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I can't add plume to my engine


AntINFINAIt

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So i am working on an engine pack.

And i configured an engine and i tried to add RealPlume to it.

It didn't work! I tried everithing!!!!

And i couldn't put costum sounds on it but the engine works just fine!

Please help!

 

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I did some plumes, it's a little confusing at first, but not very hard.

Try copying the .cfg (the RealPlume Patch) of a similar engine, and putting in yours, instead of trying to write one from scratch. Open the game, it should work, but the plume will probably be in the wrong place and with a wrong size. Using the in-game tool you'll see the adjustments that needs to be done. The in-game tool will not apply them, you'll need to do this directly in the .cfg file.

Using Notepad++ instead of the default windows Notepad also makes things much easier.

If still don't work, try to be more specific of what you did and what happened, posting the .cfg files (using the spoiler tool), and we'll be able to help more.

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I am using all you said there


	PART

	{


	name = ANT_htp_thruster_mk1

	module = Part

	author = AntINFINAIt


	mesh = model.mu

	scale = 1

	rescaleFactor = 1.0


	node_stack_bottom = 0.0, -0.10, 0.0, 0.0, -0.09, 0.0, 1

	node_stack_top = 0.0, 0.10, 0.0, 0.0, 0.09, 0.0, 1



	TechRequired = start

	entryCost = 12

	cost = 12


	category = Propulsion

	subcategory = 0

	title = HTP Hydrogen Peroxide Thruster

	manufacturer = AntINFIANAIt

	description = This engine is a pressure fed, super-tiny homemade engine. It runs only on HTP (High-Test-Peroxide) , so it's hypergolic, non-toxic. It outputs superheated steam and oxygen, plus some TINY thrust. The gimbaling is produced by 2 cyllinders that take a bit of fuel to move the screws along. .


	attachRules = 1,0,1,1,0


	EFFECTS

	{

	running_closed

	{

	AUDIO

	{

	channel = Ship

	clip = Sounds\sound_mk1_startup.wav

	volume = 0.0 0.0

	volume = 3.0 3.0

	pitch = 0.0 0.2

	pitch = 1.0 1.0

	loop = true

	}

	MODEL_MULTI_PARTICLE

	{

	modelName = Squad/FX/shockExhaust_red_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

	}

	}

	engage

	{

	AUDIO

	{

	channel = Ship

	clip = Sounds\sound_mk1_running.wav

	volume = 1.0

	pitch = 2.0

	loop = false

	}

	}

	flameout

	{

	PREFAB_PARTICLE

	{

	prefabName = fx_exhaustSparks_flameout_2

	transformName = thrustTransform

	oneShot = true

	}

	AUDIO

	{

	channel = Ship

	clip = sound_explosion_low

	volume = 1.0

	pitch = 2.0

	loop = false

	}

	}

	}


	mass = 0.01


	dragModelType = default

	maximum_drag = 0.01

	minimum_drag = 0.0090

	angularDrag = 0.2

	crashTolerance = 3

	maxTemp = 1600


	stagingIcon = LIQUID_ENGINE


	MODULE

	{

	name = ModuleEnginesFX

	engineID = ClosedCycle

	runningEffectName = running_closed


	thrustVectorTransformName = thrustTransform

	exhaustDamage = True

	ignitionThreshold = 0.1

	minThrust = 0.5

	maxThrust = 0.5

	heatProduction = 200

	fxOffset = 0, 0, 0.0

	PROPELLANT

	{

	name = LiquidFuel

	ratio = 0.9

	}


	{

	name = Oxidizer

	ratio = 0.9

	}

	atmosphereCurve

	{

	key = 0 223

	key = 1 202

	}


	}


	MODULE

	{

	name = ModuleGimbal

	gimbalTransformName = smokePoint

	gimbalRange = 10.0

	
	   PLUME
    {
        name = Hypergolic-Vernier
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,1
        fixedScale = 0.5
        energy = 1
        speed = 1
    }

My engine configuration

THERE ARE MY PLUME CFG TRIES(put them in a cfg file with mm and all that in gamedata)


	PART

	{


	name = ANT_htp_thruster_mk1

	module = Part

	author = AntINFINAIt


	mesh = model.mu

	scale = 1

	rescaleFactor = 1.0


	node_stack_bottom = 0.0, -0.10, 0.0, 0.0, -0.09, 0.0, 1

	node_stack_top = 0.0, 0.10, 0.0, 0.0, 0.09, 0.0, 1



	TechRequired = start

	entryCost = 12

	cost = 12


	category = Propulsion

	subcategory = 0

	title = HTP Hydrogen Peroxide Thruster

	manufacturer = AntINFIANAIt

	description = This engine is a pressure fed, super-tiny homemade engine. It runs only on HTP (High-Test-Peroxide) , so it's hypergolic, non-toxic. It outputs superheated steam and oxygen, plus some TINY thrust. The gimbaling is produced by 2 cyllinders that take a bit of fuel to move the screws along. .


	attachRules = 1,0,1,1,0


	EFFECTS

	{

	running_closed

	{

	AUDIO

	{

	channel = Ship

	clip = Sounds\sound_mk1_startup.wav

	volume = 0.0 0.0

	volume = 3.0 3.0

	pitch = 0.0 0.2

	pitch = 1.0 1.0

	loop = true

	}

	MODEL_MULTI_PARTICLE

	{

	modelName = Squad/FX/shockExhaust_red_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

	}

	}

	engage

	{

	AUDIO

	{

	channel = Ship

	clip = Sounds\sound_mk1_running.wav

	volume = 1.0

	pitch = 2.0

	loop = false

	}

	}

	flameout

	{

	PREFAB_PARTICLE

	{

	prefabName = fx_exhaustSparks_flameout_2

	transformName = thrustTransform

	oneShot = true

	}

	AUDIO

	{

	channel = Ship

	clip = sound_explosion_low

	volume = 1.0

	pitch = 2.0

	loop = false

	}

	}

	}


	mass = 0.01


	dragModelType = default

	maximum_drag = 0.01

	minimum_drag = 0.0090

	angularDrag = 0.2

	crashTolerance = 3

	maxTemp = 1600


	stagingIcon = LIQUID_ENGINE


	MODULE

	{

	name = ModuleEnginesFX

	engineID = ClosedCycle

	runningEffectName = running_closed


	thrustVectorTransformName = thrustTransform

	exhaustDamage = True

	ignitionThreshold = 0.1

	minThrust = 0.5

	maxThrust = 0.5

	heatProduction = 200

	fxOffset = 0, 0, 0.0

	PROPELLANT

	{

	name = LiquidFuel

	ratio = 0.9

	}


	{

	name = Oxidizer

	ratio = 0.9

	}

	atmosphereCurve

	{

	key = 0 223

	key = 1 202

	}


	}


	MODULE

	{

	name = ModuleGimbal

	gimbalTransformName = smokePoint

	gimbalRange = 10.0

	
	   PLUME
    {
        name = Hypergolic-Vernier
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,1
        fixedScale = 0.5
        energy = 1
        speed = 1
    }
@PART[ANT_htp_thruster_mk1]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hypergolic-Vernier
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,1
        fixedScale = 0.1
        energy = 1
        speed = 1
    }
    
    @MODULE[ModuleEngines*]
    {
        @name = ModuleEnginesFX
        %powerEffectName = Kerolox-Lower
    }
}
@PART[ANT_htp_thruster_mk1]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hypergolic-Vernier           // Pre-fabbed plume you want.
        transformName = thrustTransform     // The engine thrust transform to attach the plume.
        localRotation = 0.0, 0.0, 0.0       // Optional - Any rotation needed (global).
        localPosition = 0.0, 0.0, 1.0       // Position of the engine plume (global).
        flarePosition = 0.0, 0.0, 1.0       // Optional - Position of the engine flare (if localPosition is not used).
        flareScale = 1.0                    // Optional - Scale of the engine flare (if localPosition is not used).
        plumePosition = 0.0, 0.0, 2.0       // Optional - Position of the engine plume (if localPosition is not used).
        plumeScale = 1.0                    // Optional - Scale of the engine plume (if localPosition is not used).
        smokePosition = 0.0, 0.0, 1.5       // Optional - Position of the engine smoke (if localPosition is not used).
        fixedScale = 1.0                    // Size adjustment to resize to engine (global).
        energy = 1.0                        // Adjust length of plume (global).
        speed = 1.0                         // Adjust speed to fit resize, generally close to 1:1 with scale (global).
        emissionMult = 0.5                  // Optional - Density of the plume particles (global).
    }

    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hypergolic-Vernier
        !runningEffectName = DELETE
    }
}

i TRIED putting code in the cfgs after i watched a tutorial at Raiz Space and it didn't work. 

And help with sounds would be great.

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