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4nxs

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  1. Very nice progress Tygoo, it looks really good. Can't wait to try it out.
  2. Hey NecroBones, I was playing around some more with your mod, I use hotrockets and a config made by Akira_R which changes the exhaust plumes depending on atmospheric pressure. I decided to see if I could apply this to your hotrockets config and I think it worked. Here's the pressure config: @PART[SYengine5mR5]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_four { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = outerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = outerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine2mR1]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 2.00 // Same for energy size = 0.0 1.50 // Rescale the particles to +0% size = 1.0 2.00 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine5mF9]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_one { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = centerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = centerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine5mF5]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_full { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } @running_four { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = outerfxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = outerfxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine2mF1]:NEEDS[HotRockets] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.33 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = fxTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[SYengine1mD1]:NEEDS[HotRockets] // { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 30.0 } offset { density = 1.0 0.0 density = 0.05 0.05 density = 0.0 0.15 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.13 } energy { density = 1.0 1.0 density = 0.005 0.8 density = 0.0 0.6 } size { density = 1.0 0.75 density = 0.05 0.75 density = 0.005 0.6 density = 0.0 0.45 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // 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 } } Looks pretty sweet I think, do with it what you like. All credit goes to Akira_R who made the original config, I just copied them in your config.
  3. Here it is, the final stage still had 300 m/s left after the circulation burn. Pretty proud of this one!
  4. Out of curiosity I tried this pack and your other ones. I absolutely love them! Great work! I like the art style and they blend well with stock/each other! And the "niche" part (landing leg, OMS/RSC combo, etc.), very handy! Have some rep and I will be looking forward to what else you think of. Edit: So I just made a rocket resembling the Falcon Heavy, the first stage boosters can be landed (with some difficulty in the ocean), and capable of lifting 250 t. to KEO (with NEAR) (if the readouts are correct then 300 t. should be possible but wobbly rockets strike then because of the heavy mass in the top). Awesome parts. Will see if I can post a screenshot or two later.
  5. I dont use Ven's revamp (not enough memory with all the mods xD). If I would use it would be for the engine and tanks because I like your style of doing the pods, crew containers and the other things more. As for KSPRC I like it mainly for the visuals and atmosphere it gives to the game. Keep up with the good work, and I am looking forward to what you come up with.
  6. Wow, that is looking good Nertea! I knew these parts were going to be awesome.
  7. Looks very cool Nertea! The Island runway in my saves would finally see some use with this.
  8. Number 2 was always my favorite, I think I still have it somewhere in a box. Would love to see what you come up with. Are you planning on doing the drop down cargo bay?
  9. It is the first window. I have not managed to find the mod yet. Would have to run them all individually to find it I guess, but it is a bit to late for that. I did find the relevant part in the output log. After clicking the button for the interface to pop up I am getting a few hundred calls of these: ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[Part,System.String].Add (.Part key, System.String value) [0x00000] in <filename unknown>:0 at ESLDCore.ESLDHailer.getHCUParts (.Vessel craft) [0x00000] in <filename unknown>:0 at ESLDCore.ESLDHailer.BeaconInterface (Int32 GuiId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Will let you know if I happen to find the mod.
  10. Well I guess ominous like "Made in Evil Kerbal Empire" fits the best of the two. It's the black "interior" of the beacon you see when the sun is angled away and then you turn it on with the pulsing lights. Perhaps I watched to many movies. But I like the new look very much. Also I ran into a problem with the interface. Was the first time I ran it with a ton of mods so don't know yet if they are to blame. But the interface window is only a few pixel in size and centered on the CoM. I could see it light up when mousing over but it was to small to read anything. I am gonna try a clean install, if it persists then I will get you a log and images. Edit 1: No problems with stock, everything worked fine. Maybe I can find the mod...
  11. Nice progress last few days. The new beacon model looks a bit ominous but a definite improvement I think. I finally have some time to play tonight to play with the latest dev version.
  12. Oh nice preview function. I wanted to say maybe add a direction indicator but I saw on Github that you already thought of that. I take it you and Roverguy have decided on things?
  13. Okay this is pretty useful. I agree with what Tangle said, this setup kind of forces you to create a network of beacons. It is a nice and sensible way of balancing the mod. As for the warping/jumping itself, it worked like a charm. I expected some lag but it was click and go, the only way I noticed it was when my solar panels reoriented themselves. Have only made a few mistakes with the relative velocities! Oh and the UI has a good informative layout would not change it much. If you use the following MM config than you can at the hailer module to every part that has the data transmitter module. Would allow for mod antenna to be used. @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { MODULE { name = ESLDHailer } } The only thing I thought was missing is energy usage by the reactor when it is active or as a start up cost.
  14. Okay looks very well thought through just by reading your explanation. Seems very promising, looking forward to playing with it as soon as I got some time free. Will let you know if something comes up. Nice work!
  15. I got one for you. The same basic shape as your 2.5m extended crew module (using the image you posted as a reference). I think it would be best to keep the outside simple as you wont be growing plants on the outside and focus on the IVA. Perhaps some larger full length window at 90 and 270 degrees (hatch is a 0 degrees) to give it a bit of 'greenhouse' flavoring. For the IVA I am thinking something like this (disregard the irresponsible space gardener ): The current hitchhiker IVA has a 6 sided interior, same as the image above. You could reuse, alter and rearrange the existing assets from that IVA to create the basis. The only assets you would need to create are the "plantbox" and some props. Kerbals can be arranged in their seats near the plants. Hope it helps and liking where you are taking this!
  16. I have not noticed any lag when using the intakes and I have more a few on some SSTO's. Perhaps it is a bad install. Nice looking plane btw. Also Porkjet great work on these parts! Have been using these with NEAR and I am enjoying them immensely. Looking forward to those WIP parts.
  17. Interesting design with those side tanks. It looks a bit thin to be able to fit three people. Looking forward to how the SLS payloads will turn out!
  18. Just played around with the prerelease for a bit and you are not getting the parts back. Finally no more fuselages in space! A very handy addition to a niche that the game has left unfilled. If said big plans involve more parts like these then I can't wait to see what does big plans might be. Keep up the good work!
  19. We had live coverage of the rendezvous on the national 24/7 news channel so don't despair some media does care. Also it was nice to be able to watch something space related and not have it be in the middle of the night around 03:00. I can't wait until KSP has some comets!
  20. Oh look nice, and there is a recompile for KAS to update it to 0.24. No official update yet but maybe it fixes some problems.
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