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OrianCEV

Engine not showing rocket flame or smoke

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I've been working on an engine model along with some tutorials, and for the life of me I cannot get it to show flame nor smoke, while surface affects and the actual thrust itself work fine. Here's the config file, where the problem is. I can't seem to understand the FX configurations setup.

PART
{
	\\==General Parameters===
	name = liquidEngineTE2
	module = Part
	author = OrionKerman
	mesh = model.mu
	scale = 1
	rescaleFactor = 1.0
	category = Engine
	subcategory = 0
	TechRequired = generalRocketry
	entryCost = 5000
	cost = 3000
	title = TE2 Test Engine 2
	manufacturer = Arcanoid Aeronautics and Brass Instruments
	description = A lovely little number from the people who usually bring you brass instruments. runs on valve oil and air.
	stagingIcon = LIQUID_ENGINE
	bulkheadProfiles = size1
	tags = ascent main propuls
	\\===Effect Parameters====
	fx_exhaustFlame_blue = 0.0, -0.67, 0.0, 0.0, 1.0, 0.0, 1 running
	fx_exhaustLight_blue = 0.0, -0.67, 0.0, 0.0, 1.0, 0.0, 1 running
	fx_smokeTrail_light = 0.0, -2.68, 0.0, 0.0, 1.0, 0.0, 1 running
	fx_exhaustSparks_flameout = 0.0, 0.67, 0.0, 0.0, 1.0, 0.0, 1 flameout
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	\\==Physical Parameters===
	node_stack_top = 0.0, .017, 0.0, 0.0, 1.0, 0.0, 1
	node_stack_bottom = 0.0, -.88, 0.0, 0.0, -1.0, 0.0, 1
	attachRules = 1,0,1,1,0
	mass = 0.35
	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
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	\\========Modules=========
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 650
		heatProduction = 192
		fxOffset = 0, 0, 1.2
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 1.05
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 320
			key = 1 280
			key = 6 0.001

		}
	}

	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = HeatAnimationEmissive
		responseSpeed = 0.001
		dependOnEngineState = True
		dependOnThrottle = True
	}
	
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 7
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.5
		maxDistance = 30
		falloff = 1.5
		thrustTransformName = thrustTransform
	}
}

thanks.

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I would suggest you check :https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleEnginesFX

When you work with ModuleEnginesFX, the effect of the engine is controlled by EFFECTS

EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
				
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

You could go through different engines in KSP to check different effect or make your own with KSP particle emitter.

 

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On 4/4/2019 at 10:26 AM, flywlyx said:

I would suggest you check :https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleEnginesFX

When you work with ModuleEnginesFX, the effect of the engine is controlled by EFFECTS


EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 0.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
				
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.6
				pitch = 0.05 0.8
				pitch = 1.0 1.5
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

You could go through different engines in KSP to check different effect or make your own with KSP particle emitter.

 

Thanks, however I'm still confused on one thing, how come so many different engines generate their effects differently? for instance, the LV909 doesn't even have a engineFX module.

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20 hours ago, OrianCEV said:

Thanks, however I'm still confused on one thing, how come so many different engines generate their effects differently? for instance, the LV909 doesn't even have a engineFX module.

Note that except for the [airplane engines; the most powerful of the rockets; the tiny rockets] all the stock engines use the same barebones plume. The airplane engines and the big rockets (Vector, Rhino, Mammoth) use ModuleEnginesFX and link to the special plumes through EFFECTS{} --> effectNode (running* ...can be any name) {} --> MODEL_MULTI_PARTICLE{}.

Engines that use ModuleEnginesFX don't need the array of fx_whatever = status or sound_whatever = status keys found at the top of the config. ModuleEnginesFX requires the companion keys such as runningEffectName = effectNode; powerEffectName = effectNode, (usually just runningEffectName) in order to connect to them.

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