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KSP2 Release Notes
Everything posted by Mecripp
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Thats not going to help much in RSS unless you use a patch for RSS. EDIT- That add more base's and longer range.
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Did your antenna stay on and what one you using sounds like you lost signal. EDIT- Are you using RSS or RO ? EDIT- And on the spin left you using MJ and just that the crafts has more weight or drag on that side but MJ there is a roll setting.
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Please make a back of file first but try this https://dl.dropboxusercontent.com/u/72893034/RT2_RSS.zip EDIT- There is a rough readme file with it.
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Tricky ? thats if you change some settings in your RTsetting.cfg and IMO it's not that big of a boost for the trouble IMO and sorry not sure been sometime that, I play with it and don't remember but there where some post on it.
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The bad part is you have ATM doing it's thing and then we have LoadOnDamand doing it's thing and the don't play together the way, I take it and it's starting to look like the both want the texture a different way but could be wrong on that will have to wait and see. EDIT- O and Whoops forgot about DDS doing it's thing there just to many lol.
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Glad you got it working.
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You can make one with what ever part you want and with what ever Resource you want and about tweak scale it's all pretty easy you can open the cfg with any text editter and see roughy what you need to do. EDIT- If you give a example of a part you wanted tweak will show you how and same on the converter part to use and what Resources you wanted to use. EDIT- Here is a tweakscale for the stock Antenna @PART[commDish] // squad parts { MODULE { name = TweakScale type = surface } } @PART[mediumDishAntenna] // squad parts { MODULE { name = TweakScale type = surface } } @PART[longAntenna] // squad parts { MODULE { name = TweakScale type = surface } } Save that in a text editter and save as .cfg EDIT- And a Converter MODULE { name = ModuleGenerator isAlwaysActive = false <------ true always on or false you turn it on and off activateGUIName = activate [COLOR="#FF0000"]******[/COLOR] <----- what ever name you want here shutdownGUIName = Deactivate [COLOR="#FF0000"]*******[/COLOR] <------ what ever name you want here INPUT_RESOURCE <---- can add more { name = ****** What ever you want rate = 1.5 <------ what ever rate you want } OUTPUT_RESOURCE <---- can add more { name = ****** What ever you want rate = 0.7 <------ what ever rate you want } } } Can edit a part and add this after you fill it in.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
If you want the panels darker you can edit the texture it's not that hard. EDIT- Yogui87 me for one would hate to see you change the panels they look great. -
LOL Hmmmm are you saying quality is based on price ? As the hardware is pretty much same now but mac's do have a awesome monitor but thats about it there most the time slower in a lot of thing then a Pc but, I'm a X windows user lol, Linux can just run this game so much better IMO. Sorry for off Topic.
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Thats just one that they started playing with trying new integrated patch caching, I would stay with 2.5.1 to they work out any bugs.
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And did you test it with out LoadOnDemand ? EDIT- Asked because that looks like it has to do with LoadonDemand having a problem with the texture but the could be something with how it works ?
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What ModuleManager.*.*.* you running and how many ? you just need 1.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
You can stack them. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mecripp replied to stupid_chris's topic in KSP1 Mod Releases
It was on the front page in BIG RED letters -
There are a handful of mod you can use to make one and there's are some WIP that look good http://forum.kerbalspaceprogram.com/threads/64993-0-25-Chaka-Monkey-Exploration-Odyssey-0-27-EFT-1-Edition <---- Pretty much just this one use the Delta IV look in a couple Rockets http://forum.kerbalspaceprogram.com/threads/85275-WIP-NASA-SLS-Preview-Release-1-%288-5-2014%29 http://forum.kerbalspaceprogram.com/threads/94073-WIP-Orion-and-Space-Launch-System-%28SLS%29-Development-Thread Note not all on the Delta IV EDIT-
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FASA as it on some parts already. EDIT- Whoops My bad
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LOL Don't use LoadOnDemand Fix lol just having fun
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Mecripp replied to nothke's topic in KSP1 Mod Releases
Here is a patch if you want to use stock ModuleAnimateGeneric @PART[SerCom1m] { !MODULE[FSanimateGeneric] {} MODULE { name = ModuleAnimateGeneric animationName = DoorAnim2 startEventGUIName = Open service hatch endEventGUIName = Close service hatch actionGUIName = Toggle service hatch } } @PART[SerCom2] { !MODULE[FSanimateGeneric] {} MODULE { name = ModuleAnimateGeneric animationName = DoorAnim startEventGUIName = Open service hatch endEventGUIName = Close service hatch actionGUIName = Toggle service hatch } } -
Here is a rough example @PART[XXxAres1J2-X] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XXxAres1J2-XHIGH] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XKosmos_Angara_RD-275KX] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XKosmos_TKS_RD-0225_EngineLANDERS] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[xKosmos_SepRetrox] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[xKosmos_SepRetroxMLS] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XROVERENGINE] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[KW170B] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XLFTORIONLARGE] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[xbahars68bx] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XLLLRadEngXXL] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XLLLRadEngX] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XAltair2descent2stageX] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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[XAltair2descent2stageX] //CHAKA Monkey { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { -MODEL_MULTI_PARTICLE { } -PREFAB_PARTICLE { } MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.3 density = 0.005 4.0 density = 0.0 38.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.19 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.3 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.2 density = 0.05 0.8 density = 0.005 0.6 density = 0.0 0.45 } } 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 } } I did miss a lot of engines and like, I said it's a rough example.
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No problem glad help.
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Did you take out the Firespitter plugin ? If you want can make a patch for it to use the stock ModuleAnimateGeneric ?
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But they have been renamed and not all the other mods have been added to hotrockets. EDIT- If you want to play with it and not sure can give you a example and just some of the sizes would need to be played with and any flame you want.
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Why would it someone will have to write a cfg to use it with Chaka, HotRockets just covers what packs that someone have added which is not much or did you try and write a cfg for it ? I did play around with some and the do work.
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Not sure but looks like you might have hit the memory limit 36% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [414 MB free]. EDIT- No Problem now you can put more kerbals in space