Jump to content

Nelien

Members
  • Posts

    106
  • Joined

  • Last visited

Posts 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. 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.

  5. magico, any chance of a compatibility patch that enables launching craft from other bases with kerbalkonstructs? ... or is that just wishful thinking? :)

    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.

  6. 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.

  7. Okay I got it to work. I was saving the file in ATC format (which I thought it told me I'm supposed to do).

    I guess it all boils down to a failure in the KSP Tech Tree Editor instructions to mention in the first place that the mod relies on a separate mod to function. After hours of searching, I stumbled upon one of the mods (here) and didn't know it was such. Much later, I go back and re-read the KSP Tech Tree Editor instructions for the umpteenth time and this time I realize finally what it's actually saying.

    Got it working! No failure on the part of TechManager but I'll have to put in a word about updating the instructions on KSP Tech Tree Editor.

    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 :).

  8. @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
    }
    }

  9. That sucks that you've given up on treeloader. The mods I have require it. Does anyone know of an alternative to this and the others that really works for treeloader .cfg files?

    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 - - -

    TED Tree Edit 2.2 allows you to convert a TreeEdit/Tree Loader file into a ATC file then the new Tech Manager 2.3 allows a ATC file to be converted to a Tech Manager File

    Hehe, clever idea! That would work.

  10. Its similar to hideIfNoParts / hideIfEmpty (both do the same). Instead of hiding a node if that node has no parts assigned to it, it will hide a node if that node and that node's children and their children... have no parts assigned to them. Custom trees allow for the possibility of A -> B -> C, where C has parts, but A and B don't. We wouldn't want to hide A and B in that case. But if C doesn't have parts, then its okay to hide them all. This is mainly to support CTT, where they are defining nodes that may or may not be used for a particular game and allows for branches of the tree to be 'turned off'.

    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.

  11. Ok just tried it out. It did fix the problem with loading the spaceX field.

    The problem of Items that where placed into a node not showing because of the USI and Lack Luster Labs mods tho is still there.

    Seems like your getting close tho

    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.

  12. 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.

  13. Very nice project! But here are the bugs when I try to use the editor:

    - When loading a stock/TechManager tree, the nodes are not displayed at the right positions.

    - I point to the right KSP install folder, but the part list is empty.

    - If I try to start a new empty tech tree, the editor crashes.

    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.

  14. 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).

  15. Edit:

    More Bugs to Smash

    #1 Adding parts to nodes then saving them they show in game but once loaded back in the tree editor the part in the nodes are gone. I am using the tech manager format.

    #2 Node after the update new and old no longer show lines to the next node in game. They unlock fine but no way to trace where they go.

    #3 If a part say a battery is in a node earlier than it was before it will unlock the original node it was located in from the start.

    #4 Laztek SpaceX HD mod packs cause the Editor to not load any parts ( need theses mod parts for my tree)

    Ideas: Part search box and sort by mod would be really helpful

    Also any specific testing you want to try out let me know and ill try it.

    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.

  16. Ok so I did some testing and I found what is causing the parts not to appear.I went thro and pulled out each mod individually until I found the one that was causing the bug. It is the Laztek SpaceX HD mod packs. I love these parts and I hope we can find a work around this?

    Also any specific testing you want to try out let me know and ill try it.

    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.

  17. 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

  18. 5thHorseman said:
    Here's what I was thinking. Pictures would be great but really not necessary. (Sorry about the quick and dirty mspaint pic)

    [defunct site link removed by moderator]

    The idea is you can drag each part (the names) to other nodes, AND drag the nodes themselves around.

    You could have the same list you have now off to the right to drag "unassigned parts" from.

    And in case I haven't said it yet, thanks for doing this. It'll really open up the tech tree to a lot of creative people who can't be arsed to spend days modifying config files. (like me!)

    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 :).

  19. 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 :).

  20. You can add and remove parts from the nodes, it's just clunky and difficult to work with.

    There are too boxes on the right hand side, one that lists what's in the node, and one that lists every part. You can click parts that are in the node and click remove to remove them. You can also click through the menus of the parts to add and add them.

    However, there's no list of parts that are not assigned to any nodes, so unless you write it all out yourself beforehand and just use the program to make the tree you'll never be able to get it to work because there's no obvious way (that I've found) to make sure you're only adding parts that aren't in another node.

    Ideally,the parts would show up in the main display and you'll be able to drag them from node to node.

    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.

    Not for me in thoes two boxes there is nothing at all there just blank.

    http://i1050.photobucket.com/albums/s414/SheepDog2142/Capture_zpsaaebedfb.png

    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!

×
×
  • Create New...