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Posts posted by Mitohnesprudel
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15 hours ago, Mecripp said:
If you can post the cfg of the engine before and after you edit it would help
The mod that I am trying to add the config to has everything in one part. As a test I am just trying to add the Vector engine config to it.
The first stage before edit
SpoilerPART { name = NewShepard module = Part author = Matheo G MODEL { model = NewShepard/Core/NewShepardCore scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0, 6.5, 0.0, 0.0, 1.0, 0.0, 3 mass = 10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 TechRequired = advMetalworks entryCost = 45000 cost = 18000 category = Pods subcategory = 0 title = New Shepard manufacturer = Blue Origin vesselType = Ship description = test. attachRules = 1,1,1,1,0 MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = kOSProcessor diskSpace = 10000 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleReactionWheel PitchTorque = 9 YawTorque = 9 RollTorque = 9 RESOURCE { name = ElectricCharge rate = 0.9 } } RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 } RESOURCE { name = ElectricCharge amount = 80 maxAmount = 80 } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 } MODULE { name = ModuleAnimateGeneric animationName = brake2 startEventGUIName = Deploy_Speedbrakes endEventGUIName = Retract_Speedbrakes isOneShot = false } MODULE { name = ModuleAnimateGeneric animationName = legs2 startEventGUIName = Deploy_legs endEventGUIName = Retract_legs isOneShot = false } MODULE { name = ModuleEnginesFX thrustVectorTransformName = flammes exhaustDamage = False minThrust = 0 maxThrust = 561 heatProduction = 40 ignitionThreshold = 0.1 fxOffset = 0, 0, 0 EngineType = LiquidFuel runningEffectName = running1 PROPELLANT { ratio = 0.9 name = LiquidFuel DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 DrawGauge = True } atmosphereCurve { key = 0 370 key = 1 320 } } EFFECTS { running1 { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = flammes emission = 0.0 0.0 emission = 0.4 0.8 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = flammes oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }
The first stage after edit:
SpoilerPART { name = NewShepard module = Part author = Matheo G MODEL { model = NewShepard/Core/NewShepardCore scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0, 6.5, 0.0, 0.0, 1.0, 0.0, 3 mass = 10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 TechRequired = advMetalworks entryCost = 45000 cost = 18000 category = Pods subcategory = 0 title = New Shepard manufacturer = Blue Origin vesselType = Ship description = test. attachRules = 1,1,1,1,0 MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleReactionWheel PitchTorque = 250 YawTorque = 2500 RollTorque = 2500 RESOURCE { name = ElectricCharge rate = 0.9 } } RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 80 } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 } MODULE { name = ModuleAnimateGeneric animationName = brake2 startEventGUIName = Deploy_Speedbrakes endEventGUIName = Retract_Speedbrakes isOneShot = false } MODULE { name = ModuleAnimateGeneric animationName = legs2 startEventGUIName = Deploy_legs endEventGUIName = Retract_legs isOneShot = false } MODULE { name = ModuleEnginesFX engineID = BE3 runningEffectName = running1 thrustVectorTransformName = flammes exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 561 heatProduction = 40 fxOffset = 0, 0, 0 EngineType = LiquidFuel PROPELLANT { ratio = 0.9 name = LiquidFuel DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 370 key = 1 320 } } EFFECTS { running1 { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = flammes emission = 0.0 0.0 emission = 0.4 0.8 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = flammes oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }
The waterfall config:
@PART[NewShepard] { !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running1 { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_Heavy_High_2 volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = BE3FX engineID = BE3 CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = BE3 } CONTROLLER { name = randomshock1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = 100 } CONTROLLER { name = randomshock4 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 1000 } TEMPLATE { templateName = waterfall-hydrolox-rs25-1 overrideParentTransform = fxTransformCore scale = 1,1,1 rotation = 90,0,0 position = 0,-2,0 } } }
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Hi, I am trying to write a config, the sound is working but the plume isn't. I hope I can get help here. I've read the documentation but it didn't help. What files should I add here to get help?
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I had the wrong parallax version for my game version. It works now.
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Hi, I encountered an error while installing the mod. It works until I want to fly something. I tried to install it manually and with ckan. I tried different Kopernicus versions, but I can't get it to work. If I uninstall parallax everything is fine.
[1.12.x] Waterfall - a framework for continuous, mesh-driven engine effects (Aug 2)
in KSP1 Mod Development
Posted
It also gives me this error: