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A.P.U.S. Aerospace Passenger and Utility System


NESD
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On 5/31/2020 at 11:29 AM, NESD said:

Now I`m still working with aero parts as you can see in post above, current work is a Clipper wings

also main part now have removable nose and parachute cover with attach nodes inside

At this moment no textures, no parachutes and need lot of work with aerodynamics (and still not fixed problem with very soft  modular wing attach)

i'm really happy to have some news, nice to see you working on it. Clipper wings are going to be awesome.

And... idk but if you need any help don't hesitate to ask, you probably more like to work alone but some people could maybe solve those "problem"

Anyway many thanks for you're work :prograde:

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  • 3 weeks later...
  • 2 weeks later...

Just an FYI, the new version v1.10 of KSP pukes all over your mod. The partsloader complains dramatically about all your parts not having dragcubes in the log.

KSP stalls on APUS assets as a result.

I had to revert back to v1.9.1 since I'm not willing to part with any of my mods.

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On 7/1/2020 at 3:48 PM, SkiRich said:

Just an FYI, the new version v1.10 of KSP pukes all over your mod. The partsloader complains dramatically about all your parts not having dragcubes in the log.

KSP stalls on APUS assets as a result.

I had to revert back to v1.9.1 since I'm not willing to part with any of my mods.

Do they not load, or is it just complaining?

Many mods don't have drag cubes on the parts.  The game merely says that they aren't there, but if you read a bit further, you'd see:

Quote

[DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.

It generates new cubes.

I loaded it up, and while I didn't do much, everything loaded.

@NESD I don't think there is an issue here

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11 minutes ago, linuxgurugamer said:

Do they not load, or is it just complaining?

Many mods don't have drag cubes on the parts.  The game merely says that they aren't there, but if you read a bit further, you'd see:

It generates new cubes.

I loaded it up, and while I didn't do much, everything loaded.

@NESD I don't think there is an issue here

I guess I was too impatient. KSP with all my mods takes about 5 minutes to load, which with 160 mods is fantastic.

v1.10 was stalled on the APUS stuff, one in particular, although I cant remember what and the log is gone now was on 30 minutes and counting, so I just restored my old version of KSP and all was good.

Could be just me then, or me with all the other stuff adding latency to the process. 

Is this a one time deal to create these drag cubes?  So say I let it run overnight, will subsequent loads just use cache or something like that?

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1 hour ago, SkiRich said:

I guess I was too impatient. KSP with all my mods takes about 5 minutes to load, which with 160 mods is fantastic.

v1.10 was stalled on the APUS stuff, one in particular, although I cant remember what and the log is gone now was on 30 minutes and counting, so I just restored my old version of KSP and all was good.

Could be just me then, or me with all the other stuff adding latency to the process. 

Is this a one time deal to create these drag cubes?  So say I let it run overnight, will subsequent loads just use cache or something like that?

There was probably another mix of mods causing the problem.

They get recreated every time you start the game.

For me, just took a minute or so to load in a minimal game

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  • 1 month later...

@linuxgurugamer  It still have some issues, and huge aerodynamic drag, one of this

 

@SkiRich  

Quote

5 minutes to load, which with 160 mods

"jealous Nesd`s noizes"   16gb ram+old i7  only 2 DLCs, Near Future, Restock,  and my mods, no other heavy things, I can go to kitchen and make some coffee at first KSP launch in the day

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4 hours ago, NESD said:

@linuxgurugamer  It still have some issues, and huge aerodynamic drag, one of this

I'm rather busy, but if you have a list of issues, I can take a look.  Be specific if you can, so I don't have to spend time trying to figure out what's going on.  While it may be too much to ask for, save files set up with  a scenerio for a specific issue would be useful (this suggestion is for everybody)

4 hours ago, NESD said:

"jealous Nesd`s noizes"   16gb ram+old i7  only 2 DLCs, Near Future, Restock,  and my mods, no other heavy things, I can go to kitchen and make some coffee at first KSP launch in the day

For your testing, remove ReStock, and any other non-essential mod.  I'd recommend setting up a new install with only the mods needed to test.  You can also remove large swaths of parts from stock, it really only needs a cubic strut to load.

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  • 7 months later...

Its really good to see a people who still believe in this "slightly" outdated mod

unfortunately I`m not a linuxgurugamer or nerthea, and don`t live 25 hours per day in kerbal universe

I`m happy if I have some hours in week to do something for KSP , but THIS mod need a lot of work (and some REwork)

so update with new parts can take some (a lot of) time

 

Now I`m working with updates for my other mods

3AIA8ZQ.png

Yep, it was being planned to 12.04, but still have some  things to fix

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May 5/2021 8pm est.  New version! More effecient config, added Rstock support for RCS, New template file.

Same offer @NESD Yours if you want it.

OtsVa57.png?1

fmohQ7s.png

This is my favorite medium size shuttle mod. Seems to work ok to me. I made a couple patches to update the plumes.

In this one The BBQ-150 has a new moduleEnginesFX plume, it mostly looks like an RS plume IMO. I took the liberty of buffing SL ISP a bit, and added a small alternator. If you have waterfall installed, I converted to CH4. See file for details.

To install: either create a patches folder for them. Like mine 'GameData/Mypatches/waterfall/Templates{patch files} or in the mod dir with the same structure. I don't remember how deep you can nest a file structure before MM says no. But I've done it. If you have a patch folder already in a mod just use it instead of making a waterfall dir. If not it's ok to make one.

Spoiler



//apus-eng150~125CH4-WF.cfg

// Update APU_SHuttle parts to ModuleEnginesFX/Waterfall
// Author: Snkiz

@PART[nesdMS-Eng150]:NEEDS[APUS_Shuttle]
{
  // Removes the old effects
  !fx_exhaustFlame_blue = DELETE
  !fx_exhaustLight_blue = DELETE
  //!fx_smokeTrail_light = DELETE
  !fx_exhaustSparks_flameout = DELETE
  !sound_vent_medium = DELETE
  !sound_rocket_hard = DELETE
  !sound_vent_soft = DELETE
  !sound_explosion_low = DELETE
  @description ^= :$: Updates & tweaks by Snkiz. Update to new engineFX, denerfed SL ISP, added an alternator.:
  //Covered by new effects
  !heatConductivity = DELETE 
  //Add New effects block
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE  //Stock prfabs are broken. This is why the vector has custom transform 
					   //anchors in the model.
			//{
			//	prefabName = fx_smokeTrail_light
			//	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, 0.7
			//}
			MODEL_MULTI_PARTICLE
			{
				//modelName = Squad/FX/ks25_Exhaust
				modelName = Squad/FX/hydroLOXFlame
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.1 0.5
				emission = 1.0 1.0
				speed = 0.0 0.8
				speed = 1.0 1.0
				localPosition = 0, 0, 0.85
			}
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			//PREFAB_PARTICLE  //Stock prfabs are broken. This is why the vector has custom transform
					   //anchors in the model.
			{
				modelName = Squad/FX/shockExhaust_blue_small
				//prefabName = fx_exhaustFlame_blue_small
				//transformName = thrustTransformYup
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.1 0.5
				emission = 0.5 2.5
				emission = 1.0 1.0
				speed = 0.0 0.5
				speed = 1.0 0.8
				//localOffset = 0, 0, 0.85
				localPosition = 0, 0, 0.65
			}
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	@MODULE[ModuleEngines*]
	{
		@name = ModuleEnginesFX
		%runningEffectName = running_closed
		%powerEffectName = shockDiamond
		@heatProduction = 125 //Was a little low.
		@fxOffset = 0, 0, 0.85
		@exhaustDamageDistanceOffset = 0.85
		!atomsphereCurve {}
		atmosphereCurve
		{
			key = 0 315
			key = 1 285
			key = 10 0.001
		}
	}
  MODULE
  {
      name = ModuleAlternator //There was no alternator, let's fix that.
      RESOURCE
 	{
	    name = ElectricCharge
	    rate = 2.0
	}
  }
  @MODULE[ModuleGimbal]
  {
      @gimbalRange = 8 //Moar Gimbal!
  }
}

@PART[nesdMS-Eng150]:NEEDS[Waterfall]:FOR[APUS_Shuttle]
{
  !fx_smokeTrail_light = DELETE
  //change to make a kebal scale half 'micro'raptor out of it with RS dynamic nozzle. Just becuase.
  @description ^= :$: ~Waterfall Detected~ Since the orignal stats were already closer to a kerbalized 'microraptor' rather then an 'RS12'. I tweaked the stats and gave it a raptor plume. Plume by Waterfall.:
  @mass = 0.68  
  // Removes the stock effect block, and replace it with one that has no particles and Rrrr! sounds.
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = Waterfall/Sounds/ZorgSounds/engage_raptor
        volume = 0.8
        pitch = 1.1
        loop = false
      }
    }
    disengage
    {
        AUDIO
        {
          channel = Ship
          clip = sound_vent_soft
          volume = 0.7
          pitch = 2.2
          loop = false
        }
    }
    flameout
    {
      AUDIO
      {
        channel = Ship
        clip = sound_explosion_low
        volume = 0.9
        pitch = 2.2
        loop = false
      }
    }
    fx-microraptor-running
    {
     AUDIO
      {
        channel = Ship
        clip = Waterfall/Sounds/ZorgSounds/loop_raptor_sealevel
        volume = 0.0 0.0
        volume = 1.0 0.8
        pitch = 0.0 1.1
        pitch = 1.1 1.1
        loop = true
      }
    }
  }
  @MODULE[ModuleEngines*]
  {
     %engineID = E150
     %runningEffectName = fx-microraptor-running
     !powerEffectName = DELETE
     //Ajusted thrust to slighty better then half a raptor. (after scaling to kerbal MH.) 
     //Smaller engine, higher pressure tolerance.
     @maxThrust = 125
     !atmosphereCurve {}
     atmosphereCurve
     	{
		key = 0 330 //Here's the thing just shrinking it using sane kebal values (380~305 for the 
			    //record) doesn't work because Keralox based engines in ksp are buffed. Methane 
			    //should be inbetwwen RP1 and H2(295/310 & 320/355 in ksp. The vector is just
			    //bad) So here we are.
		key = 1 280 //It's the same here. Kerbal values (330~264) won't work for sl-raptor. This 				    //number is a little more padded, the magic of varible nozzles a-la RS-25. 
		key = 10 0.001
	}
  }
    MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name and should be unique in the config. 
    // It will also be used for UI display
    moduleID = microraptorFX
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      // This links the effects to a given ModuleEngines. 
      // If not found or not specified, it will use the first one it finds
      engineID = E150
      responseRateUp = 0.03
      responseRateDown = 0.2
    }
	CONTROLLER
    {
      name = randomshock1
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 5
	  seed = 1
    }
	CONTROLLER
    {
      name = randomshock2
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 8
	  seed = 10
    }
	CONTROLLER
    {
      name = randomshock3
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 5
	  seed = 100
    }
   
    TEMPLATE
    {
      templateName = waterfall-methalox-lower-raptor-1
      overrideParentTransform = thrustTransform
      scale = 0.48,0.48,0.42
      rotation = 0,0,0
      position = 0,0,0.72
    }
	
    TEMPLATE
    {
      templateName = waterfall-methalox-upper-raptor-1
      overrideParentTransform = thrustTransform
      scale = 0.46,0.46,0.4
      rotation = 0,0,0
      position = 0,0,0.71
    }
  }  
}

 

and this one I Adapted and tweaked the rcs plumes from StockWaterfallEffects and Restock.

 

Spoiler


//apus-RCS-WF.cfg

// Add Waterfall/ ReStock(not rqrd.) and StockWaterfallEffects support APU_SHuttle parts. It is safe to have bolth.
// Author: Snkiz

@PART[nesdMSrcs*]:NEEDS[Waterfall]:HAS[@MODULE[ModuleRCSFX]]:FOR[APUS_Shuttle]
{
  @description ^= :$:. Tweaks by Snkiz. Adapted from StockWaterfallEffects. Plume by Waterfall.:
  // Removes the stock effect block, and replace it with one that has no particles
  !EFFECTS {}
  EFFECTS
  {
    running
    {
      AUDIO_MULTI_POOL
      {
        channel = Ship
        transformName = RCSthruster
        clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor
        volume = 0.0 0.0
        volume = 0.15 0.0
        volume = 0.6 0.05
        volume = 1.1 0.2
        pitch = 1.4
        loop = true
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = RCSBlockFX	// This is a custom name
    engineID = basicEngine	// This links the effects to a given ModuleEngines

    // List out all controllers we want available
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = rcs
      linkedTo = rcs
      thrusterTransformName = RCSthruster
    }
    TEMPLATE
    {
      // This is the name of the template to use
      templateName = waterfall-hydrazine-rcs-jet-1
      overrideParentTransform = RCSthruster
	  position = 0, -0.025, 0
	  rotation = 0, 0, 180
	  scale = 1.1, 0.95, 1.1
    }
  }   
}
	@PART[nesdMSrcs*]:NEEDS[APUS_Shuttle&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL
	{
	  @MODULE[ModuleWaterfallFX]
	  {
		CONTROLLER
		{
			name = R1
			linkedTo = random
			noiseType = perlin
			scale = 1
			minimum = 0
			speed = 12
			seed = 1
		}	
	    @TEMPLATE
	    {
	      @templateName = stock-rcs-jet-2
		  @position = 0, -0.025, 0
		  @rotation = 0, 0, 180
		  @scale = 1.1, 0.95, 1.1
	    }
	  }
	} 

 

And now there's a template to go with it. It needs to live in a folder called 'Templates' in the same dir as the patch. be that in the mod dir or  a dedicated patch folder.

Spoiler



//waterfall-hydrazine-rcs-jet-1.cfg

EFFECTTEMPLATE
{
	templateName = waterfall-hydrazine-rcs-jet-1
	EFFECT
	{
		name = plume
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.05,1.3,0.05
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.933333337,0.709803939,0.709803939,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 6.06665754
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.26082826
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 1.71888626
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 137.499786
				}
				FLOAT
				{
					floatName = _TileX
					value = 5
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.707776666
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.00999999978
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 8 0 0
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = core
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.05,1.3,0.05
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.913725495,0.701960802,0.701960802,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 4.65110397
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.26082826
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 1.71888626
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 128.399796
				}
				FLOAT
				{
					floatName = _TileX
					value = 4
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -1.01110959
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.783609867
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.556110263
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 5 0 0
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = plume2
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.0700000003,2,0.0700000003
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.90196079,0.760784328,0.592156887,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.02221918
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.86000562
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 5.30333281
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 132.444244
				}
				FLOAT
				{
					floatName = _TileX
					value = 6
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.80777669
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.101110943
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.0353888348
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 2.62888479
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 2.60111094
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 5 0 0
				key = 1 1 0 0
			}
		}
	}
}

 

PS. These are not in a zip because then I would have to licence them. I don't agree with that. I'm configuring API's here, I haven't created anything.  The intention was to offer them to NESD for inclusion  the next time he gets back to the forums. Til then, they are here, free for taking.

Edited by snkiz
Pics or it didn't happen. More better version. Instructions unclear..
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On 5/4/2021 at 12:39 AM, snkiz said:

May 5/2021 8pm est.  New version! More effecient config, added Rstock support for RCS, New template file.

Same offer @NESD Yours if you want it.

OtsVa57.png?1

fmohQ7s.png

This is my favorite medium size shuttle mod. Seems to work ok to me. I made a couple patches to update the plumes.

In this one The BBQ-150 has a new moduleEnginesFX plume, it mostly looks like an RS plume IMO. I took the liberty of buffing SL ISP a bit, and added a small alternator. If you have waterfall installed, I converted to CH4. See file for details.

  Reveal hidden contents

//apus-eng150~125CH4-WF.cfg

// Update APU_SHuttle parts to ModuleEnginesFX/Waterfall
// Author: Snkiz

@PART[nesdMS-Eng150]:NEEDS[APUS_Shuttle]
{
  // Removes the old effects
  !fx_exhaustFlame_blue = DELETE
  !fx_exhaustLight_blue = DELETE
  //!fx_smokeTrail_light = DELETE
  !fx_exhaustSparks_flameout = DELETE
  !sound_vent_medium = DELETE
  !sound_rocket_hard = DELETE
  !sound_vent_soft = DELETE
  !sound_explosion_low = DELETE
  @description ^= :$: Updates & tweaks by Snkiz. Update to new engineFX, denerfed SL ISP, added an alternator.:
  //Covered by new effects
  !heatConductivity = DELETE 
  //Add New effects block
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			//PREFAB_PARTICLE  //Stock prfabs are broken. This is why the vector has custom transform 
					   //anchors in the model.
			//{
			//	prefabName = fx_smokeTrail_light
			//	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, 0.7
			//}
			MODEL_MULTI_PARTICLE
			{
				//modelName = Squad/FX/ks25_Exhaust
				modelName = Squad/FX/hydroLOXFlame
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.1 0.5
				emission = 1.0 1.0
				speed = 0.0 0.8
				speed = 1.0 1.0
				localPosition = 0, 0, 0.85
			}
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			//PREFAB_PARTICLE  //Stock prfabs are broken. This is why the vector has custom transform
					   //anchors in the model.
			{
				modelName = Squad/FX/shockExhaust_blue_small
				//prefabName = fx_exhaustFlame_blue_small
				//transformName = thrustTransformYup
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.1 0.5
				emission = 0.5 2.5
				emission = 1.0 1.0
				speed = 0.0 0.5
				speed = 1.0 0.8
				//localOffset = 0, 0, 0.85
				localPosition = 0, 0, 0.65
			}
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	@MODULE[ModuleEngines*]
	{
		@name = ModuleEnginesFX
		%runningEffectName = running_closed
		%powerEffectName = shockDiamond
		@heatProduction = 125 //Was a little low.
		@fxOffset = 0, 0, 0.85
		@exhaustDamageDistanceOffset = 0.85
		!atomsphereCurve {}
		atmosphereCurve
		{
			key = 0 315
			key = 1 285
			key = 10 0.001
		}
	}
  MODULE
  {
      name = ModuleAlternator //There was no alternator, let's fix that.
      RESOURCE
 	{
	    name = ElectricCharge
	    rate = 2.0
	}
  }
  @MODULE[ModuleGimbal]
  {
      @gimbalRange = 8 //Moar Gimbal!
  }
}

@PART[nesdMS-Eng150]:NEEDS[Waterfall]:FOR[APUS_Shuttle]
{
  !fx_smokeTrail_light = DELETE
  //change to make a kebal scale half 'micro'raptor out of it with RS dynamic nozzle. Just becuase.
  @description ^= :$: ~Waterfall Detected~ Since the orignal stats were already closer to a kerbalized 'microraptor' rather then an 'RS12'. I tweaked the stats and gave it a raptor plume. Plume by Waterfall.:
  @mass = 0.68  
  // Removes the stock effect block, and replace it with one that has no particles and Rrrr! sounds.
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = Waterfall/Sounds/ZorgSounds/engage_raptor
        volume = 0.8
        pitch = 1.1
        loop = false
      }
    }
    disengage
    {
        AUDIO
        {
          channel = Ship
          clip = sound_vent_soft
          volume = 0.7
          pitch = 2.2
          loop = false
        }
    }
    flameout
    {
      AUDIO
      {
        channel = Ship
        clip = sound_explosion_low
        volume = 0.9
        pitch = 2.2
        loop = false
      }
    }
    fx-microraptor-running
    {
     AUDIO
      {
        channel = Ship
        clip = Waterfall/Sounds/ZorgSounds/loop_raptor_sealevel
        volume = 0.0 0.0
        volume = 1.0 0.8
        pitch = 0.0 1.1
        pitch = 1.1 1.1
        loop = true
      }
    }
  }
  @MODULE[ModuleEngines*]
  {
     %engineID = E150
     %runningEffectName = fx-microraptor-running
     !powerEffectName = DELETE
     //Ajusted thrust to slighty better then half a raptor. (after scaling to kerbal MH.) 
     //Smaller engine, higher pressure tolerance.
     @maxThrust = 125
     !atmosphereCurve {}
     atmosphereCurve
     	{
		key = 0 330 //Here's the thing just shrinking it using sane kebal values (380~305 for the 
			    //record) doesn't work because Keralox based engines in ksp are buffed. Methane 
			    //should be inbetwwen RP1 and H2(295/310 & 320/355 in ksp. The vector is just
			    //bad) So here we are.
		key = 1 280 //It's the same here. Kerbal values (330~264) won't work for sl-raptor. This 				    //number is a little more padded, the magic of varible nozzles a-la RS-25. 
		key = 10 0.001
	}
  }
    MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name and should be unique in the config. 
    // It will also be used for UI display
    moduleID = microraptorFX
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      // This links the effects to a given ModuleEngines. 
      // If not found or not specified, it will use the first one it finds
      engineID = E150
      responseRateUp = 0.03
      responseRateDown = 0.2
    }
	CONTROLLER
    {
      name = randomshock1
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 5
	  seed = 1
    }
	CONTROLLER
    {
      name = randomshock2
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 8
	  seed = 10
    }
	CONTROLLER
    {
      name = randomshock3
      linkedTo = random
	  noiseType = perlin
	  scale = 1
	  speed = 5
	  seed = 100
    }
   
    TEMPLATE
    {
      templateName = waterfall-methalox-lower-raptor-1
      overrideParentTransform = thrustTransform
      scale = 0.48,0.48,0.42
      rotation = 0,0,0
      position = 0,0,0.72
    }
	
    TEMPLATE
    {
      templateName = waterfall-methalox-upper-raptor-1
      overrideParentTransform = thrustTransform
      scale = 0.46,0.46,0.4
      rotation = 0,0,0
      position = 0,0,0.71
    }
  }  
}

 

and this one I Adaped and tweaked the rcs plumes from StockWaterfallEffects and Restock.

 

  Reveal hidden contents

//apus-RCS-WF.cfg

// Add Waterfall/ ReStock(not rqrd.) and StockWaterfallEffects support APU_SHuttle parts. It is safe to have bolth.
// Author: Snkiz

@PART[nesdMSrcs*]:NEEDS[Waterfall]:HAS[@MODULE[ModuleRCSFX]]:FOR[APUS_Shuttle]
{
  @description ^= :$:. Tweaks by Snkiz. Adapted from StockWaterfallEffects. Plume by Waterfall.
  // Removes the stock effect block, and replace it with one that has no particles
  !EFFECTS {}
  EFFECTS
  {
    running
    {
      AUDIO_MULTI_POOL
      {
        channel = Ship
        transformName = RCSthruster
        clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor
        volume = 0.0 0.0
        volume = 0.15 0.0
        volume = 0.6 0.05
        volume = 1.1 0.2
        pitch = 1.4
        loop = true
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = RCSBlockFX	// This is a custom name
    engineID = basicEngine	// This links the effects to a given ModuleEngines

    // List out all controllers we want available
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = rcs
      linkedTo = rcs
      thrusterTransformName = RCSthruster
    }
    TEMPLATE
    {
      // This is the name of the template to use
      templateName = waterfall-hydrazine-rcs-jet-1
      overrideParentTransform = RCSthruster
	  position = 0, -0.025, 0
	  rotation = 0, 0, 180
	  scale = 1.1, 0.95, 1.1
    }
  }   
}
	@PART[nesdMSrcs*]:NEEDS[APUS_Shuttle&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL
	{
	  @MODULE[ModuleWaterfallFX]
	  {
		CONTROLLER
		{
			name = R1
			linkedTo = random
			noiseType = perlin
			scale = 1
			minimum = 0
			speed = 12
			seed = 1
		}	
	    @TEMPLATE
	    {
	      @templateName = stock-rcs-jet-2
		  @position = 0, -0.025, 0
		  @rotation = 0, 0, 180
		  @scale = 1.1, 0.95, 1.1
	    }
	  }
	} 

 

And now there's a template to go with it. It needs to live in a folder called 'Templates' in the same dir as the patch. be that in the mod dir or  a dedicated patch folder.

  Reveal hidden contents

//waterfall-hydrazine-rcs-jet-1.cfg

EFFECTTEMPLATE
{
	templateName = waterfall-hydrazine-rcs-jet-1
	EFFECT
	{
		name = plume
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.05,1.3,0.05
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.933333337,0.709803939,0.709803939,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 6.06665754
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.26082826
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 1.71888626
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 137.499786
				}
				FLOAT
				{
					floatName = _TileX
					value = 5
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.707776666
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.00999999978
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 8 0 0
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = core
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.05,1.3,0.05
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.913725495,0.701960802,0.701960802,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 4.65110397
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.26082826
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 1.71888626
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 128.399796
				}
				FLOAT
				{
					floatName = _TileX
					value = 4
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -1.01110959
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.783609867
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.556110263
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 5 0 0
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = plume2
		parentName = RCSthruster
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 0.0700000003,2,0.0700000003
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.90196079,0.760784328,0.592156887,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.66221333
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.02221918
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.86000562
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 5.30333281
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 132.444244
				}
				FLOAT
				{
					floatName = _TileX
					value = 6
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.545000732
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.80777669
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.101110943
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.0353888348
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 2.62888479
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 2.60111094
				}
			}
		}
		FLOATMODIFIER
		{
			name = brightNess
			controllerName = rcs
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = expando
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 5 0 0
				key = 1 1 0 0
			}
		}
	}
}

 

 

Nice plumes, which file location do I drop these under? 

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5 hours ago, RayPing said:

Nice plumes, which file location do I drop these under?

I keep them in a patches folder but you can put them in the mod dir. The template file needs to be in a folder named 'Templates' in the same dir.

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32 minutes ago, NESD said:

I don`t have Waterfall, and cant check it.

I am aware of the potato status of your rig. Nerta says it runs better then the stock effects, you should consider trying it out. I would honored for you to link them. I slightly was worried I might have offended you with my tweaks. I think my logic is sound. the only thing really op about it, is it's compat and surface attachable. But that's why they are awesome.  

Almost forgot the engine config will work on stock. Using the newer moduleEngineFx. I don't know if that was clear.

Edited by snkiz
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2 hours ago, SpaceFace545 said:

Waterfall really does run better, your game also doesn’t lag out if you look at the plumes like with realplume 

Your mileage may vary. For me, waterfall's plumes run worse than stock's if they're complex, esp if you're looking right at them.

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