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KSP2 Release Notes
Posts posted by AtomicTech
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1 minute ago, Fizzlebop Smith said:
I definitely understand the sentiment. As dumb as I feel saying it.. I believe this fiasco has been a contributing factor in my own slump.
We will miss you.. and thank you for mustering up the reserve to complete the update.
You got your stamp on some awesome mods.. greatly appreciated
Thanks Fizzlebop
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This has been an amazing place; thanks guys
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RWE 3.1.0 is available now!
Manual installation preferred.
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On 6/9/2024 at 9:20 PM, fleventeen said:
The config has the wrong path for the sounds. Within JunoRWE.cfg, simply replace all instances of "JetSoundsUpdated" with "RestockWaterfallExpansion/JetSFX".
@PART[miniJetEngine]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion]
{
// Removes the stock effect block, and replace it with one that has no particles
!EFFECTS {}
EFFECTS
{
fx_juno_running
{
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_High
volume = 0.0 0.0
volume = 0.05 0.2
volume = 1.0 0.5
pitch = 0.0 1.2
pitch = 1.0 2.0
loop = true
}
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_Low
volume = 0.0 0.0
volume = 0.05 0.35
volume = 1.0 0.5
pitch = 0.0 0.6
pitch = 0.05 0.8
pitch = 1.0 1.5
loop = true
}
}
fx_juno_spool
{
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_Low
volume = 0.0 0.0
volume = 0.05 0.35
volume = 1.0 0.5
pitch = 0.0 0.6
pitch = 0.05 0.8
pitch = 1.0 1.5
loop = true
}
}
engage
{
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Startup
volume = 0.8
pitch = 2.5
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Shutdown
volume = 0.8
pitch = 2.5
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Shutdown
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines*]
{
%powerEffectName = fx_juno_running
%spoolEffectName = fx_juno_spool
}
MODULE
{
name = ModuleWaterfallFX
moduleID = junoFX
CONTROLLER
{
name = atmosphereDepth
linkedTo = atmosphere_density
}
CONTROLLER
{
name = throttle
linkedTo = throttle
engineID = Cruise
responseRateUp = 0.02
responseRateDown = 0.02
}
CONTROLLER
{
name = mach
linkedTo = mach
}
TEMPLATE
{
templateName = stock-kerozine-turbofan-1
overrideParentTransform = thrustTransform
position = 0,0,0.257
rotation = 0, 0, 0
scale = 0.33, 0.33, 0.33
}
}
}I noticed we are also missing effects on the Dart aerospike engine, so I've modified the SWE effects to play better with the new Restock Dart model.
Engine config:
@PART[toroidalAerospike]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion]
{
!fx_exhaustFlame_blue = DELETE
!fx_exhaustLight_blue = DELETE
!fx_smokeTrail_light = DELETE
!fx_exhaustSparks_flameout = DELETE
!sound_vent_medium = DELETE
!sound_rocket_hard = DELETE
!sound_vent_soft = DELETE
!sound_explosion_low = DELETE
!EFFECTS {}
EFFECTS
{
fx-dart-running
{
AUDIO
{
channel = Ship
clip = Waterfall/Sounds/KW/sound_altloop2
volume = 0.0 0.0
volume = 1.0 0.6
pitch = 0.0 1.0
pitch = 1.0 1.0
loop = true
}
}
engage
{
AUDIO
{
channel = Ship
clip = Waterfall/Sounds/KW/sound_liq1
volume = 0.6
pitch = 1.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 0.6
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 0.6
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines*]
{
@name = ModuleEnginesFX
%runningEffectName = fx-dart-running
!powerEffectName
}
MODULE
{
name = ModuleWaterfallFX
moduleID = dartFX
CONTROLLER
{
name = atmosphereDepth
linkedTo = atmosphere_density
}
CONTROLLER
{
name = throttle
linkedTo = throttle
engineID = basicEngine
responseRateUp = 0.03
responseRateDown = 0.2
}
CONTROLLER
{
name = random1
linkedTo = random
noiseType = perlin
scale = 1
speed = 2
seed = 3
}
CONTROLLER
{
name = random2
linkedTo = random
noiseType = perlin
scale = 1
speed = 7
seed = 30
}
CONTROLLER
{
name = random3
linkedTo = random
noiseType = perlin
scale = 1
speed = 7
seed = 300
}
CONTROLLER
{
name = random4
linkedTo = random
noiseType = perlin
scale = 1
speed = 7
seed = 3000
}
TEMPLATE
{
templateName = restock-hydrolox-aerospike
overrideParentTransform = thrustTransform
position = 0,0,0
rotation = 0, 0, 0
scale = 1.04, 1.04, 1
}
}
}Template:
EFFECTTEMPLATE
{
templateName = restock-hydrolox-aerospike
EFFECT
{
name = spikeFlameInner
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-0.254000008
rotationOffset = -90,0,0
scaleOffset = 0.437999994,0.699999988,0.437999994
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-2
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.30295971,0.483579963,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.0730793774,0.196229547,1,1
}
FLOAT
{
floatName = _ExpandBounded
value = -0.75
}
FLOAT
{
floatName = _ExpandLinear
value = 0
}
FLOAT
{
floatName = _ExpandOffset
value = 0
}
FLOAT
{
floatName = _ExpandSquare
value = -0.200000003
}
FLOAT
{
floatName = _Brightness
value = 1.30333257
}
FLOAT
{
floatName = _FadeOut
value = 0.0606665723
}
FLOAT
{
floatName = _Falloff
value = 2.93221784
}
FLOAT
{
floatName = _TintFalloff
value = 2.52278161
}
FLOAT
{
floatName = _Fresnel
value = 0.100000001
}
FLOAT
{
floatName = _Noise
value = 4.32249355
}
FLOAT
{
floatName = _TileY
value = 0.200000003
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _TileX
value = 1
}
FLOAT
{
floatName = _Symmetry
value = 24
}
FLOAT
{
floatName = _SymmetryStrength
value = 0.0758332163
}
FLOAT
{
floatName = _SpeedX
value = 4.02221918
}
FLOAT
{
floatName = _FadeIn
value = 0.00100000005
}
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = REPLACE
floatCurve
{
key = 0 0 0 20
key = 0.1 0.7 1.5 1.5
key = 1 1.3 0 0
}
}
}
EFFECT
{
name = spikeFlameOuter
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-0.254000008
rotationOffset = -90,0,0
scaleOffset = 0.437000006,2,0.437000006
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.212649569,0.335799724,0.819379807,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.417899877,0.393269867,1
}
FLOAT
{
floatName = _ExpandBounded
value = -1.05777669
}
FLOAT
{
floatName = _ExpandLinear
value = 0.154443815
}
FLOAT
{
floatName = _ExpandOffset
value = 0
}
FLOAT
{
floatName = _ExpandSquare
value = 0
}
FLOAT
{
floatName = _Brightness
value = 2.22444105
}
FLOAT
{
floatName = _FadeOut
value = 1
}
FLOAT
{
floatName = _Falloff
value = 15
}
FLOAT
{
floatName = _TintFalloff
value = 0.227499649
}
FLOAT
{
floatName = _Fresnel
value = 0.707776666
}
FLOAT
{
floatName = _Noise
value = 1.51666427
}
FLOAT
{
floatName = _TileY
value = 0.200000003
}
FLOAT
{
floatName = _SpeedY
value = 1000
}
FLOAT
{
floatName = _TileX
value = 1
}
FLOAT
{
floatName = _Symmetry
value = 0
}
FLOAT
{
floatName = _SymmetryStrength
value = 0
}
FLOAT
{
floatName = _SpeedX
value = 43.1444244
}
FLOAT
{
floatName = _FadeIn
value = 0
}
}
}
SCALEMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aScale
combinationType = REPLACE
xCurve
{
key = 0 0.437 0 0
}
yCurve
{
key = 0 5 0 0
key = 0.5 1 0 0
key = 1 2 0 0
}
zCurve
{
key = 0 0.437 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0 3.5 0 -1
key = 0.5 0.3 -3 -3
key = 1 -1.05 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0.3 0 0 0
key = 0.5 -0.6 0 0
key = 1 0.15 0 0
}
}
FLOATMODIFIER
{
floatName = _FadeOut
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFadeout
combinationType = REPLACE
floatCurve
{
key = 0 1 0 0
key = 0.5 0.2 0 0
key = 1 0.88 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFalloff
combinationType = REPLACE
floatCurve
{
key = 0 15 0 0
key = 0.5 3 0 0
key = 1 4.7 0 0
}
}
FLOATMODIFIER
{
floatName = _TintFalloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aTintfalloff
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 0.5 0.5 0 0
key = 1 0.1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0 1.5 0 0
key = 1 2.2 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 10
key = 0.1 0.5 1 1
key = 1 1 0 0
}
}
}
EFFECT
{
name = outerShock1
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,0.200000003
rotationOffset = -90,0,0
scaleOffset = 0.100000001,1.60000002,0.100000001
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.30295971,0.385059834,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.434319913,0.344009787,1
}
FLOAT
{
floatName = _ExpandBounded
value = 2.91333127
}
FLOAT
{
floatName = _ExpandSquare
value = -5.22666264
}
FLOAT
{
floatName = _ExpandLinear
value = 2.70999861
}
FLOAT
{
floatName = _FadeIn
value = 0.166833073
}
FLOAT
{
floatName = _FadeOut
value = 0.37411052
}
FLOAT
{
floatName = _Fresnel
value = 0.5
}
FLOAT
{
floatName = _FresnelInvert
value = 0.176944181
}
FLOAT
{
floatName = _Falloff
value = 1
}
FLOAT
{
floatName = _Noise
value = 7.27998877
}
FLOAT
{
floatName = _Brightness
value = 2.11222053
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _TintFalloff
value = 2.42666268
}
FLOAT
{
floatName = _ExpandOffset
value = 0.909998596
}
FLOAT
{
floatName = _TileY
value = 0.5
}
FLOAT
{
floatName = _TileX
value = 2
}
FLOAT
{
floatName = _SpeedX
value = 20
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 0.1 0 0
key = 1 0.2 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.2 0 -0.2
key = 1 0 -0.2 0
}
zCurve
{
}
}
SCALEMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aScale
combinationType = REPLACE
xCurve
{
key = 0 0.1 0 0
key = 1 0.1 0 0
}
yCurve
{
key = 0.5 0.9 0 0
key = 1 1.6 0 0
}
zCurve
{
key = 0 0.1 0 0
key = 1 0.1 0 0
}
}
SCALEMODIFIER
{
controllerName = random2
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = rScale
combinationType = REPLACE
xCurve
{
key = 0 0.98 0 0.04
key = 1 1.02 0.04 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.98 0 0.04
key = 1 1.02 0.04 0
}
}
FLOATMODIFIER
{
floatName = _ExpandOffset
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aOffset
combinationType = REPLACE
floatCurve
{
key = 0 4.5 0 0
key = 0.5 2 -4 -4
key = 1 0.9 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 0.5 -1 0 0
key = 1 2.7 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandSquare
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aSquare
combinationType = REPLACE
floatCurve
{
key = 0.5 -2 0 0
key = 1 -5.2 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFalloff
combinationType = REPLACE
floatCurve
{
key = 0.5 1.5 0 0
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 2
key = 0.6 1.2 2 2
key = 1 2.1 1.5 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = Shock1
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,0.310000002
rotationOffset = -90,0,0
scaleOffset = 0.0900000036,1.70000005,0.0900000036
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-4
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.45073992,0.532840014,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.179809526,0.163389519,0.688830256,1
}
FLOAT
{
floatName = _FadeIn
value = 0.0202221982
}
FLOAT
{
floatName = _ExpandLinear
value = 8.39887524
}
FLOAT
{
floatName = _Falloff
value = 6.10722828
}
FLOAT
{
floatName = _Noise
value = 4.01916075
}
FLOAT
{
floatName = _SpeedY
value = 300
}
FLOAT
{
floatName = _FadeOut
value = 0.631943464
}
FLOAT
{
floatName = _TintFalloff
value = 1.16277587
}
FLOAT
{
floatName = _Fresnel
value = 3.58943892
}
FLOAT
{
floatName = _Brightness
value = 0.342778891
}
FLOAT
{
floatName = _ExpandBounded
value = -4.6511035
}
FLOAT
{
floatName = _ExpandSquare
value = -5.05554771
}
}
}
SCALEMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aScale
combinationType = REPLACE
xCurve
{
key = 0 0.09 0 0
key = 1 0.09 0 0
}
yCurve
{
key = 0 0.5 0 0
key = 1 1.7 0 0
}
zCurve
{
key = 0 0.09 0 0
key = 1 0.09 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.2 0 0 0
key = 0.5 0.34 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 3
key = 0.3 0.5 1 1
key = 1 1 0 0
}
}
}
EFFECT
{
name = Shock2
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,0.300000012
rotationOffset = -90,0,0
scaleOffset = 0.0299999993,1.20000005,0.0299999993
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-4
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.548449337,0.59852016,0.983579993,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.30295974,0.32758975,1,1
}
FLOAT
{
floatName = _FadeIn
value = 0.252777398
}
FLOAT
{
floatName = _ExpandLinear
value = 17
}
FLOAT
{
floatName = _Falloff
value = 0.300000012
}
FLOAT
{
floatName = _Noise
value = 20
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _FadeOut
value = 0.318499506
}
FLOAT
{
floatName = _TintFalloff
value = 1.49138665
}
FLOAT
{
floatName = _Fresnel
value = 0.100000001
}
FLOAT
{
floatName = _Brightness
value = 0.119999997
}
FLOAT
{
floatName = _ExpandBounded
value = -6.57221222
}
FLOAT
{
floatName = _ExpandSquare
value = 0
}
FLOAT
{
floatName = _FresnelInvert
value = 0
}
FLOAT
{
floatName = _ExpandOffset
value = 0
}
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.4 0 -0.4
key = 1 0 -0.4 0
}
zCurve
{
}
}
SCALEMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aScale
combinationType = REPLACE
xCurve
{
key = 0 0.03 0 0
key = 1 0.03 0 0
}
yCurve
{
key = 0 0.6 0 0
key = 1 1.2 0 0
}
zCurve
{
key = 0.5 0.03 0 0
key = 1 0.03 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0.5 32 0 0
key = 1 17 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 0.12 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = Shock3
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,1.70000005
rotationOffset = -90,0,0
scaleOffset = 0.0500000007,1,0.0500000007
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-4
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.589499354,0.590310156,0.983579993,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.286539674,0.286539674,1,1
}
FLOAT
{
floatName = _FadeIn
value = 0.121333145
}
FLOAT
{
floatName = _ExpandLinear
value = 8.58444691
}
FLOAT
{
floatName = _Falloff
value = 1.66833055
}
FLOAT
{
floatName = _Noise
value = 3.94332743
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _FadeOut
value = 0.540943623
}
FLOAT
{
floatName = _TintFalloff
value = 0.278055131
}
FLOAT
{
floatName = _Fresnel
value = 0.151666418
}
FLOAT
{
floatName = _Brightness
value = 0.100000001
}
FLOAT
{
floatName = _ExpandBounded
value = -0.303333163
}
FLOAT
{
floatName = _ExpandSquare
value = 0
}
FLOAT
{
floatName = _ExpandOffset
value = -0.808887601
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 1 0 0
key = 1 1.7 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.6 0 -0.6
key = 1 0 -0.6 0
}
zCurve
{
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0 27 0 0
key = 1 8.58 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 0.1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = outerShock2
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,1.10000002
rotationOffset = -90,0,0
scaleOffset = 0.200000003,1.89999998,0.200000003
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.541049957,0.57389003,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.435294122,0.345098048,1
}
FLOAT
{
floatName = _ExpandBounded
value = 2.3066659
}
FLOAT
{
floatName = _ExpandSquare
value = -2.90111089
}
FLOAT
{
floatName = _ExpandLinear
value = 0.687779665
}
FLOAT
{
floatName = _FadeIn
value = 0.353888333
}
FLOAT
{
floatName = _FadeOut
value = 0.369054973
}
FLOAT
{
floatName = _Fresnel
value = 0.439999998
}
FLOAT
{
floatName = _FresnelInvert
value = 0.239999995
}
FLOAT
{
floatName = _Falloff
value = 1
}
FLOAT
{
floatName = _Noise
value = 7.30000019
}
FLOAT
{
floatName = _Brightness
value = 1
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _TintFalloff
value = 3.61471653
}
FLOAT
{
floatName = _ExpandOffset
value = -0.202221975
}
FLOAT
{
floatName = _TileX
value = 2
}
FLOAT
{
floatName = _TileY
value = 0.5
}
FLOAT
{
floatName = _SpeedX
value = 20
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 0.5 0 0
key = 1 1.1 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.4 0 -0.4
key = 1 0 -0.4 0
}
zCurve
{
}
}
SCALEMODIFIER
{
controllerName = random3
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = rScale
combinationType = REPLACE
xCurve
{
key = 0 0.96 0 0.08
key = 1 1.04 0.08 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.96 0 0.08
key = 1 1.04 0.08 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFalloff
combinationType = REPLACE
floatCurve
{
key = 0.5 2 0 0
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = outerShock3
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,2.0999999
rotationOffset = -90,0,0
scaleOffset = 0.200000003,1.89999998,0.200000003
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.541049957,0.57389003,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.435294122,0.345098048,1
}
FLOAT
{
floatName = _ExpandBounded
value = 2.3066659
}
FLOAT
{
floatName = _ExpandSquare
value = -2.90111089
}
FLOAT
{
floatName = _ExpandLinear
value = 0.687779665
}
FLOAT
{
floatName = _FadeIn
value = 0.308388412
}
FLOAT
{
floatName = _FadeOut
value = 0.318499506
}
FLOAT
{
floatName = _Fresnel
value = 0.439999998
}
FLOAT
{
floatName = _FresnelInvert
value = 0.239999995
}
FLOAT
{
floatName = _Falloff
value = 1
}
FLOAT
{
floatName = _Noise
value = 7.30000019
}
FLOAT
{
floatName = _Brightness
value = 0.5
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _TintFalloff
value = 3.61471653
}
FLOAT
{
floatName = _ExpandOffset
value = -0.202221975
}
FLOAT
{
floatName = _SpeedX
value = 20
}
FLOAT
{
floatName = _TileY
value = 0.5
}
FLOAT
{
floatName = _TileX
value = 2
}
FLOAT
{
floatName = _Seed
value = -20
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 1.4 0 0
key = 1 2.1 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.6 0 -0.6
key = 1 0 -0.6 0
}
zCurve
{
}
}
SCALEMODIFIER
{
controllerName = random4
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = rScale
combinationType = REPLACE
xCurve
{
key = 0 0.9 0 0.2
key = 1 1.1 0.2 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.9 0 0.2
key = 1 1.1 0.2 0
}
}
FLOATMODIFIER
{
floatName = _ExpandOffset
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aOffset
combinationType = REPLACE
floatCurve
{
key = 0.5 0.6 0 0
key = 1 -0.2 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 0.5 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = Shock4
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,2.70000005
rotationOffset = -90,0,0
scaleOffset = 0.0500000007,1,0.0500000007
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-4
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.589499354,0.590310156,0.983579993,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.286539674,0.286539674,1,1
}
FLOAT
{
floatName = _FadeIn
value = 0.121333145
}
FLOAT
{
floatName = _ExpandLinear
value = 8.58444691
}
FLOAT
{
floatName = _Falloff
value = 1.66833055
}
FLOAT
{
floatName = _Noise
value = 3.94332743
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _FadeOut
value = 0.540943623
}
FLOAT
{
floatName = _TintFalloff
value = 0.278055131
}
FLOAT
{
floatName = _Fresnel
value = 0.151666418
}
FLOAT
{
floatName = _Brightness
value = 0.0500000007
}
FLOAT
{
floatName = _ExpandBounded
value = -0.303333163
}
FLOAT
{
floatName = _ExpandSquare
value = 0
}
FLOAT
{
floatName = _ExpandOffset
value = -0.808887601
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 1.8 0 0
key = 1 2.7 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.8 0 -0.8
key = 1 0 -0.8 0
}
zCurve
{
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0.5 18 0 0
key = 1 8.58 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 0.05 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = outerShock4
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,3.0999999
rotationOffset = -90,0,0
scaleOffset = 0.200000003,1.89999998,0.200000003
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.541049957,0.57389003,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.435294122,0.345098048,1
}
FLOAT
{
floatName = _ExpandBounded
value = 2.20555496
}
FLOAT
{
floatName = _ExpandSquare
value = -0.57555896
}
FLOAT
{
floatName = _ExpandLinear
value = 0.1822249
}
FLOAT
{
floatName = _FadeIn
value = 0.308388412
}
FLOAT
{
floatName = _FadeOut
value = 0.283110678
}
FLOAT
{
floatName = _Fresnel
value = 0.439999998
}
FLOAT
{
floatName = _FresnelInvert
value = 0.239999995
}
FLOAT
{
floatName = _Falloff
value = 2.26388693
}
FLOAT
{
floatName = _Noise
value = 7.30000019
}
FLOAT
{
floatName = _Brightness
value = 0.400000006
}
FLOAT
{
floatName = _SpeedY
value = 200
}
FLOAT
{
floatName = _TintFalloff
value = 3.61471653
}
FLOAT
{
floatName = _ExpandOffset
value = -0.202221975
}
FLOAT
{
floatName = _TileY
value = 0.5
}
FLOAT
{
floatName = _TileX
value = 2
}
FLOAT
{
floatName = _SpeedX
value = 20
}
FLOAT
{
floatName = _Seed
value = 13
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.5 2.2 0 0
key = 1 3.1 0 0
}
}
POSITIONMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
key = 0 0.8 0 -0.8
key = 1 0 -0.8 0
}
zCurve
{
}
}
FLOATMODIFIER
{
floatName = _ExpandOffset
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aOffset
combinationType = REPLACE
floatCurve
{
key = 0.5 1 0 0
key = 1 -0.8 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.4 0 0 0
key = 0.6 0.4 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0.1 0 0 0
key = 1 1 0 0
}
}
}
EFFECT
{
name = innerFlame
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-0.200000003
rotationOffset = -90,0,0
scaleOffset = 0.449999988,14,0.449999988
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
COLOR
{
colorName = _StartTint
colorValue = 0.326779008,0.294749677,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.442529917,0.319379747,1
}
FLOAT
{
floatName = _Brightness
value = 0.75
}
FLOAT
{
floatName = _Falloff
value = 1.26388693
}
FLOAT
{
floatName = _Noise
value = 10.8441505
}
FLOAT
{
floatName = _Fresnel
value = 0.859443307
}
FLOAT
{
floatName = _SpeedY
value = 30.2334404
}
FLOAT
{
floatName = _FadeIn
value = 0.0303332806
}
FLOAT
{
floatName = _ExpandBounded
value = 3.74110532
}
FLOAT
{
floatName = _ExpandLinear
value = -5.05554771
}
FLOAT
{
floatName = _ExpandSquare
value = 2.32555199
}
FLOAT
{
floatName = _ExpandOffset
value = -0.5
}
FLOAT
{
floatName = _FadeOut
value = 0.470165938
}
FLOAT
{
floatName = _TintFalloff
value = 5
}
FLOAT
{
floatName = _TileY
value = 5
}
FLOAT
{
floatName = _SpeedX
value = 28.3110676
}
FLOAT
{
floatName = _TileX
value = 1
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0 -0.2 0 0
key = 0.5 -0.5 0 0
key = 1 -0.2 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandOffset
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random2
randomnessScale = 0
name = aOffset
combinationType = REPLACE
floatCurve
{
key = 0 0.5 0 0
key = 0.3 0.35 -1 -1
key = 0.5 -0.4 0 0
key = 1 -0.5 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random2
randomnessScale = 0
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0 13 0 0
key = 0.5 4.5 -5 -5
key = 1 3.7 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandLinear
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aLinear
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 0.5 -4 -4 -4
key = 1 -5 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFalloff
combinationType = REPLACE
floatCurve
{
key = 0.1 30 0 0
key = 0.5 1.26 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0.05 0 0 0
key = 0.5 0.75 0.75 0
}
}
FLOATMODIFIER
{
floatName = _Fresnel
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFresnel
combinationType = REPLACE
floatCurve
{
key = 0.3 2 0 0
key = 0.7 0.85 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 15
key = 0.1 0.7 1 1
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tFalloff
combinationType = ADD
floatCurve
{
key = 0 1 0 0
key = 1 0 0 0
}
}
}
EFFECT
{
name = outerFlame
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,0
rotationOffset = -90,0,0
scaleOffset = 0.449999988,20,0.449999988
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
COLOR
{
colorName = _StartTint
colorValue = 0,0,0,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.385059804,0.286539674,1
}
FLOAT
{
floatName = _Falloff
value = 0.657221198
}
FLOAT
{
floatName = _ExpandLinear
value = -2.52777386
}
FLOAT
{
floatName = _ExpandBounded
value = 4.04443836
}
FLOAT
{
floatName = _Fresnel
value = 0.600000024
}
FLOAT
{
floatName = _Noise
value = 20
}
FLOAT
{
floatName = _Brightness
value = 0.79777807
}
FLOAT
{
floatName = _FadeIn
value = 0.0505554937
}
FLOAT
{
floatName = _FadeOut
value = 0.495443672
}
FLOAT
{
floatName = _SpeedY
value = 38.3223076
}
FLOAT
{
floatName = _TintFalloff
value = 5
}
FLOAT
{
floatName = _ExpandOffset
value = -0.0500000007
}
FLOAT
{
floatName = _TileX
value = 3
}
FLOAT
{
floatName = _TileY
value = 3
}
FLOAT
{
floatName = _SpeedX
value = 7.0777669
}
FLOAT
{
floatName = _ExpandSquare
value = 0.101110876
}
}
}
POSITIONMODIFIER
{
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aPos
combinationType = REPLACE
xCurve
{
}
yCurve
{
}
zCurve
{
key = 0.3 -0.35 0 0
key = 0.6 -0.3 0 0
key = 1 0 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0 12 0 0
key = 1 4 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFalloff
combinationType = REPLACE
floatCurve
{
key = 0 25 0 0
key = 0.5 0.66 0 0
}
}
FLOATMODIFIER
{
floatName = _Noise
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aNoise
combinationType = REPLACE
floatCurve
{
key = 0.35 3 0 0
key = 0.55 20 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandOffset
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aOffset
combinationType = REPLACE
floatCurve
{
key = 0 -0.05 0 0
key = 0.5 0.2 0 0
key = 0.7 -0.2 0 0
key = 1 -0.05 0 0
}
}
FLOATMODIFIER
{
floatName = _FadeIn
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFadein
combinationType = REPLACE
floatCurve
{
key = 0 0.1 0 0
key = 0.5 0 0 0
key = 1 0.05 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0 0.4 0 0
key = 0.5 0.8 0 0
}
}
FLOATMODIFIER
{
floatName = _SpeedX
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = speedX
combinationType = REPLACE
floatCurve
{
key = 0 9 0 0
}
}
FLOATMODIFIER
{
floatName = _Fresnel
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFresnel
combinationType = REPLACE
floatCurve
{
key = 0 0.5 0 0
key = 0.4 2 0 0
key = 0.8 0.6 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 5
key = 0.1 0.3 2 2
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tFalloff
combinationType = ADD
floatCurve
{
key = 0 5 0 0
key = 1 0 0 0
}
}
}
EFFECT
{
name = exitTraces
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-0.25999999
rotationOffset = -90,0,0
scaleOffset = 0.439999998,20,0.439999998
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-2
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.178998828,0.270119637,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.40147987,0.35221976,1
}
FLOAT
{
floatName = _Falloff
value = 90
}
FLOAT
{
floatName = _Noise
value = 6.36999035
}
FLOAT
{
floatName = _TileY
value = 0.5
}
FLOAT
{
floatName = _SpeedY
value = 50.5443726
}
FLOAT
{
floatName = _TintFalloff
value = 0.126388699
}
FLOAT
{
floatName = _Fresnel
value = 0.200000003
}
FLOAT
{
floatName = _Brightness
value = 1
}
FLOAT
{
floatName = _FadeIn
value = 0.00499999989
}
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0.05 13 0 0
key = 0.5 -1 -90 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0 1 0 0
key = 0.5 0 -4 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 10
key = 0.1 0.5 1 1
key = 1 1 0 0
}
}
}
EFFECT
{
name = exitTraces2
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-0.25999999
rotationOffset = -90,0,0
scaleOffset = 0.439999998,20,0.439999998
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-4
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.228258908,0.294749647,1,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.40147987,0.35221976,1
}
FLOAT
{
floatName = _Falloff
value = 70
}
FLOAT
{
floatName = _Noise
value = 6.36999035
}
FLOAT
{
floatName = _TileY
value = 1
}
FLOAT
{
floatName = _SpeedY
value = 107.166512
}
FLOAT
{
floatName = _TintFalloff
value = 0.202221915
}
FLOAT
{
floatName = _Fresnel
value = 0.200000003
}
FLOAT
{
floatName = _Brightness
value = 1
}
FLOAT
{
floatName = _FadeIn
value = 0.00499999989
}
FLOAT
{
floatName = _TileX
value = 4
}
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0.05 13 0 0
key = 0.5 -1 -90 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBright
combinationType = REPLACE
floatCurve
{
key = 0 1 0 0
key = 0.5 0 -4 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tBright
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 10
key = 0.1 0.5 1 1
key = 1 1 0 0
}
}
}
EFFECT
{
name = refraction
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,0.187000006
rotationOffset = -90,0,0
scaleOffset = 0.810000002,45,0.810000002
MATERIAL
{
transform = Cylinder
shader = Waterfall/Distortion (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _DistortionTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
FLOAT
{
floatName = _Highlight
value = 0
}
FLOAT
{
floatName = _ExpandBounded
value = 0.5
}
FLOAT
{
floatName = _FadeOut
value = 0.655611038
}
FLOAT
{
floatName = _ExpandSquare
value = -0.5
}
FLOAT
{
floatName = _Falloff
value = 0
}
FLOAT
{
floatName = _FadeIn
value = 0.100000001
}
FLOAT
{
floatName = _Fresnel
value = 1
}
FLOAT
{
floatName = _Blur
value = 5
}
FLOAT
{
floatName = _Swirl
value = 2
}
FLOAT
{
floatName = _SpeedX
value = 47
}
FLOAT
{
floatName = _SpeedY
value = 13
}
FLOAT
{
floatName = _Strength
value = 0.100000001
}
FLOAT
{
floatName = _TileX
value = 4
}
FLOAT
{
floatName = _TileY
value = 2
}
FLOAT
{
floatName = _FresnelInvert
value = 0
}
}
}
SCALEMODIFIER
{
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aScale
combinationType = REPLACE
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 0.1 0 0
key = 0.5 0.6 0 0
key = 1 0.6 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Strength
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tStrength
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0.7
key = 0.2 0.06 0.1 0.1
key = 1 0.12 0 0
}
}
FLOATMODIFIER
{
floatName = _Strength
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aStrength
combinationType = MULTIPLY
floatCurve
{
key = 0 0.2 0 0
key = 0.4 0.8 0.375 0.375
key = 1 1.1 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandBounded
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aBounded
combinationType = REPLACE
floatCurve
{
key = 0 1.5 0 0
key = 0.4 3 0 0
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _FadeOut
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aFadeout
combinationType = REPLACE
floatCurve
{
key = 0 0.6 0 0
key = 0.2 0.5 0 0
}
}
FLOATMODIFIER
{
floatName = _ExpandSquare
controllerName = atmosphereDepth
transformName = Cylinder
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aSquare
combinationType = REPLACE
floatCurve
{
key = 0 -1.5 0 0
key = 0.267 -0.5 0 0
}
}
}
EFFECT
{
name = Light
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-point-light
positionOffset = 0,0,1.5
rotationOffset = 0,0,0
scaleOffset = 1,1,1
LIGHT
{
intensity = 2.07294202
range = 30
color = 0.786539674,0.820190549,1,1
lightType = Point
angle = 0
transform = Light
baseTransform =
}
}
LIGHTFLOATMODIFIER
{
floatName = Intensity
controllerName = atmosphereDepth
transformName = Light
useRandomness = False
randomnessController = Random2
randomnessScale = 0.200000003
name = aIntensity
combinationType = REPLACE
floatCurve
{
key = 0 2.5 0 0
key = 0.2 2 0 0
key = 0.5 2 0 0
key = 1 2 0 0
}
}
LIGHTFLOATMODIFIER
{
floatName = Intensity
controllerName = throttle
transformName = Light
useRandomness = False
randomnessController = random
randomnessScale = 1
name = tIntensity
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 5
key = 0.2 0.5 1 1
key = 1 1 0 0
}
}
LIGHTFLOATMODIFIER
{
floatName = Intensity
controllerName = Random2
transformName = Light
useRandomness = False
randomnessController = random
randomnessScale = 1
name = rIntensity
combinationType = MULTIPLY
floatCurve
{
key = -0.5 0.93 0 0.14
key = 0.5 1.07 0.14 0
}
}
LIGHTFLOATMODIFIER
{
floatName = Range
controllerName = atmosphereDepth
transformName = Light
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aRange
combinationType = REPLACE
floatCurve
{
key = 0 10 0 0
key = 0.2 15 10 10
key = 0.5 17 0 0
key = 1 15 0 0
}
}
LIGHTFLOATMODIFIER
{
floatName = Intensity
controllerName = random2
transformName = Light
useRandomness = False
randomnessController = random
randomnessScale = 1
name = rIntensity
combinationType = MULTIPLY
floatCurve
{
key = 0 0.9 0 0.2
key = 1 1.1 0.2 0
}
}
LIGHTCOLORMODIFIER
{
colorName = _Main
controllerName = atmosphereDepth
transformName = Light
useRandomness = False
randomnessController = random
randomnessScale = 1
name = aColor
combinationType = REPLACE
rCurve
{
key = 0 0.38 0 0
key = 0.267 0.51 0 0
}
gCurve
{
key = 0 0.36 0 0
key = 0.267 0.376 0 0
}
bCurve
{
key = 0 0.51 0 0
key = 0.267 0.356 0 0
}
aCurve
{
}
}
}
}Thank you! I'll be adding this to RWE 3.1.0!
To help y'all out; I'm going to exclude the SRB content to RWE 3.1.0 but keep all of the fixes y'all made.
-
Thanks for the bug reports guys. I've just gotten busy with other things and found that I have little interest in KSP at the moment after the fiasco that was KSP 2. If anyone is interested in adopting this mod, DM me here in the forums or in Discord.
On 5/29/2024 at 1:41 PM, BLUAV8R said:Fixed the panther issue. Was because of poor indexing and brackets in the config file (GameData\RestockWaterfallExpansion\Engine Configurations\PantherRWE.cfg). See fixed cfg below.
Just replace the text in PantherRWE.cfg with this for now to fix the issue until officially updated.@PART[turboJet]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { fx-panther-dry-spool { AUDIO { name = soundDry1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.1 emission = 1.0 0.6 speed = 0.0 5.0 speed = 1.0 10.0 energy = 0.0 2.0 energy = 1.0 4.0 localOffset = 0, 0, 7 } } fx-panther-dry-power { AUDIO { name = soundDry1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_High volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { name = soundDry2 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } } fx-panther-wet-spool { AUDIO { name = soundWet1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.1 emission = 1.0 0.6 speed = 0.0 5.0 speed = 1.0 10.0 energy = 0.0 2.0 energy = 1.0 4.0 localOffset = 0, 0, 7 } } fx-panther-wet-running { AUDIO { name = soundWet3 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_High volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.4 pitch = 1.0 1.0 loop = true } AUDIO { name = soundWet2 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Startup volume = 1.0 pitch = 2.2 loop = false } } disengage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown volume = 1 pitch = 1.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown volume = 1 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*],0 { %powerEffectName = fx-panther-dry-power %spoolEffectName = fx-panther-dry-spool } @MODULE[ModuleEngines*],1 { %runningEffectName = fx-panther-wet-running %spoolEffectName = fx-panther-wet-spool } MODULE { name = ModuleWaterfallFX moduleID = pantherDry CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Dry responseRateUp = 0.01 responseRateDown = 0.01 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-2 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleWaterfallFX moduleID = pantherWet CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Wet responseRateUp = 0.001 responseRateDown = 0.016 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-afterburner overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } }
Thanks! I'll be adding this to the RWE 3.1.0!
-
-
On 5/27/2024 at 3:10 PM, Poodmund said:
What's this?! Two releases in two weeks?!
Restock v1.4.5
-------
Add drag cubes from KSP 1.12.5 Vanilla to the following parts (this should help a lot with re-entry with craft designed in Vanilla):
- Probodobodyne QBE
- Probodobodyne Stayputnik
- Probodobodyne HECS
- Probodobodyne OKTO
- Probodobodyne OKTO2
- Probodobodyne HECS2
- RC-L01 Remote Guidance Unit
- RC-001S Remote Guidance Unit
- R-4 'Dumpling' External Tank
- R-11 'Baguette' External Tank
- R-12 'Doughnut' External Tank
- Heat Shield (0.625m)
- OX-STAT Photovoltaic Panels
- OX-STAT-XL Photovoltaic Panels
- Fix engine attachment nodes on the Making History Kerbodyne Engine Cluster Adapter Tank.
-
New stock part replacement:
- T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine.
Restock+ v1.4.5
------- Add part volumes for all parts under 2700L to allow for use with the stock inventory system (by mostly using KSP Part Volume mod to generate volumes).
- Fix engine attachment nodes on the Kerbodyne SIV Fuelled Engine Adapter.
Available via GitHub, Spacedock and will be indexed on CKAN in due course.
Can we all issue a warm welcome to the Restock team, @Kavaeric, who has kindly developed the Dart Aerospike engine with us for this release. Not only does it feature an amazing heat emission visual but also includes a boat tail variant for all of you who want to use if for space planes and small lifters etc.
Ah jeez Poodmund; you're gonna make me go and update Restock Waterfall Expansion
Props to everyone on the team!
-
Add drag cubes from KSP 1.12.5 Vanilla to the following parts (this should help a lot with re-entry with craft designed in Vanilla):
-
22 hours ago, WelshSteW said:
I take this as absolutely brilliant news. The game has a chance of being picked up by someone who actually wants to make something of it, rather than just being mothballed and left to rot.
One can only hope.
-
On 5/24/2024 at 8:49 AM, Vexillar said:
Yes, this was an awesome piece @ShadowZone! Very well done!
-
On 5/24/2024 at 10:49 AM, Caerfinon said:
Howdy! This'll probably be my last message for a while; I'm out for summer break!
Hello @ColdJ!
-
21 hours ago, TwoCalories said:
P 53
POSITIVE STRIKE TEAM, VICTORY IS IN OUR GRASP! @AtomicTech, @Aviator01, @dsplaisted, @Kerb24!
P +51
-
10 minutes ago, Fizzlebop Smith said:
Discord has seemed to be their primary means of interacting with the community.
It bothers me. It'd be nice if while we still had CMs, that they'd spent time on the forums.
-
-
18 hours ago, Bej Kerman said:
I'd say it's a good thing he didn't. Imagine all the problems of KSP 2 right now, but without any dV readouts. ⅕
Y'know, sometimes we've just gotta keep our thoughts to ourselves.
-
On 5/11/2024 at 3:56 PM, Devblaze said:
This sums up my feelings pretty well.
Yep. Same here
-
On 5/4/2024 at 4:01 AM, RayneCloud said:
Waterfall Restock Expansion
OOOH! Is that my Restock Waterfall Expansion?
-
I've been loving Helldivers 2 recently
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2 hours ago, Bej Kerman said:
And he can be trusted, how? KSP 1 was omnishambles with technical debt and a bunch of questionable design choices like impulse maneuver nodes that ignore burn time, no dV readouts or alarms (until he left KSP alone, of course), massive gaps in the parts list and no good way to sort said list, etc. and all I've seen indicates that if he did a sequel it would be far more about menial colony management than using them to build, launch and fly rockets. Kitbash is alright but it's obviously not as ambitious as a game about bootstrapping an interstellar space program.
Did you even watch the video interview with Matt Lowne?
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2 minutes ago, Admiral Fluffy said:
He also made this one. It’s very true.
That's beautiful dude
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Just now, Lisias said:
Ooh! That's a fave!
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1 hour ago, Oicani said:
There's no one left to communicate, dude. It's over.
I think you mean that "it's Mohover"
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15 hours ago, Bej Kerman said:
This is why I think doing colonies first is the complete wrong approach. People wanted KSP with colonies to extend the game, not a colony management game with a bit of KSP. Doing colonies first would also divert time away from optimising large part counts.
Y'know? I don't think we know what we want. Maybe it should have gone this way. A KSP sequel that doesn't aim to replace KSP until the end. From the top down, as Felipe said.
On 5/12/2024 at 12:38 AM, K^2 said:I really hope that T2/PD consider it at some point.
Shoot, they might as well just sell it back to him and maybe take some royalties.
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Y'know, I think I've had enough of all of this T2 and KSP 2 nonsense.
I hope Felipe manages to find a way to get the KSP IP back without all of this complex crap from these large companies. I'm finding that he's the only person that we could trust to make/oversee a building/flight sim game. I am very excited for the potential new space game that he might do after Kithack
The Third Great Number War: The Long Haul!
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