	TechRequired = nuclearPropulsion
	entryCost = 50000
	cost = 16000 // added cost
	category = Engine
	subcategory = 0
	title = LV-BNTR
	manufacturer = Xyphos Aerospace Industries
	description = After smuggling research documents out of a science lab in a lunch box, Xyphos Aerospace Industries was able to re-create a Bi-operational Thermo-Nuclear Rocket engine. It works just like it's LV-N cousin, but includes an oxidizer-injected afterburner for augmented thrust in atmospheric conditions. It also utilizes it's nuclear core to provide electricity. Be warned: this engine has been banned from use due to environmental concerns.
	attachRules = 1,0,1,0,0
	bulkheadProfiles = size1
	tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.0
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/shockExhaust_blue_small
				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
			}
		}
		power_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_shock
				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
			}
		}
		running_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.0
				pitch = 0.0 0.7
				pitch = 1.0 1.4
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				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
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				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 = MultiModeEngine
		primaryEngineID = OxAugmented
		primaryEngineModeDisplayName = Oxidizer Augmented
		secondaryEngineID = LfOnly
		secondaryEngineModeDisplayName = Nuclear Only
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = LfOnly
		powerEffectName = power_open
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 60
		heatProduction = 250
		fxOffset = 0, 0, 1.6
		EngineType = Nuclear
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 800
			key = 1 185
			key = 2 0.001
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = OxAugmented
		runningEffectName = running_closed
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 180
		heatProduction = 375 // afterburner runs very hot!
		fxOffset = 0, 0, 0.1.6
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 290
			key = 1 265
			key = 9 0.001
		}
	}
	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 = 1
		fxMax = 0.5
		maxDistance = 20
		falloff = 2
		thrustTransformName = thrustTransform
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 2
		fxMax = 0.6
		maxDistance = 30
		falloff = 1.6
		thrustTransformName = thrustTransform
	}
}

 

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20 minutes ago, Xyphos said:

snip

Try this 

+PART[nuclearEngine]
{
  @name = LVBNTR
  @author = Xyphos 
  @node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
  @node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0
  !fx_exhaustFlame_blue = DELETE
  !fx_exhaustLight_blue = DELETE
  !fx_smokeTrail_light = DELETE
  !sound_vent_medium = DELETE
  !sound_rocket_hard = DELETE
  !sound_vent_soft = DELETE
  !sound_explosion_low = DELETE
  @mass = 4.5
  @maxTemp = 2600 
  @entryCost = 50000
  @cost = 16000 
  @title = LV-BNTR
  @manufacturer = Xyphos Aerospace Industries
  @description = After smuggling research documents out of a science lab in a lunch box, Xyphos Aerospace Industries was able to re-create a Bi-operational Thermo-Nuclear Rocket engine. It works just like it's LV-N cousin, but includes an oxidizer-injected afterburner for augmented thrust in atmospheric conditions. It also utilizes it's nuclear core to provide electricity. Be warned: this engine has been banned from use due to environmental concerns.
  !MODULE[ModuleEngines] {}

	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.0
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/shockExhaust_blue_small
				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
			}
		}
		power_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_shock
				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
			}
		}
		running_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.0
				pitch = 0.0 0.7
				pitch = 1.0 1.4
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				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
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				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 = MultiModeEngine
		primaryEngineID = OxAugmented
		primaryEngineModeDisplayName = Oxidizer Augmented
		secondaryEngineID = LfOnly
		secondaryEngineModeDisplayName = Nuclear Only
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = LfOnly
		powerEffectName = power_open
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 60
		heatProduction = 250
		fxOffset = 0, 0, 1.6
		EngineType = Nuclear
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 800
			key = 1 185
			key = 2 0.001
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = OxAugmented
		runningEffectName = running_closed
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 180
		heatProduction = 375 // afterburner runs very hot!
		fxOffset = 0, 0, 0.1.6
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 290
			key = 1 265
			key = 9 0.001
		}
	}
	@MODULE[ModuleSurfaceFX]
	{
		@thrustProviderModuleIndex = 1
		@fxMax = 0.5
		@maxDistance = 20
		@falloff = 2
		@thrustTransformName = thrustTransform
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 2
		fxMax = 0.6
		maxDistance = 30
		falloff = 1.6
		thrustTransformName = thrustTransform
	}
}

 

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4 minutes ago, Xyphos said:

...that seems like a lot more work than necessary; I'm guessing you can't use models across directories?

look at this one 

MODEL
{
  model = ProceduralFairings/sideModel
  texture = fairing1, ProceduralFairings/fuselage1
}

but most of the time mods that use mode node have all the MU and Textures in one folder

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7 hours ago, Xyphos said:

nope, still invisible. I guess I'll stick to your copy then. thanks again!

Scale is a vec3, not a single float.  Try "scale = 1.0, 1.0, 1.0", or just omit it.  And, if you're using the original texture in the original directory, you don't need the "texture" line, either.  Just the "model =" line.

I use the MODEL node all the time for my custom parts and the props for my MAS plugin, where the model is in a completely different directory.

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well, I've modified it some more, but now I'm having trouble with the FX; the augmented mode is too close to the nozzle and the LF-Only mode is no where near the nozzle, and I can't seem to move them?

// Special Thanks to: Mecripp

+PART[nuclearEngine]
{
  @name = LVBNTR
  @author = Xyphos 
  @node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
  @node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, -1.0, 0.0
  !fx_exhaustFlame_blue = DELETE
  !fx_exhaustLight_blue = DELETE
  !fx_smokeTrail_light = DELETE
  !sound_vent_medium = DELETE
  !sound_rocket_hard = DELETE
  !sound_vent_soft = DELETE
  !sound_explosion_low = DELETE
  @mass = 4.5
  @maxTemp = 2600 
  @entryCost = 50000
  @cost = 16000 
  @title = LV-BNTR
  @manufacturer = Xyphos Aerospace Industries
  @description = After smuggling research documents out of a science lab in a lunch pail, Xyphos Aerospace Industries was able to re-create a Bi-operational Nuclear Thermal Rocket engine. It works just like it's LV-N cousin, but includes an oxidizer-injected afterburner for augmented thrust in atmospheric conditions. It also utilizes it's nuclear core to provide electricity. WARNING: This engine has been banned from use due to environmental hazard.
  !MODULE[ModuleEngines] {}
  !MODULE[ModuleAlternator] {}

	EFFECTS
	{
		running_closed // Ox Augmented
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.0
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/hydroLOXFlame
				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
				localOffset = 0, 0, 2.6
			}
		}
		power_open // LF Only
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/exhaustFlames_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 0.5
				speed = 1.0 1.2
				
			}
		}
		running_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.0
				pitch = 0.0 0.7
				pitch = 1.0 1.4
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				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
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				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 = MultiModeEngine
		primaryEngineID = OxAugmented
		primaryEngineModeDisplayName = Oxidizer Augmented
		secondaryEngineID = LfOnly
		secondaryEngineModeDisplayName = Nuclear Only
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = LfOnly
		powerEffectName = power_open
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 60
		heatProduction = 250
		fxOffset = 0, 0, 1.6
		EngineType = Nuclear
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 800
			key = 1 185
			key = 2 0.001
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = OxAugmented
		runningEffectName = running_closed
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 180
		heatProduction = 375 // afterburner runs very hot!
		fxOffset = 0, 0, 0.1.6
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.86
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.151 // Fuel flow remains constant in afterburner mode, it's just the oxidizer helping it to burn with more thrust.
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 290
			key = 1 265
			key = 9 0.001
		}
	}
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = true
		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = 1.2
		}
	}

	@MODULE[ModuleSurfaceFX]
	{
		@thrustProviderModuleIndex = 1
		@fxMax = 0.5
		@maxDistance = 20
		@falloff = 2
		@thrustTransformName = thrustTransform
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 2
		fxMax = 0.6
		maxDistance = 30
		falloff = 1.6
		thrustTransformName = thrustTransform
	}
}

QaR2r8P.png

BOxupIj.png

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Can't see the smoke but if it's right you might change 

			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/hydroLOXFlame
				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
				localOffset = 0, 0, 2.6             <------------  HERE to 				localOffset = 0, 0, 1.0

			}

 

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38 minutes ago, Xyphos said:

yeah, that's exactly the problem I'm having, same thing with fxOffset

A problem I ran across with some parts a few years back is that the offset values seem to be scaled by the transform (some of the engines for the old KOSMOS mod).  Try a much bigger number, like 10x the value you're trying.

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3 minutes ago, Xyphos said:

nope, 10x didn't do anything, either,

but while you're here, @MOARdV any chance of getting RPM to work with the Mk2 inline cockpit? just a single monitor would be great.

That's a disappointment.

As for RPM cockpits - I don't work on RPM IVAs any longer.  I'm working on a replacement mod for RPM.  I'd be happy to include a Mk2 inline IVA if someone wants to put one together, but I don't have the spare time to work on RPM IVAs in addition to MAS.

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15 hours ago, Xyphos said:

yeah, that's exactly the problem I'm having, same thing with fxOffset

Instead of "localOffset" you need to use:

localPosition = 0,0,0

and you don't need "fxOffset" thingi with ModuleEnginesFX.

Spoiler

PREFAB_PARTICLE
{
 localOffset = x,y,z
}

MODEL_MULTI_PARTICLE
{
 localPosition = x,y,z
}

 

Edited by sebi.zzr
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5 hours ago, sebi.zzr said:

Instead of "localOffset" you need to use:


localPosition = 0,0,0

and you don't need "fxOffset" thingi with ModuleEnginesFX.

  Hide contents

PREFAB_PARTICLE
{
 localOffset = x,y,z
}

MODEL_MULTI_PARTICLE
{
 localPosition = x,y,z
}

 

Will test that out have tried but no change

			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/hydroLOXFlame
				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
                localOffset = 0, 10, 0
			}

 

@sebi.zzr HEHE that did the trick thanks

Edited by Mecripp
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