Jump to content

Nelien

Members
  • Posts

    106
  • Joined

  • Last visited

Everything posted by Nelien

  1. This is awkward. I'm currently running [X] Science v5.6 on KSP 1.2.2, and I keep seeing references here of a "Here and Now" feature/window but I have yet to find it! I fly my rockets with available science experiments and the main [X] Science window open all the time, but whenever a new experiment is available for research nothing happens. Where is this mysterious feature I would love to use?
  2. Hey, just a quick suggestion that could technically be considered a bug. For some reason, in the FLIGHT scene, the [x] Science! window wasn't showing up, no matter how much I clicked the button. Reading this forum and reading about the recent changes to remember the position of the window, it gave me an idea to check the settings file of this addon. And lo and behold: FLIGHT { ScienceCheckList { Top = -10084 Left = -10176 CompactTop = 40 CompactLeft = 40 Visible = False Compacted = False } } Yeah, the window was saved WAY beyond the edge of the screen, so it was just not visible. I changed it to the default 40/40 and it all is now working again. No idea how it ended up so far outside. So... Even though I love the fact that windows get saved positions, I suggest you have some check when loading a scene that the window is not outside the screen borders. Thanks for one of my favourite mods!
  3. Hi all! First of all, thank you so much @rem0230 for maintaining TED! It means a huge amount to see interest in this project stick around in my absence. Thank you! Now as for the future of TED in this iteration, well, to keep it short: There's no plans for any future support. The project is open source and, as you have noticed, anyone can build on it and continue supporting it, I very much encourage it! But, I myself, will not be continuing working on it. With that said, I don't rule out the idea of working on a similar project in the future. I'm playing with the idea of restarting this in Python, but no promises! So for the longer story (for those of you who care to read this far): The reason I started this project in the first place was in part to try out a larger UI project in C#. I have since moved on from C# and to be frank was not a huge fan of the language and in particular it's UI templating framework. Now, professionally I'm actually a Python programmer so building this in Python would likely be much quicker than in C#, with the added bonus of being multi-platform (linux, windows, osx and potentially web). I really do think a tool like this is very needed for modders and players, there's a couple of really good tech tree mods out there but there could be so many more (and updated much easier) if only there was a tool to help the modders! The programmers and modellers both have their tools, now the tech tree designers need theirs...
  4. Damn you sarbian. I used to have just enough time to get myself a cup of tea when starting up KSP. Now I get to pouring milk and the game is already loaded...
  5. Quick post. I promise I will get back to all of you who posted here during my absence. v0.2.4 is released! This is mostly minor usability improvements and bug fixes. Keep in mind it's a minor update, despite the time between updates I haven't been working on TED much, so it's just a handful of fixes Changelog. v0.2.4 Alpha (2015-01-18) - TechManager v1.5 support (hideIfNoBranch support) - Added debug logging - Output will be stored in output.log next to the .exe - Added node snapping - (Finally!) - Now shows "[Modname] Part Name - (Original TechRequired: Original Cost)" in parts list - TechId is now editable and not auto-generated - Fixes to TechManager file saver - Now uses ModuleManager config - This should mean more consistent part allocation when using many mods that edit tech requirements >> TED - KSP Tech Tree Editor v0.2.4 Alpha << NOTE 1: Please backup your trees before using a new version! The update should be fully backwards compatible (and automatically convert the file to any changes added in this version), but it's better to be safe than sorry! NOTE 2: Now that 0.2.4 has logging support. Please attach your output.log (the TED one, not KSP one) to any bug reports if you can. You can find it right where you put the TED .exe.
  6. magico already got back to you on this but I just wanted to confirm that it does in fact work to some extent, you can stimulate and launch from any KK site and it will work fine, EXCEPT that you can't revert to editor while simulating. You have to go to the space centre instead, but it reverts like it should and I've not encountered any problems besides that.
  7. I've been meaning to ask. Is it possible at all to edit the RemoteTech settings with ModuleManager? I did a quick google search and found that that was a feature request implemented in 1.6.0 (source), but I haven't been able to make it work. Has anyone tried this or managed to get an external config override/extend the default RemoteTech_Settings.cfg throug MM? EDIT: Ah, I managed to get it to work by simply copying the config, putting it somewhere else in the GameData folder (I use a separate folder for my personal configs) and changing the values there, like adding ground stations. The default config was then ignored and mine used instead. That fits the bill! I was using the @-syntax from MM to "update" the config instead which wasn't working. EDIT2: I'm an absolute idiot. I've posted this in the wrong thread! I'm sorry guys, this was meant to go in the RemoteTech thread.
  8. Hey thereaverofdarkness, developer of KSP Tech Tree Editor here. First of all, sorry you had so much trouble with the tool, it is very early alpha (I haven't updated it in ages, been too busy), and I'm well aware that the tool itself is very unintuitive in some areas. However, I do explain, multiple times in the post and the readme that the tool is just a tool for TechManager and ATC (although I'm dropping ATC support next release). If you look at the readme I think I mention TechManager at least 4 times and even link to a download for it. There's even a whole section in the readme reminding people that you need to follow and abide by the plugins like TechManager or ATC's instruction, in black bold letters! I really don't know how to make it clearer . That said, I'm glad you got it working in the end and that people are using the, very very, unfinished tool. I suppose there's a real gap for it in the community and I'm glad it's got it's use .
  9. @Akira_R and crew: I seem to have stumbled upon a bug (and a fix!) in your edited configs that you posted earlier (http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=1584571&viewfull=1#post1584571). Although I'm not entirely sure it's a general bug or just me having it. Essentially for a couple of engines, the Rockomax 24-77 and Rockomax 48-7S specifically, the engines had their effect running at full blast even with the engines off. Now I know this have been seen before, and usually had to do with conflicts on other mods, but I tries exclusively with only Squad, SmokeScreen, ModuleManager, HotRockets and your squad config and it still happened. Breaking down the issue, I tried removing your config. That obviously put the 24-77 and 48-7S engines back to normal but without any hotrockets effects (since they're not configured in hotrockets, duh!). So it was clear it had to do with your config. So what was the solution? Well, after a lot of eagle eyed comparison between files, I realised that the 24-77 and 48-7S engines are written a little different, they already have a module "ModuleEnginesFX", but your config was looking for the typical "ModuleEngines" module in the part instead. By simply changing the line "@MODULE[ModuleEngines]" to "@MODULE[ModuleEnginesFX]" on those two engines I solved the issue. The engine effect for those engines are a bit.. simple, by default, but at least they work (I could edit the values properly with SmokeScreen inside the game). Here's the updated config if anyone has the same issue: // HotRockets for Squad engines //Original config by FPSlacker //Edited by Akira_R // 7/12/2014 @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 fixedEmissions = false scale = 0.5 offset = -0.5 speed { power = 0.0 1.75 power = 1.0 1.65 } 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 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 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 fixedEmissions = false speed { power = 0.0 1.70 power = 1.0 1.65 } 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 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.0 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 fixedEmissions = false speed { power = 0.0 1.75 power = 1.0 1.65 } 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 power = 0.0 0.0 power = 0.05 0.50 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.0 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 fixedEmissions = false speed { power = 0.0 1.70 power = 1.0 1.65 } 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 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.0 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 offset = 1 size = 0.75 fixedEmissions = false speed { power = 0.0 1.70 power = 1.0 1.65 } 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 power = 0.0 0.0 power = 0.05 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.01 0.9 density = 0.0 0.75 power = 0.0 0.33 power = 1.0 0.99 } 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 size = 0.75 offset = 0.93 fixedEmissions = false speed { power = 0.0 0.7 power = 1.0 1.0 } 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 power = 0.0 0.2 power = 1.0 0.66 } emission { density = 1.0 0.8 density = 0.01 0.4 density = 0.0 0.3 power = 0.0 0.0 power = 0.05 0.3 power = 0.75 0.8 power = 1.0 1.0 } 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 fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.22 } energy { power = 0.0 0.33 power= 1.0 0.99 } 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 power = 0.0 0.0 power = 0.05 0.99 power = 0.75 1.21 power = 1.0 1.25 } } 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 fixedEmissions = false speed { power = 0.0 1.65 power = 1.0 1.25 } energy { power = 0.0 0.33 power = 1.0 0.99 } 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 power = 0.0 0.0 power = 0.67 0.0 power = 0.71 1.4 power = 1.0 3.5 } } 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/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]:NEEDS[!NearFuturePropulsion]:FINAL //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 fixedScale = 0.4 offset = -0.45 fixedEmissions = false speed { power = 0.0 0.4 power = 1.0 0.6 } 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 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.5 power = 1.0 0.75 } } 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[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 fixedScale = 0.4 offset = -0.45 fixedEmissions = false speed { power = 0.0 0.4 power = 1.0 0.6 } 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 power = 0.0 0.0 power = 0.05 0.25 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.5 power = 1.0 0.75 } } 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[ModuleEnginesFX] { //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } }
  10. Hey Furious, the thing is, it's very time consuming to support a variety of file formats, and given that TreeLoader has been essentially abandoned by the developer, has a restrictive license stopping anyone from continuing developing AND there's a perfectly functional alternative, I decided to stop support to give myself more time to work on improving the tool itself. In due time, mods will migrate to TechManager and TreeLoaded will be forgotten in the histories of modding . In the meantime however, as a transitional period, I'd be happy to add minor import support for TreeLoader, and/or a converter between the formats (TreeLoader and TechManager are virtually identical in file format). I just don't want to keep full support for a dying mod. If you don't mind me asking, what mods is are there that require you to use TreeLoader? (I imagine you're still running on KSP 0.24 since TreeLoader doesn't even work in 0.25). - - - Updated - - - Hehe, clever idea! That would work.
  11. Ah, I see. So it's technically a better version of "hideIfEmpty" really, since there's little point in hiding a node if you're not also going to hide it's children! Good call.
  12. Thanks for the update anonish, those UI changes should do trick . Care to explain what the new "hideIfNoBranchParts" flag does?
  13. I had no idea you had problems with USI and Lack Luster Labs, I went back to your post and saw that you added that as an edit. There's no way for me to know if you've edited a post so I won't be able to see information added to old posts. If you find a new issue, please post it as a new post. Thanks for keeping up with testing though! It's extremely useful of course . I'll investigate that when I have a chance but the weekend is over here now so it'll take longer before I can look at the issues again.
  14. I've hot-fixed the release (v0.2.3) with an updated library file which deals with the loading of parts, etc (another project of mine). Which means it should be a bit more lenient when it detects a "broken" part.cfg, and load it anyway. This should fix the problems with the LazTek SpaceX pack and hopefully most issues Shinsaka might be having. Just re-download the zip, and replace your local files. I'll update the release to a new version proper once I've got the logging system in place, but this may not be for a few days.
  15. Thanks for testing this Shinsaka. Can you send me the tree you're trying to load that shows the nodes in the incorrect positions? The last two of your issues is probably related to a known issue when loading parts. I'm looking into it and hope to have a fix out soon.
  16. Just letting you know of a small bug in your part configs. For the ModuleHeatShield in some of your parts, the ablative shielding curve config need to be like this (taken from DeadlyReentry sample config): ablative = AblativeShielding loss { // loss is based on the shockwave temperature key = 450 0 // start ablating at 450 degrees C key = 550 2 // peak ablation at 550 degrees C key = 3000 2.5 // max ablation at 3000 degrees C } But yours look like this: ablative = AblativeShielding { // loss is based on the shockwave temperature key = 450 0 // start ablating at 450 degrees C key = 550 2 // peak ablation at 550 degrees C key = 3000 2.5 // max ablation at 3000 degrees C } Note the missing "loss" line. I believe DeadlyReentry falls back to a default loss curve if it can't find one defined, like in your case, which means the mod would still work but may not be configured the way you want it (heatshields dissipate faster or slower than you'd like).
  17. I've narrowed down the issue with the Laztek Spacex mod, it's an issue in the config of their files, which actually should probably be mentioned to them considering the issue is most likely causing the spaceX heatshields (as this is where the problem lies) to not work properly. I will make sure to ignore errors like this however so that the tree loads with the parts despite minor internal errors in their config files. For the meantime, if you want, you can relatively easily fix the config files. On every part that has a heat shield (contains a MODULE { name = ModuleHeatShield...), look for the line ablative = AblativeShielding, after that line should be an opening bracket ("{"), add the word loss right before that bracket. So: ablative = AblativeShielding { key = 650 0 0 0 .... should be: ablative = AblativeShielding loss { key = 650 0 0 0 .... I know it's a little tedious but that fix will both fix the actual mod to work properly with DeadlyReentry and allow it to load in TED. I will have a fix for this up as soon as possible. As for the other issues, do you mind sending me the tree file you generated that caused you those issues? I can't seem to replicate them on my own machine.
  18. Thanks a lot for taking your time to do that! That is very helpful. I will have a look at that mod to see why it's misbehaving.
  19. Got a minor update ready. I now no longer support TreeLoader files but have updated the code to support TechManager files fully (saved files should be directly loadable by TechManager v1.3+). Parts now also get removed from the "total parts" list if they are already added to a node. Thanks to 5thHorseman for pointing that out! TED - KSP Tech Tree Editor v0.2.3 Alpha Download - Source - Readme Changelog. v0.2.3 - TechManager v1.3 support - No longer supports TreeLoader, TreeLoader has discontinued - Adding and removing parts from nodes should make more sense now as the list only shows parts that haven't already been assigned to a node
  20. Ah, I see... Hmm, not a huge fan of that idea as I'd like the tool to mimic the look and feel of the KSP R&D building as much as possible, with added extras of course, but not that big of a deviation in design. Besides, I feel like the way you're suggesting would make the nodes far too large for a good overview of the tech tree, you'll only see a handful of nodes in the screen at the same time. That said it does give me some ideas of how to deal with nodes in general, and I'm keen to try some alternatives than the typical sidebar layout. Maybe clicking on a node a small hover-over kind of "container" would pop up with all the parts inside, and from there you could drag and drop parts out of that node into other nodes.... In any case, first and foremost I'd like to get the basic functionality in a stable state and then later on play around with UX and UI design ideas .
  21. To be fair I think there are better ways the UI could be designed to avoid this confusion, even with Unity's supposedly crappy UI (although I've seen fantastic use of it in other mods, Kerbal Alarm Clock, Alternate Resource Panel, to name a few). For one the "None (Disable TechManager)" checkbox could be replaced with a button that changes its text from "disable" to "enable" when clicked, pretty easy and would be much more intuitive when you see a big "enable" button . And secondly, maybe the plugin should start enabled? I mean, that's what I expect plugins to do when I install them most of the time. Minor things I know .
  22. He's talking about TechManager, which for all intents and purposes have completely replaced TreeLoader.
  23. You're absolutely right 5thHorseman, parts is very clunky to work with and a crucial part of that is to only show parts that have not already been assigned to the tree in the lower section. I'll get to work on this immediately! As for the parts showing in the main display, I'm not entirely sure I understand your idea. I like the thought of being able to drag and drop parts, but I would still need to have a section showing all currently unassigned parts (for brand new trees, etc) and a section showing the parts of the currently selected node, where would you suggest I put these two? For the dragging and dropping I would ideally like to have the parts show as icons like they do in KSP, but that's a whole other beast I'm not ready to tackle yet. I'm hoping to have a simple error logging system in place soon so tracking down bugs will be easier . For now, can I ask you to double check that you're pointing to the correct KSP folder when you start the tool (or click on New/Load). And can you make sure you're running the latest version? v0.2.2 fixed a bug with loading parts so that could be your issue too. PS. That's one bad-ass tree you're planning!
  24. Sorry Furious, I've been incredibly busy the last couple of weeks and haven't had a chance to look at this. I'm hoping to get the chance to get back to it this weekend and will hopefully be able to get back working on polishing this up to a more stable release.
  25. Hmm.. If you don't mind, can you tell me where your KSP installation is? When loading a new tree, are you pointing the KSP path setting to the "Kerbal Space Program" folder (not GameData or anything like that)? Thanks a lot for helping testing this btw .
×
×
  • Create New...