Jump to content

[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)


NecroBones

Recommended Posts

Here it is, the final stage still had 300 m/s left after the circulation burn. Pretty proud of this one!

http://i.imgur.com/7EczE5h.jpg?1

That looks great! I love the fact that it both looks powerful, and yet elegantly achieves its lifting goal without a huge amount of parts. Nice.

Hi there :)

I just wanted to say thank you for this, it quickly became one of my must-have mods for KSP! I especially love the combined radial decouplers+sepatron parts! Have some rep :)

Thanks, and you're welcome! Glad you're enjoying it. :)

Link to comment
Share on other sites

Hey NecroBones, I think you've got some misspellings in your CTTpatch. I don't see any parts by the names of "SYengine5mR1", "SYSRB_25", or "SYSRB_25X". Did you mean for SYengine5mF9, SYSRB_25L, and SYSRB_25X23 to get shifted to Gigantic Rocketry?

Woops! You're right. I think I added those settings while making those parts, and ended up changing the names around before release. Some other things have changed in the mod since then as well. I've fixed it on my side, for the next update.

I changed it to move only the largest SRB, and the R5 cluster to Gigantic Rocketry, and move the R1 engine up only one step to Experimental Rocketry.

In the meantime, here's the new config:


@PART[SYengine2mR1]:NEEDS[CommunityTechTree]
{
@TechRequired = experimentalRocketry
}
@PART[SYengine5mR5]:NEEDS[CommunityTechTree]
{
@TechRequired = giganticRocketry
}
@PART[SYSRB_25X23]:NEEDS[CommunityTechTree]
{
@TechRequired = giganticRocketry
}

Link to comment
Share on other sites

Hey NecroBones,

I was playing around some more with your mod, I use hotrockets and a config made by Akira_R which changes the exhaust plumes depending on atmospheric pressure. I decided to see if I could apply this to your hotrockets config and I think it worked.

Here's the pressure config:


@PART[SYengine5mR5]:NEEDS[HotRockets] //
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{
@running_full
{
@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = fxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 2.00 // Same for energy
size = 0.0 1.50 // Rescale the particles to +0%
size = 1.0 2.00 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = fxTransform
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 1.2 // 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 1.22 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0
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
}
}
}
@running_four
{
@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = outerfxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 2.00 // Same for energy
size = 0.0 1.50 // Rescale the particles to +0%
size = 1.0 2.00 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = outerfxTransform
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 1.2 // 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 1.22 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0
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[SYengine2mR1]:NEEDS[HotRockets] //
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{

@running_closed
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = fxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 2.00 // Same for energy
size = 0.0 1.50 // Rescale the particles to +0%
size = 1.0 2.00 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = fxTransform
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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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[SYengine5mF9]:NEEDS[HotRockets] //
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{

@running_full
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = fxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 1.33 // Same for energy
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.12 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = fxTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.4 0.0 // Curve for emission like stock
emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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
}
}

}
@running_one
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = centerfxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 1.33 // Same for energy
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.12 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = centerfxTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.4 0.0 // Curve for emission like stock
emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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[SYengine5mF5]:NEEDS[HotRockets] //
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{

@running_full
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = fxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 1.33 // Same for energy
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.12 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = fxTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.4 0.0 // Curve for emission like stock
emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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
}
}

}
@running_four
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = outerfxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 1.33 // Same for energy
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.12 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = outerfxTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.4 0.0 // Curve for emission like stock
emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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[SYengine2mF1]:NEEDS[HotRockets] //
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{

@running_closed
{

@MODEL_MULTI_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
@PREFAB_PARTICLE
{
@emission,0 = 0.0 0.0
@emission,1 = 0.5 0.0
@emission,2 = 0.7 0.0
@emission,2 = 1.0 0.0
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasa4engine
transformName = fxTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.24 // Same for energy
energy = 1.0 1.33 // Same for energy
size = 0.0 1.1 // Rescale the particles to +0%
size = 1.0 1.12 // Rescale the particles to +0%
fixedEmissions = false
logGrow
{
density = 1.0 -1.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.0
density = 0.005 0.35
density = 0.0 0.55
}
emission
{
density = 1.0 1.0
density = 0.005 0.4
density = 0.0 0.1
}
energy
{
density = 1.0 1.4
density = 0.005 1.2
density = 0.0 1
}
size
{
density = 1.0 1.2
density = 0.005 0.75
density = 0.0 0.45
}
}

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = fxTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.4 0.0 // Curve for emission like stock
emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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[SYengine1mD1]:NEEDS[HotRockets] //
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.0
density = 0.005 3.0
density = 0.0 30.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.15
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.13
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 0.75
density = 0.05 0.75
density = 0.005 0.6
density = 0.0 0.45
}
}


AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
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 = false // 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.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

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
}


}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

Looks pretty sweet I think, do with it what you like. All credit goes to Akira_R who made the original config, I just copied them in your config.

Edited by 4nxs
Link to comment
Share on other sites

Hey NecroBones,

I was playing around some more with your mod, I use hotrockets and a config made by Akira_R which changes the exhaust plumes depending on atmospheric pressure. I decided to see if I could apply this to your hotrockets config and I think it worked.

Here's the pressure config:

(code block snipped)

Looks pretty sweet I think, do with it what you like. All credit goes to Akira_R who made the original config, I just copied them in your config.

Hey cool. I won't have a chance to play with it for a couple of days, but I definitely want to try that out. Thanks!

Link to comment
Share on other sites

Question: Does/will this mod contain a gigantic nuclear drive, or do I have to rely on TweakScale for that?

MRS mod has a quad-nuke (4x LV-N thrust, same ISP, but only about 3.0-3.5x heavier, 250cm part). There's also the engine-only version of the Atomic Age mod which has two engines that fill different roles, one of which is a much larger nuke engine.

Link to comment
Share on other sites

MRS mod has a quad-nuke (4x LV-N thrust, same ISP, but only about 3.0-3.5x heavier, 250cm part). There's also the engine-only version of the Atomic Age mod which has two engines that fill different roles, one of which is a much larger nuke engine.

No, I mean I'm building a ....ing gigantic spaceship and I need the queen of high-efficiency fairly-high-thrust engines.

Link to comment
Share on other sites

If I were to add more, they'd probably be along the lines of the MRS quad-nuke. SpaceY started out as just a heavy-lifter set of parts for getting your payloads into orbit, but it's evolved a little to have more utility as well, so some large nukes could work. However, I still strive to work with the stock balance as much as I can, while still extending things a bit in this mod. So it probably wouldn't be the "mother of all engines" or anything like that, more like part-count reducing, heavier nukes. But it's not high on my list at the moment since the MRS one already does that.

(of course, the MRS nuke with TweakScale would be pretty effective)

Link to comment
Share on other sites

Hey NecroBones,

I was playing around some more with your mod, I use hotrockets and a config made by Akira_R which changes the exhaust plumes depending on atmospheric pressure. I decided to see if I could apply this to your hotrockets config and I think it worked.

Here's the pressure config:

(snip)

Looks pretty sweet I think, do with it what you like. All credit goes to Akira_R who made the original config, I just copied them in your config.

Hey cool. I won't have a chance to play with it for a couple of days, but I definitely want to try that out. Thanks!

Looks pretty good! I'll probably go ahead and include it.

Link to comment
Share on other sites

Version 0.11 is up. The main things are some improvements on its integration with a couple of other mods, and some minor improvements to the 1.875m SRBs.


0.11 (2015-02-18) - Beta, minor imrpovements
- Corrected several mistakes in the Community Tech Tree patch.
- Updated the HotRockets config to have different vacuum/atmo effects.
- Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal).
- Slightly updated the texture on the 1.875m SRBs, plus other minor fixes.

Link to comment
Share on other sites

Hey NecroBones, I just wanted to give some feedback. I love the pack. I just feel that the four-nozzle SRB should have only one nozzle, ya know, realism. You should also add a SLS RS-25 Cluster (maybe call it an Biggerized KS-25 Engine Cluster or something like that). You should probably also also add a SLS main tank. I don't really like the SpaceY logo on the tanks. You should make it a toggle-able flag.

And yes, I did just say the word "also" twice in one sentence.

Edited by SpaceLaunchSystem
Link to comment
Share on other sites

Hey NecroBones, I just wanted to give some feedback. I love the pack. I just feel that the four-nozzle SRB should have only one nozzle, ya know, realism. You should also add a SLS RS-25 Cluster (maybe call it an Biggerized KS-25 Engine Cluster or something like that). You should probably also also add a SLS main tank. I don't really like the SpaceY logo on the tanks. You should make it a toggle-able flag.

Hey there, thanks for the feedback. But I should point out, there are real-world examples of 4-nozzle solid propellant engines (we had that discussion previously in the thread). Also, the SpaceY logo is just a flag decal, so it will show whatever flag you're using, and can be turned off in the VAB.

We already have large white tanks and clustered engines, so other than just a 4-way cluster specifically, what niche are you looking to fill? Or is it just the specific stylistic look that you'd like to see? I'm not opposed to adding more parts if there's a good niche to fill. But the mod also is meant to be almost like a second "ARM expansion", so I don't want to go crazy with lots of tanks and engines unless they're specifically adding something.

Edited by NecroBones
Link to comment
Share on other sites

Hey there, thanks for the feedback. But I should point out, there are real-world examples of 4-nozzle solid propellant engines (we had that discussion previously in the thread). Also, the SpaceY logo is just a flag decal, so it will show whatever flag you're using, and can be turned off in the VAB.

We already have large white tanks and clustered engines, so other than just a 4-way cluster specifically, what niche are you looking to fill? Or is it just the specific stylistic look that you'd like to see? I'm not opposed to adding more parts if there's a good niche to fill. But the mod also is meant to be almost like a second "ARM expansion", so I don't want to go crazy with lots of tanks and engines unless they're specifically adding something.

I didn't realize that the logo was a flag! I'm such an idiot! I just wanted you to add a 4-engine cluster to look like the SLS and less like the Saturn V. I also hadn't realized there were 4 nozzle solid rockets in existence.

Link to comment
Share on other sites

I didn't realize that the logo was a flag! I'm such an idiot! I just wanted you to add a 4-engine cluster to look like the SLS and less like the Saturn V. I also hadn't realized there were 4 nozzle solid rockets in existence.

Heh, no worries. :) I'm thinking of an SLS engine replacement for the stock one as well, I'm just not sure in which mod at this point. I like the SLS design in general, I just don't like the stock engine.

Link to comment
Share on other sites

Hello! Had a kind of weird behavior with the SpaceY A3-12 Adaptive Structure. I *think* it's because it's placed on top of a procedural fairing part, because if I remember correctly, something about proc fairings threw exceptions when I tried to launch the craft - but I'm not sure. Sorry I don't have a log, but I have a picture. When reloading a craft, the part goes a little crazy:

SpaceY_WeirdScaleOnLoad.png

You'll notice the scale of the part is just plain weird. The fairing beneath it is 3.75m, and the part itself is supposed to have a 3.75m base. The struts used to be on its surface.

This particular weirdness actually prevents you from launching this craft directly from the launchpad interface in the main space center screen. Just won't do it.

Anyway, I'm posting this here just in case it has something to do with your part specifically.

Reproduction (for me anyway, with lots of mods going) is easy-ish:

1. Make craft, proc fairing piece like that in it.

2. Put one of the multi-adapters on top of it, put stuff on top of that.

3. Save, reload (may or may not have to quit KSP in between for this).

Link to comment
Share on other sites

Hello! Had a kind of weird behavior with the SpaceY A3-12 Adaptive Structure. I *think* it's because it's placed on top of a procedural fairing part, because if I remember correctly, something about proc fairings threw exceptions when I tried to launch the craft - but I'm not sure. Sorry I don't have a log, but I have a picture. When reloading a craft, the part goes a little crazy:

https://dl.dropboxusercontent.com/u/59567837/SpaceY_WeirdScaleOnLoad.png

You'll notice the scale of the part is just plain weird. The fairing beneath it is 3.75m, and the part itself is supposed to have a 3.75m base. The struts used to be on its surface.

Are you using tweakscale? It looks like a problem with TweakScale's auto-scaling (which is known to have some issues). Either that or it has to be something that the proc fairings are doing, pr a bad interaction between proc fairings and tweakscale. There's nothing special about the part other than it uses a few different ModuleJettison auto shrouds. It's actually a pretty simple part, as far as both the mesh and the config for it.

Link to comment
Share on other sites

Are you using tweakscale? It looks like a problem with TweakScale's auto-scaling (which is known to have some issues). Either that or it has to be something that the proc fairings are doing, pr a bad interaction between proc fairings and tweakscale. There's nothing special about the part other than it uses a few different ModuleJettison auto shrouds. It's actually a pretty simple part, as far as both the mesh and the config for it.

Yeah, am using TweakScale, but autoscaling shouldn't be functioning at all... though since you say it, that would totally fit with what seems to be going on with the part. I'll try it with an engine as Kerbas_ad_astra recommended and see what happens.

Link to comment
Share on other sites

  • 2 weeks later...
I'l like to get this mod, as I'm a fan of bigger boosters rather than more boosters(also a fan of SpaceX), but the [WIP] tag bothers me too much; I'd rather not get a potentially unstable mod.

I wouldn't worry too much about that. Most of the parts are very stable now. I'm mainly waiting on KSP 1.0 at this point before putting the 1.0 tag on this mod as well, since I'll probably have to add some settings for the new aerodynamics model. Otherwise, the existing parts are very unlikely to change much, if at all, in the future. The exception to this would be the fairing parts (most recently added), since we don't know how KSP 1.0's aerodynamics will impact those.

This is in stark contrast to my "0-Point Inline Fairings" mod, which may have to change drastically or be scrapped completely when KSP 1.0 hits.

EDIT: I should add that KSP 1.0 might also do a big re-balance of the stock parts, which may require re-balancing these to maintain the stock-like balance. The part models won't change, but the stats might at that time.

Edited by NecroBones
Link to comment
Share on other sites

I'l like to get this mod, as I'm a fan of bigger boosters rather than more boosters(also a fan of SpaceX), but the [WIP] tag bothers me too much; I'd rather not get a potentially unstable mod.

What necrobones said :D

Ive been using both Spacy, and MRS for like... forever now :P. And have had no issues with them whatsoever. They are awesome parts.

Link to comment
Share on other sites

When using the fairings in this package, it seems like one or two of the petals always typically bounce off the payload on fairing jettison. I'm doing the jettison when coasting to apoapsis out of the atmosphere. What's the right way to stage them?

In case it matters, I'm using KJR and the Stock Bug Fix modules and a few other things. I'm not using any of the aerodynamics mods (wanted to get used to using fairings when it doesn't matter before making that switch).

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...