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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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Hey Nazari, I understand we've discussed this, but just for everyone else's benenfit:

It would be neat to have a ModuleManager hook for HotRockets, so that other addon packs can do dependency checking before applying their own HR patches. Case in point - my SDHI comes bundled with a HR patch, but for users who don't have HR installed, my patch will get applied anyway (stripping the stock effects and then not finding the non-existent HR effects).

You may want to touch base with sarbian, since he's the author of MM.

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Correct. Now, if HotRockets shipped in a folder named HotRockets (rather than MP_Nazari along with other mods) you could do that already: MM does support NEEDS[] checking for folders in GameData.

The ways MM adds a mod name to its list of installed mods is:

1. Assembly of that name (like RealFuels.dll)

2. FOR[] of that name (like RealismOverhaul)

3. Folder of that name in GameData.

Note that which way a mod name gets added does have effects on patch application order, but that's not relevant to this case thankfully.

You can try it out right now with NEEDS[MP_Nazari] btw

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Correct. Now, if HotRockets shipped in a folder named HotRockets (rather than MP_Nazari along with other mods) you could do that already: MM does support NEEDS[] checking for folders in GameData.

The ways MM adds a mod name to its list of installed mods is:

1. Assembly of that name (like RealFuels.dll)

2. FOR[] of that name (like RealismOverhaul)

3. Folder of that name in GameData.

Note that which way a mod name gets added does have effects on patch application order, but that's not relevant to this case thankfully.

You can try it out right now with NEEDS[MP_Nazari] btw

I experimented with NEEDS[MP_Nazari] yesterday, didn't seem to work. Need to investigate further...

EDIT: Confirmed that this method works - the patch now only applies if the MP_Nazari folder is detected. Thanks Nate!

Edited by sumghai
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Here is new *.cfg for KW Rocketery v2.6c:

Spoiler

@PART[KW1mengineWildCatV] //KW ROcketry Wildcat V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW1mengineVestaVR1] //KW ROcketry Vesta VR1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW2mengineVestaVR9D] //KW ROcketry Vesta VR9D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

-PREFAB_PARTICLE

{

@name = Flame2

}

-PREFAB_PARTICLE

{

@name = Smoke2

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW1mengineMaverick1D] //KW ROcketry Maverick 1D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

@name = smoke1

}

-PREFAB_PARTICLE

{

@name = smoke2

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW3mengineWildcarXR] //KW ROcketry Wildcat-XR

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW3mengineTitanT1] //KW ROcketry TitanT1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW2mengineGriffonG8D] //KW ROcketry Griffon G8D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW3mengineGriffonXX] //KW ROcketry Griffon XX

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW2mengineMaverickV] //KW ROcketry Maverick V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

@name = smoke1

}

-PREFAB_PARTICLE

{

@name = smoke2

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW2mengineSPS] // KW Rocketry Service Propulsion System

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelowkw

modelName = MP_Nazari/FX/KWflamelow

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeI]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamebooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 0.5 // Rescale the particles to +0%

size = 1.0 0.5 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeVI]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = flame1

}

-PREFAB_PARTICLE

{

@name = bigsmoke

}

-PREFAB_PARTICLE

{

@name = flame2

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.42 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.7 // Rescale the particles to +0%

size = 1.0 0.7 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeV]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = flame1

}

-PREFAB_PARTICLE

{

@name = bigsmoke

}

-PREFAB_PARTICLE

{

@name = flame2

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.54 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.79 // Rescale the particles to +0%

size = 1.0 0.79 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeX2]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.75

emission = 1.0 1.65

speed = 0.0 1.98

speed = 1.0 1.45

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.54 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.86 // Rescale the particles to +0%

size = 1.0 0.86 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.5 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeX]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.65

emission = 1.0 1.52

speed = 0.0 1.98

speed = 1.0 1.45

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.44 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.78 // Rescale the particles to +0%

size = 1.0 0.78 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.1 // Curve for emission like stock

emission = 1.0 1.2 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeX5]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeX10L]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KWsrbGlobeX10S]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW5mengineGriffonC] //KW5mengineGriffonC

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 2.21

emission = 1.0 4.5

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.5 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[KW5mengineTitanV] //KW5mengineTitanV

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 2.21

emission = 1.0 4.3

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.3 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = NozzleTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.4 // Curve for emission like stock

emission = 1.0 1.1 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // Same for energy

speed = 0.0 1.0 // And speed

speed = 1.0 0.8 // And speed

grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )

scale = 0.0 1.0 // Rescale the emitters to +0%

scale = 1.0 1.0 // Rescale the emitters to +0%

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters

size = 0.0 1.0 // Rescale the particles to +0%

size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // Collision active or not

collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface

fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************

// From here the value are not the default anymore.

// ***************

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale

{

mach = 0.0 1.0

mach = 0.8 1.0 // don't display until mach .8

mach = 1.0 1.0

density = 1.0 1.0

density = 0.4 1.0 // don't display over .4 atmo

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0 // and stop under .001

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

Replace the old *.cfg with this. (*.cfg don't change original sounds from KW)

If there are some licence issue,(i'm not english speaking)please inform me.If you(Nazri1380) think this is good enough,you can include *.cfg in yours edition.

Edited by sebi.zzr
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Here is new *.cfg for KW Rocketery v2.6c:

<snipped>

Replace the old *.cfg with this. (*.cfg don't change original sounds from KW)

Would the lack of this .CFG be why my rockets are permanently showing effects prelaunch, during operation after running out of fuel and after seperation? yet otherwise operate normally?

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Would the lack of this .CFG be why my rockets are permanently showing effects prelaunch, during operation after running out of fuel and after seperation? yet otherwise operate normally?

Definitely yes.

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Would the lack of this .CFG be why my rockets are permanently showing effects prelaunch, during operation after running out of fuel and after seperation? yet otherwise operate normally?
Definitely yes.

No. The lack of a HotRockets KW cfg will give you the effects that come with KW Rocketry.

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Would the lack of this .CFG be why my rockets are permanently showing effects prelaunch, during operation after running out of fuel and after seperation? yet otherwise operate normally?

As mentioned, no, the lack of the .cfg file will simply mean that you use the default KW Rocketry effects.

Most likely, you are seeing permanently on effects due to an older version of Hot Rockets being used. Are you sure you are using the latest version?

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Has anyone else had some trouble getting the prelaunch effects working? They're working on some rockets, but not others. Just using the stock rockets, for example, the Skipper has them, the Mainsail does not. None of the three ARM engines do. It's... very odd. I can't tell from the code if that's by design or not.

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As mentioned, no, the lack of the .cfg file will simply mean that you use the default KW Rocketry effects.

Most likely, you are seeing permanently on effects due to an older version of Hot Rockets being used. Are you sure you are using the latest version?

The MP_Nazari folder does not contain a version number, but I installed it on the 6th August so I think its the latest one, Smokescreen however (I think that it is related to this) there is a new version out in the Smokescreen thread that is a higher version than bundled with HotRockets. I am currently using the bundled one.

I am using the 64bit KSP version btw.

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The MP_Nazari folder does not contain a version number, but I installed it on the 6th August so I think its the latest one, Smokescreen however (I think that it is related to this) there is a new version out in the Smokescreen thread that is a higher version than bundled with HotRockets. I am currently using the bundled one.

I am using the 64bit KSP version btw.

Do you have 2 cfg for the same pack running, Have seen that if some have the new stock FX and hotrockets on the same engine it can show both at the same time, Have you try'ed this KW http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=1337183&viewfull=1#post1337183

EDIT- Think KW just change there FX to the new stock one's so with hotrockets installed also it would show both one will show all the time and then one with the engine running.

Edited by Mecripp2
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Hello, I just installed a new copy of kerbal and I too have the always on effects. The odd thing is though, the always on effect appears to be the same effect for all engines, while the actually on changes like it should. It's the oddest thing. It isn't so annoying on the launchpad, but it ruins immersion in space.

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Which Hotrockets Zip file did you download?

7.24 is the one I got. I think I used your mediafire download. It is only for some items and not all of them. I'm going to do a test in sandbox to see which ones do it and which ones don't.

EDIT:

It appears to be all the kw_rocketry items with 4 exceptions. Two engines the Griffon Century and the Titan V, and two SRBs the X105 Thor II and the X-10L Thor II. Other than those 4 all the other KW rocketry items do it. It appears to be the same effect for all but 1 engine, the hypergolic service propulsion, I assume because it uses Mono instead of liquid/solid?

Anyways I'm going to try replacing the kw cfg. The one in the download does not match the one in the previous page here.

EDIT2:

Replacing the contents of kw_hotrockets.cfg with the contents of the one posted on the previous page seems to resolve the issue. I'm not exactly sure why, as I haven't ever looked to much into this mod.

Edited by Gaugeforever
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