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Zbeny

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    Curious George
  1. Here is config file, I forgot to include it in the original post. Mostly it's copied from stock parts and tweaked. But I don't think there is error in the FX. Maybe it could be bug initiated by too many functions in one part? PART{ name = K302 module = Part author = Zbeny mesh = X302.mu //scale = 0.5 rescaleFactor = 1 TechRequired = engineering101 category = Pods subcategory = 0 entryCost = 63500 cost = 30000 title = K-302 manufacturer = Kerbal Nerd Association description = Super cool spacecraft based on vehicles from Star Gate, Star Wars and of course super cars from 80's. CoLoffset = 0.0, 1, 0.0 node_stack_bottom01 = 0.510, -2.421692, 0.0, 0.0, -1.0, 0.0 node_stack_bottom02 = -0.510, -2.421692, 0.0, 0.0, -1.0, 0.0 attachRules = 1,1,1,1,0 mass = 2 dragModelType = none maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 2000 // = 3400 vesselType = Ship CrewCapacity = 2 fuelCrossFeed = True bulkheadProfiles = srf INTERNAL { name = X302Internal } RESOURCE { name = IntakeAir amount = 1.5 maxAmount = 1.5 } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } RESOURCE { name = XenonGas amount = 2100 maxAmount = 2100 } RESOURCE { name = MonoPropellant amount = 50 maxAmount = 50 } RESOURCE { name = LiquidFuel amount = 50 maxAmount = 50 } MODULE { name = ModuleRCS thrusterTransformName = RCS //This is the name of the transform. thrusterPower = 1 //self explanatory, this is your thrust produced resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 260 key = 1 100 } } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 25 } } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.012 intakeSpeed = 10 intakeTransformName = Intake } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.12 //0.42m^2 } MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 0.5 } } // JET ENGINE // MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 70 heatProduction = 40 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.75 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 23 } atmosphereCurve { key = 0 19200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 1 0 -0.125804 key = 0.2 0.98 0 0 key = 0.6 1 0.2399533 0.2399533 key = 1.05 1.167 0.5409369 0.5409369 key = 1.67 1.46 0 0 key = 2.1 1 -3.49991 -3.49991 key = 2.278022 0.496117 -3.164169 -3.164169 key = 2.5 0 0.004306508 0 } atmCurve { key = 0 0 0 0 key = 0.15 0.2 2.448394 2.448394 key = 0.5 0.6 0.5020669 0.5020669 key = 1 1 1.047895 0 } } MODULE { name = ModuleTestSubject environments = 71 useStaging = True useEvent = True } MODULE { name = ModuleAnimateHeat ThermalAnim = engineEmit } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } 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 { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }
  2. Hi, I am making my first add-on, and I encountered weird problem with smoke effect. Can somebody, please, help me find out what's causing this. This appear on the ground when the engine is pointing down, even when the engine is turned off: And the same effect is rendered after splashdown infinitely
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