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Mitohnesprudel

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Posts posted by Mitohnesprudel

  1. 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

    Spoiler


    PART
    {
    	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:

    Spoiler
    PART
    {
    	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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