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Everything posted by FPSlacker
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HotRockets! Particle FX Replacement + Tutorial
FPSlacker replied to Nazari1382's topic in KSP1 Mod Development
I'll probably work on more at some point, I have some things that need doing first IRL. -
HotRockets! Particle FX Replacement + Tutorial
FPSlacker replied to Nazari1382's topic in KSP1 Mod Development
Yeah replace squad_hotrockets.cfg and nasa_hotrockets.cfg, or you could delete them and place the new configs in a new file. I wasn't sure about those, they were in the provided configs so I just left them. -
HotRockets! Particle FX Replacement + Tutorial
FPSlacker replied to Nazari1382's topic in KSP1 Mod Development
Spent some time getting the exhaust to expand with dropping atmosphere density. I just used logGrow for the size. Combining it with linGrow at the high-altitude to vacuum scales would probably look better, but I git tired of tweaking things. I also have the smoke trails scale and switched the 909 and poodle to use the nasa4engine exhaust model. EDIT: I went back and worked on them more, now the engines start a bit underexpanded at sea-level, expand as they climb, and spread out in a cone in/near space. Dangit, now I've got to do this for the mods Ive got or the inconsistency is going to bug me. // Andon's HotRockets! ModuleManager File // HotRockets for Squad engines // 3/13/2014 @PART[engineLargeSkipper] //Rockomax "Skipper" { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false scale = 0.5 offset = -0.5 logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 30.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.15 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.13 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 0.75 density = 0.05 0.75 density = 0.005 0.6 density = 0.0 0.45 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 1.1 // Rescale the particles to +0% size = 1.0 1.25 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[JetEngine] //Basic Jet Engine { !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_jet_low !sound_jet_deep !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet3 modelName = MP_Nazari/FX/flamejet3 transformName = thrustTransform emission = 0.0 0.0 emission = 0.66 0.0 emission = 0.69 1.55 emission = 1.0 1.65 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.7 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } } powersmoke { AUDIO { name = sndjet1 channel = Ship clip = sound_jet_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 } AUDIO { name = sndjet2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform 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 0.15 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngine] //LV-T30 { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 75.0 } offset { density = 1.0 0.2 density = 0.005 0.3 density = 0.0 0.35 } emission { density = 1.0 1.0 density = 0.005 0.6 density = 0.0 0.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 1.0 density = 0.01 0.6 density = 0.0 0.5 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngine1-2] //Rockomax "Mainsail" { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.50 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 60.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 40.0 } offset { density = 1.0 0.0 density = 0.05 0.4 density = 0.0 0.5 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.3 density = 0.0 0.1 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.65 density = 0.0 0.45 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 1.2 // Rescale the particles to +0% size = 1.0 1.5 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngine2] //LV-T45 { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 60.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.2 density = 0.005 0.3 density = 0.0 0.35 } emission { density = 1.0 1.0 density = 0.005 0.5 density = 0.0 0.24 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 1.0 density = 0.01 0.6 density = 0.0 0.5 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngine2-2] //Rockomax Poodle { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light //!fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy offset = 1 size = 0.75 fixedEmissions = false logGrow { density = 1.0 1.0 density = 0.01 50.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 80.0 } offset { density = 1.0 0.0 density = 0.01 0.4 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.01 0.6 density = 0.0 0.4 } energy { density = 1.0 1.0 density = 0.01 0.9 density = 0.0 0.75 } size { density = 1.0 1.0 density = 0.01 0.53 density = 0.0 0.4 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngine3] //LV-909 { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.3 emission = 0.75 0.8 emission = 1.0 1.0 speed = 0.0 0.7 speed = 1.0 1.0 energy = 0.0 0.2 // Same for energy energy = 1.0 0.66 // Same for energy size = 0.75 offset = 0.93 fixedEmissions = false logGrow { density = 1.0 0.0 density = 0.01 50.0 } linGrow { density = 1.0 -1.0 density = 0.005 0.0 density = 0.0 80.0 } energy { density = 1.0 1.0 density = 0.01 0.6 density = 0.0 0.4 } emission { density = 1.0 0.8 density = 0.01 0.4 density = 0.0 0.3 } size { density = 1.0 1.0 density = 0.01 0.53 density = 0.0 0.4 } offset { density = 1.0 0.0 density = 0.01 0.0 density = 0.0 0.26 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform 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 0.15 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[nuclearEngine] //LV-N Atomic Rocket { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamenuke transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.22 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 60.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 80.0 } offset { density = 1.0 0.0 density = 0.005 0.25 density = 0.0 0.4 } size { density = 1.0 1.0 density = 0.01 0.53 density = 0.0 0.4 } emission { density = 1.0 1.0 density = 0.01 0.6 density = 0.0 0.2 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[solidBooster] //RT-10 Solid Fuel Booster { !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_medium !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamebooster transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.12 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 1.0 density = 0.01 30.0 density = 0.0 60.0 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster transformName = thrustTransform 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 3.0 // 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 0.08 // 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 1.2 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[solidBooster1-1] //Rockomax BACC { !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_medium !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamebooster2 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.12 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 1.0 density = 0.01 30.0 density = 0.0 60.0 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster transformName = thrustTransform 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 0.08 // 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 1.4 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[toroidalAerospike] //ToroidalAerospike { !fx_exhaustFlame_blue !fx_exhaustSparks_flameout !fx_exhaustLight_blue !fx_smokeTrail_light !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet1 modelName = MP_Nazari/FX/flamejet transformName = thrustTransform emission = 0.0 0.0 emission = 0.67 0.0 emission = 0.71 1.4 emission = 1.0 3.5 speed = 0.0 1.65 speed = 1.0 1.25 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.01 30.0 density = 0.0 80.0 } offset { density = 1.0 0.0 density = 0.01 0.2 density = 0.0 0.4 } emission { density = 1.0 1.5 density = 0.0 1.0 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform 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 0.15 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[turboFanEngine] //TurboJet { !fx_exhaustLight_yellow !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_jet_low !sound_jet_deep !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet1 modelName = MP_Nazari/FX/flamejet transformName = thrustTransform emission = 0.0 0.0 emission = 0.67 0.0 emission = 0.71 1.4 emission = 1.0 1.5 speed = 0.0 1.5 speed = 1.0 1.2 energy = 0.0 0.05 // Same for energy energy = 0.7 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } AUDIO { name = sndjet2 channel = Ship clip = sound_jet_deep 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 } } powersmoke { AUDIO { name = sndjet1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.25 pitch = 0.0 0.4 pitch = 1.0 1.05 loop = true } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform 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 0.15 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[ionEngine] //PB-ION { EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flameion1 modelName = MP_Nazari/FX/flameion transformName = thrustTransform emission = 0.0 0.0 emission = 0.10 0.00 emission = 0.15 0.45 emission = 1.0 0.75 speed = 0.0 0.75 speed = 1.0 0.97 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false grow = 5 } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[liquidEngineMini] //Rockomax 48-7S { !fx_exhaustFlame_yellow_tiny !sound_vent_medium !sound_rocket_mini !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 0.4 speed = 1.0 0.6 energy = 0.0 0.05 // Same for energy energy = 1.0 0.075 // Same for energy fixedScale = 0.4 offset = -0.45 fixedEmissions = false logGrow { density = 1.0 1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 45.0 } offset { density = 1.0 0.0 density = 0.005 0.15 density = 0.0 0.3 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.15 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } } AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 0.4 // Rescale the emitters to +0% scale = 1.0 0.4 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[smallRadialEngine] //Rockomax 24-77 { !fx_exhaustFlame_yellow_tiny !sound_vent_medium !sound_rocket_mini !sound_vent_soft EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.25 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 0.4 speed = 1.0 0.6 energy = 0.0 0.05 // Same for energy energy = 1.0 0.075 // Same for energy fixedScale = 0.4 offset = -0.45 fixedEmissions = false logGrow { density = 1.0 1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 45.0 } offset { density = 1.0 0.0 density = 0.005 0.15 density = 0.0 0.3 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.15 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } } AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 0.4 // Rescale the emitters to +0% scale = 1.0 0.4 // 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 = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } 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 { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[size3EngineCluster] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.5 emission = 1.0 1.9 speed = 0.0 1.0 speed = 1.0 1.75 energy = 0.0 0.5 // Same for energy energy = 1.0 2.0 // Same for energy size = 0.0 1.65 // Rescale the particles to +0% size = 1.0 1.85 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 1.2 // 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 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[size2LFB] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.0 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false offset = -0.2 logGrow { density = 1.0 -1.0 density = 0.01 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 80.0 } offset { density = 1.0 0.0 density = 0.01 0.45 density = 0.0 0.65 } emission { density = 1.0 1.0 density = 0.01 0.3 density = 0.0 0.1 } energy { density = 1.0 1.0 density = 0.01 0.8 density = 0.0 0.6 } size { density = 1.0 1.0 density = 0.01 0.53 density = 0.0 0.4 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 1.0 density = 0.01 4.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[size3AdvancedEngine] // size3 single { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasaf1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 2.75 speed = 1.0 3.5 energy = 0.0 0.12 // Same for energy energy = 1.0 0.45 // Same for energy size = 0.0 0.25 // Rescale the particles to +0% size = 1.0 0.25 // Rescale the particles to +0% fixedEmissions = false offset = -0.2 logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 10.0 density = 0.005 90.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 60.0 } offset { density = 1.0 0.0 density = 0.05 0.35 density = 0.0 0.45 } emission { density = 1.0 0.8 density = 0.05 0.8 density = 0.005 0.24 density = 0.0 0.12 } energy { density = 1.0 0.3 density = 0.05 0.15 density = 0.0 0.1 } size { density = 1.0 0.7 density = 0.05 0.7 density = 0.005 0.25 density = 0.0 0.175 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform 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 1.2 // 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 2.0 // Rescale the particles to +0% size = 1.0 2.5 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // 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. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 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 } size { density = 1.0 3.0 density = 0.01 12.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } -
Darth Vaders Imperial Navy R&D-new concept Jul 9.
FPSlacker replied to Kerbal01's topic in KSP1 Mod Development
Might want to put somthing like this in the first post. http://www.atk.com/products-services/castor-30-a-multi-use-motor/ Its an upper-stage SRB. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
FPSlacker replied to AncientGammoner's topic in KSP1 Mod Releases
This works fine for me on linux in the 32 bit build.