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iFlyAllTheTime

How to write a patch to replace an "effect" on an engine?

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Hi there,

As it says in the title, I'm trying to replace an effect on the stock ion engine with something that I was inspired by the Near Future Propulsion pack.

I'd like the following bit from the default part config file:

Spoiler

EFFECTS
    {        
        IonPlume
        {
            AUDIO
            {
                channel = Ship
                clip = sound_IonEngine
                volume = 0.0 0.0
                volume = 0.05 0.20
                volume = 1.0 0.25
                pitch = 0.0 0.2
                pitch = 1.0 0.8
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/IonPlume
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.25 0.5            
                emission = 1.0 1.0
                //speed = 0.0 0.0
                //speed = 1.0 1.0
            }
        }
    }

 

 

to be completely replaced by new effects and sounds as follows:

Spoiler

EFFECTS
    {
        engage
          {
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/IonXenonOn
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
          flameout
          {
            PREFAB_PARTICLE
            {
              prefabName = fx_exhaustSparks_flameout_2
              transformName = thrustTransform
              oneShot = true
            }
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/GenericFlameout
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
        exhaust
        {
            AUDIO
        {
          channel = Ship
          clip = NearFuturePropulsion/Sounds/IonXenonLoop01
          volume = 0.0 0.0
          volume = 0.01 0.1
          volume = 0.5 0.2
          volume = 1.0 0.4
          pitch = 0.0 0.6
          pitch = 0.5 0.7
          pitch = 1.0 1.0
          loop = true
        }
            MODEL_MULTI_PARTICLE
            {
              modelName = NearFuturePropulsion/FX/hipepplume
              transformName = thrustTransform
              emission = 0.0 0.0
              emission = 0.01 0.1
              emission = 0.075 0.25
              emission = 1.0 1.0
              speed = 0.0 0.35
              speed = 1.0 1.0
            }
        }
    }

 

 

I know the sign "@" plays a role in replacing what is included in the default part file (e.g. I've seen the part cost and mass edited that way) but I have no clue how I should be using it to replace the effects

 

 

P.S.: I've already posted this here, but I asking this in the Technical Support section as well for higher visibility and increased chances of getting a reply.

Edited by iFlyAllTheTime
grammar

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I guess the easiest way would be to delete the old effects node and add the new one.

@part[partname]
{
    !EFFECTS {}
     EFFECTS
     {
         //new stuff
     }
}

You can basically copy&paste the whole node you've posted above.

Short explanation:

@part[partname] to address the part. The @ is used if you want to edit something. Be sure to use the part name from the config file, not the title.

!EFFECTS will delete the existing node

EFFECTS will add the new stuff. You can also add a + in front of it but it is not necessary.

I'm on mobile right now so there might be some formatting issues but I'm certain that you can rewrite the few lines with a proper tab instead of a few spaces ;)

There is also a handbook for modulemanager which includes some examples: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

Edited by 4x4cheesecake
Forgot some curly brackets
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Thanks for the reply.

That handbook will take some time to go through but is exactly what I was looking for!

I'll give it a shot and report back.

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31 minutes ago, iFlyAllTheTime said:

Thanks for the reply.

That handbook will take some time to go through but is exactly what I was looking for! 

I'll give it a shot and report back.

You're welcome :)

I'm back at home so I can actually write down the whole patch, just in case you come across any issues while trying it on your own:

Spoiler

//We want to address just the stock ion engine and replace the effects with some from NF Propulsion, so we set it as a dependency
@PART[ionEngine]:NEEDS[NearFuturePropulsion]
{
	!EFFECTS {} //remove the stock effects
	EFFECTS //add the new effects from NF Propulsion
    {
        engage
          {
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/IonXenonOn
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
          flameout
          {
            PREFAB_PARTICLE
            {
              prefabName = fx_exhaustSparks_flameout_2
              transformName = thrustTransform
              oneShot = true
            }
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/GenericFlameout
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
        exhaust
        {
            AUDIO
        {
          channel = Ship
          clip = NearFuturePropulsion/Sounds/IonXenonLoop01
          volume = 0.0 0.0
          volume = 0.01 0.1
          volume = 0.5 0.2
          volume = 1.0 0.4
          pitch = 0.0 0.6
          pitch = 0.5 0.7
          pitch = 1.0 1.0
          loop = true
        }
            MODEL_MULTI_PARTICLE
            {
              modelName = NearFuturePropulsion/FX/hipepplume
              transformName = thrustTransform
              emission = 0.0 0.0
              emission = 0.01 0.1
              emission = 0.075 0.25
              emission = 1.0 1.0
              speed = 0.0 0.35
              speed = 1.0 1.0
            }
        }
    } 
}

 

I've added a few comments and 'NearFuturPropulsion' as a requirement for the patch to be applied :)

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3 hours ago, 4x4cheesecake said:

You're welcome :)

I'm back at home so I can actually write down the whole patch, just in case you come across any issues while trying it on your own:

  Reveal hidden contents


//We want to address just the stock ion engine and replace the effects with some from NF Propulsion, so we set it as a dependency
@PART[ionEngine]:NEEDS[NearFuturePropulsion]
{
	!EFFECTS {} //remove the stock effects
	EFFECTS //add the new effects from NF Propulsion
    {
        engage
          {
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/IonXenonOn
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
          flameout
          {
            PREFAB_PARTICLE
            {
              prefabName = fx_exhaustSparks_flameout_2
              transformName = thrustTransform
              oneShot = true
            }
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/GenericFlameout
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
        exhaust
        {
            AUDIO
        {
          channel = Ship
          clip = NearFuturePropulsion/Sounds/IonXenonLoop01
          volume = 0.0 0.0
          volume = 0.01 0.1
          volume = 0.5 0.2
          volume = 1.0 0.4
          pitch = 0.0 0.6
          pitch = 0.5 0.7
          pitch = 1.0 1.0
          loop = true
        }
            MODEL_MULTI_PARTICLE
            {
              modelName = NearFuturePropulsion/FX/hipepplume
              transformName = thrustTransform
              emission = 0.0 0.0
              emission = 0.01 0.1
              emission = 0.075 0.25
              emission = 1.0 1.0
              speed = 0.0 0.35
              speed = 1.0 1.0
            }
        }
    } 
}

 

I've added a few comments and 'NearFuturPropulsion' as a requirement for the patch to be applied :)

WoaH!

I didn't expect an entire patch written out from somebody! Thank you very much, stranger. :)

I tinkered and tried out a few different things with the file and applied the modifier "!" for the effects after reading the handbook (from the link you provided :))

I had used the modifier "FOR" instead of "NEEDS", but on your suggestion, I've changed that as well.

The result is unfortunately still the same. Seems like my patch is conflicting with something from the config file from SQUAD.

 

Here's the entire patch file to alter the ion engine:

Spoiler

// ModuleManager cfg for nerfing the stock ion engine and adding effects to it

@PART[ionEngine]:NEEDS[NearFuturePropulsion]
{
    @cost = 2380
    @mass = 0.15
    !EFFECTS {}
    EFFECTS
    {
        engage
          {
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/IonXenonOn
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
          flameout
          {
            PREFAB_PARTICLE
            {
              prefabName = fx_exhaustSparks_flameout_2
              transformName = thrustTransform
              oneShot = true
            }
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/GenericFlameout
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
        exhaust
        {
            AUDIO
        {
          channel = Ship
          clip = NearFuturePropulsion/Sounds/IonXenonLoop01
          volume = 0.0 0.0
          volume = 0.01 0.1
          volume = 0.5 0.2
          volume = 1.0 0.4
          pitch = 0.0 0.6
          pitch = 0.5 0.7
          pitch = 1.0 1.0
          loop = true
        }
            MODEL_MULTI_PARTICLE
            {
              modelName = NearFuturePropulsion/FX/hipepplume
              transformName = thrustTransform
              emission = 0.0 0.0
              emission = 0.01 0.1
              emission = 0.075 0.25
              emission = 1.0 1.0
              speed = 0.0 0.35
              speed = 1.0 1.0
            }
        }
    }
    @MODULE[ModuleEnginesFX]
    {
        @maxThrust = 2.40
        @heatProduction = 1.616
        @PROPELLANT[XenonGas]
        {
            DrawGauge = True
            @ratio = 0.1
        }
        @PROPELLANT[ElectricCharge]
        {
            @ratio = 2.8
        }
            @atmosphereCurve
        {
            @key,0 = 0 4250
            @key,1 = 1 80
            @key,2 = 2 0.001
        }
    }
}

 

 

 

For reference, here's the default cfg file for the ion engine from SQUAD:

Spoiler

PART
{
    name = ionEngine
    module = Part
    author = NovaSilisko
    mesh = model.mu
    scale = 1
    rescaleFactor = 1
    node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, -1.0, 0.0, 1
    TechRequired = ionPropulsion
    entryCost = 16800
    cost = 8000
    category = Engine
    subcategory = 0
    title = IX-6315 "Dawn" Electric Propulsion System
    manufacturer = Ionic Symphonic Protonic Electronics
    description = By emitting ionized xenon gas through a small thruster port, Dawn can produce incredibly efficient propulsion, but with a downside of very low thrust and high energy usage. According to ISP Electronics sales reps, the rumours of this engine being powered by "dark magic" are largely exaggerated.
    attachRules = 1,0,1,1,0
    mass = 0.25
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 7
    maxTemp = 2000 // = 3600
    bulkheadProfiles = size0
    tags = (dawn deep drive efficient engine (ion probe thruster vacuum xenon
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Ion
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 2
        heatProduction = 0
        powerEffectName = IonPlume
        EngineType = Electric
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 1.8
            DrawGauge = True
            minResToLeave = 1.0
        }
        PROPELLANT
        {
            name = XenonGas
            ratio = 0.1
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 4200
            key = 1 100
            key = 1.2 0.001
        }
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = colorAnimation
        dependOnEngineState = True
        responseSpeed = 0.5
        engineName = Ion
        dependOnThrottle = True
    }
    EFFECTS
    {        
        IonPlume
        {
            AUDIO
            {
                channel = Ship
                clip = sound_IonEngine
                volume = 0.0 0.0
                volume = 0.05 0.20
                volume = 1.0 0.25
                pitch = 0.0 0.2
                pitch = 1.0 0.8
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/IonPlume
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.25 0.5            
                emission = 1.0 1.0
                //speed = 0.0 0.0
                //speed = 1.0 1.0
            }
        }
    }
    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 112
        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 = LT
            value = 300000
            situationMask = 16
            body = _NotSun
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = LT
            value = 600000
            situationMask = 32
            body = _NotSun
        }
    }
}

 

 

 

I have a niggling feeling that the module "ModuleEnginesFX" and the entry "powerEffectName = IonPlume" may be the reason for the conflict. After all, in the default cfg, under "EFFECTS", the first entry is "Ion Plume". I'm wondering if I should be writing something in the patch to edit and/or remove it.

 

Edited by iFlyAllTheTime
formatting and a missing word
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49 minutes ago, iFlyAllTheTime said:

I had used the modifier "FOR" instead of "NEEDS", but on your suggestion, I've changed that as well.

Well, FOR is a bit special...I would just use it for mods which doesn't provide a .dll so the modname will be added to the list of mods, which will allow other patches to refer to it using the NEEDS, BEFORE or AFTER command.

49 minutes ago, iFlyAllTheTime said:

The result is unfortunately still the same. Seems like my patch is conflicting with something from the config file from SQUAD.

There is indeed an issue with another config but it's not the one from SQUAD but the one from NF Propulsion ;) I'm not familiar with the mod, so I didn't know that yet but there is actually a patch to edit the stock ion engine as well. The file is located in  GameData/NearFuturePropulsion/Patches/NFPropulsionIonEngine.cfg and it will edit some of the same values like your patch.

If you don't specify a load order, ModuleManager loads patches in alphabetical order. In this case, it looks liek your patch is loaded BEFORE the patch of NF Propulsion, so your changes are overwritten. You can force MM to load your patch AFTER NF Propulsion, by using the AFTER command in the first line of your patch:

@PART[ionEngine]:NEEDS[NearFuturePropulsion]:AFTER[NearFuturePropulsion]

 

49 minutes ago, iFlyAllTheTime said:

After all, in the default cfg, under "EFFECTS", the first entry is "Ion Plume". I'm wondering if I should be writing something in the patch to edit and/or remove it.

I honestly don't know an answer to this. There is no entry for 'Ion Plume' in the files of NF Propulsion so I guess, it is optional...

edit: If you install many mods and don't want to check every single mod config if it changes the same parts/values, the easiest solution is to use the FINAL command instead of AFTER, so your own patches will always be the last which are applied.

Edited by 4x4cheesecake
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1 hour ago, 4x4cheesecake said:

Well, FOR is a bit special...I would just use it for mods which doesn't provide a .dll so the modname will be added to the list of mods, which will allow other patches to refer to it using the NEEDS, BEFORE or AFTER command.

2

Oh, I see.

 

1 hour ago, 4x4cheesecake said:

The file is located in  GameData/NearFuturePropulsion/Patches/NFPropulsionIonEngine.cfg

I feel like an idiot for not mentioning this prior, but THAT is indeed the file I was tinkering with. I'd been making additions to that cfg file, since it only changed the cost & mass, and nerfed the performance of the stock ion engine without adding the sounds and plume effects.

I've pasted the contents of the unaltered NFPropulsionIonEngine.cfg, as extracted from the zip file.

Spoiler

// ModuleManager cfg for nerfing the stock ion engine and adding effects to it

@PART[ionEngine]:FOR[NearFuturePropulsion]
{
    @cost = 2380
    @mass = 0.15
    @MODULE[ModuleEnginesFX]
    {
        @maxThrust = 1.40
        @heatProduction = 7.616
        @PROPELLANT[XenonGas]
        {
            DrawGauge = True
            @ratio = 0.1
        }
        @PROPELLANT[ElectricCharge]
        {
            @ratio = 4.230918
        }
            @atmosphereCurve
        {
            @key,0 = 0 4000
            @key,1 = 1 40
            @key,2 = 2 0.001
        }
    }
}

 

 

 

So, from my limited understanding, the files involved should be the stock Squad Ion Engine cfg and the NF Propulsion's patch for it, which I've made edits to.

I doubt it has anything to do with the order in which it is loading the patches, but I'm finding this exercise thoroughly intriguing, regardless of what the outcome turns out to be!

 

Edited by iFlyAllTheTime
formatting
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1 hour ago, iFlyAllTheTime said:

I feel like an idiot for not mentioning this prior, but THAT is indeed the file I was tinkering with. I'd been making additions to that cfg file, since it only changed the cost & mass, and nerfed the performance of the stock ion engine without adding the sounds and plume effects.

Ahhhh, I see :D

Well, the point of MM is, that you don't have to modify other files directly, you should create your own patch and apply it after NF Propulsion is done. Just put your patch config somewhere within the GameData folder and add the AFTER or FINAL command to the first line ;)

By the way: Did you know that you can open the ModuleManager.ConfigCache in a texteditor to check if your changes are applied in the way you want? Just search for 'name = ionEngine ' and you should find the config for this part after every patch is applied. Some issues can be easily loacted this way, for example the missing @ in front of ' DrawGauge = True ' which I've forgot to mention earlier ^^ (Obviously, this will work just if a cache file is created. If you got any errors while starting the game, it will prevent MM to create a cache)

I'm not quiet sure how the result should look like. I've installed the patch you've posted previously and it runs fine though (no warnings, errors or exceptions) but without knowing the actual goal, it's hard to say if everything is applied properly. Is there an engine within NF Propulsion which got all the effects you want to add to the stock engine, so I have something to compare? Otherwise, I'm afraid I cannot help you any further because the syntax of your patch looks totally fine.

 

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On 1/16/2019 at 6:55 PM, 4x4cheesecake said:

Well, the point of MM is...you should create your own patch and apply it after NF Propulsion is done. Just put your patch config somewhere within the GameData folder and add the AFTER or FINAL command to the first line ;)

By the way: Did you know that you can open the ModuleManager.ConfigCache in a texteditor to check if your changes are applied in the way you want? Just search for 'name = ionEngine ' and you should find the config for this part after every patch is applied. Some issues can be easily loacted this way, for example the missing @ in front of ' DrawGauge = True ' which I've forgot to mention earlier ^^ (Obviously, this will work just if a cache file is created. If you got any errors while starting the game, it will prevent MM to create a cache)

4

Woahhhhh!

I learnt two completely new things!! (applying patch to a patch and checking whether or not the changes were applied.)

Like I said, regardless of the result here, this back and forth has been informative for me and I appreciate that!

 

On 1/16/2019 at 6:55 PM, 4x4cheesecake said:

I'm not quiet sure how the result should look like.

 

In KSP 1.2.2 (same as 1.6) Squad's Ion Engine has:

  • a very faint plume effect
  • the exact same sound when Activating it, like any other engine in the game and
  • no sound while that engine is "burning"/"electrifying"/"thrusting"... hey, even Scott Manley struggles to find an appropriate verb for what Ion engines do, okay?! :)

 

NF Propulsion's Ion engines have this awesome bright Ion Plume, a cool sound with some bass when the engine is activated and another sound when it is running.

Here's the original comment I'd posted seeking help from someone who had some experience with this:

 

On 1/16/2019 at 6:55 PM, 4x4cheesecake said:

Otherwise, I'm afraid I cannot help you any further because the syntax of your patch looks totally fine.

That is quite alright if you can't. You might have given me just enough tools to troubleshoot and work this problem out.

I've just looked at the ModuleManager.ConfigCache in a text program for a few minutes. I think it will go a long way in helping me narrow down where I'm making a mistake.

Edited by iFlyAllTheTime
formatting

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42 minutes ago, iFlyAllTheTime said:

That is quite alright if you can't. You might have given me just enough tools to troubleshoot and work this problem out.

I'm curious now, so I'll take a closer look at it tomorrow and report back if I can find something :)

42 minutes ago, iFlyAllTheTime said:

I've just looked at the ModuleManager.ConfigCache in a text program for a few minutes. I think it will go a long way in helping me narrow down where I'm making a mistake.

Well, if you don't know how the final part config needs to look like, it is indeed not very helpful everytime but even then you can easily spot nodes which are in the wrong place. Also, if you are not sure if a filter works properly, you can see if the node actually changed without launching the game completely. just wait until the 'xy patches applied' message appears in the loading screen and you can already check the cache for the config ;)

Recently, I wrote a fairly big patch for the SimpleFuelSwitch mod and had no idea how exactly some filter will work and how to use logical operators on them so it took me some time to find the correct syntax for lines like these:

@PART[*]:HAS[@MODULE[ModuleSwitchableResources]:HAS[#isDefault[true]]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer]]]:NEEDS[SimpleFuelSwitch]

In this case, it is possible to use a comma (logical AND) instead of the third :HAS and MM will not complain about it since the syntax is correct but the patch will not be applied properly (or at all in this case). Checking the config cache for the part config was much easier than starting the game after each change, load a savegame, enter the VAB and check the part directly.

Edited by 4x4cheesecake
typo

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On 1/17/2019 at 9:26 PM, 4x4cheesecake said:

I'm curious now, so I'll take a closer look at it tomorrow and report back if I can find something :)

Yay! Success. If you care to know, here's how I got it to work:

 

After looking closely at the part files for other ion and argon engines from NFPropulsion, and picking Nertea's brains, I found a solution! There were two things I had to do:

1. In Squads cfg file there was an entry powerEffectName = IonPlume in the ModuleEnginesFX. I had to change that to the powerEffectName = run_hipep (same name as the plume)

2. I then had to replace exhaust with run_hipep in the EFFECTS just before AUDIO and MODEL_MULTI_PARTICLE:

Spoiler

EFFECTS
    {
        engage
          {
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/IonXenonOn
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
          flameout
          {
            PREFAB_PARTICLE
            {
              prefabName = fx_exhaustSparks_flameout_2
              transformName = thrustTransform
              oneShot = true
            }
            AUDIO
            {
              channel = Ship
              clip = NearFuturePropulsion/Sounds/GenericFlameout
              volume = 1.0
              pitch = 1.0
              loop = false
            }
          }
        run_hipep
        {
            AUDIO
        {
          channel = Ship
          clip = NearFuturePropulsion/Sounds/IonXenonLoop01
          volume = 0.0 0.0
          volume = 0.01 0.1
          volume = 0.5 0.2
          volume = 1.0 0.4
          pitch = 0.0 0.6
          pitch = 0.5 0.7
          pitch = 1.0 1.0
          loop = true
        }
            MODEL_MULTI_PARTICLE
            {
              modelName = NearFuturePropulsion/FX/hipepplume
              transformName = thrustTransform
              emission = 0.0 0.0
              emission = 0.01 0.1
              emission = 0.075 0.25
              emission = 1.0 1.0
              speed = 0.0 0.35
              speed = 1.0 1.0
            }
        }
    }

 

 

The sound file IonXenonLoop01 is still not running while the engine is thrusting, but that's a relatively small problem I can completely live with.

It was insufficient testing on my part. I was testing it on the launchpad deep inside the atmosphere. Testing it in vacuum returns 100% satisfactory results.:P

Thanks again for all your help and imparting some of the essential knowledge that helped me get to the root of the issue.

Edited by iFlyAllTheTime
Updated results after testing in vacuum.
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41 minutes ago, iFlyAllTheTime said:

Yay! Success. If you care to know, here's how I got it to work:

Congratulations and of cause I want it to know^^

Thanks for sharing your results :)

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