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amo28

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Everything posted by amo28

  1. @SilverState, do you still use your SSTU patches with the new Kerbalism? I just stumbled on your post from March and wondered if they would need a lot of work to be compatible with Kerbalism 3.0.
  2. Just discovered the same issue as the posts above with the nosecone. Extreme drag levels with the nosecone that no gimbal could counter. Take the nosecone off, the rocket flies completely normal. This is in 1.7.
  3. Hi everyone. Wondering if anyone has run into recent issues with engines exploding upon staging in flight. I can't pinpoint where the problem is, but if I remove RealFuels and the Stockalike Configs, I don't have the issue. However, I'm finding nothing in the logs to point me toward the problem. The logs simply show that the engine exploded. No exceptions or errors to go with it. The in-flight log says that the engine internals have melted. I've tried rolling back to the previous version of RealFuels and found no difference. I've tested with a couple different types of engines and builds, Kerbal X included. No matter what, when I stage during a flight, the first stage engines all explode. Some SRB's don't seem to be affected by this, but others are. For what I've seen, all non-solid engines are. It's not a game-breaker, but something annoying that I can't seem to figure out how to fix. My next step is a clean reinstall. I've already corrupted my save from trying to troubleshoot this, so not much else to lose at this point. Was just curious if anyone else has run into an issue like this recently.
  4. Can anyone tell me if RealHeat or Deadly Reentry is recommended for this mod? Or both? I see there is a DR config in the compatibility folder, but wondering if that addresses heating issues rather than just increasing difficulty?
  5. This seems to have helped me have more stability. I had the value set to 1 in my startup script based off a suggestion from a few versions ago. Thanks for this!
  6. The plugin doesn't work in 1.1 unfortunately. However, in testing air dropped packages like these using stock parts, it seems like you can fly up to about 20km away before the debris disappears if it's still not landed. This seems to be different than in 1.0.5, but I could be wrong.
  7. Got it. Well, I think I tracked my crashes to the Editor Extensions mod -- removing that seems to have resolved it for me. As far as that stacktrace, a bit of Googling led me to add 'echo 0 | sudo tee /proc/sys/kernel/yama/ptrace_scope' to my KSP startup script. I didn't see the stacktrace come back the last two launches, but I'll need to keep checking I think. Thanks for the reply Sal.
  8. I've been having an unusual number of crashes today, so I decided to check my player.log for the first time since using both 1.1 and the prerelease. Wondering if anyone has seen anything like this at the top of their player.log: Native stacktrace: /home/me/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0x91772) [0x7f6f5ba71772] /home/me/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0x348a5) [0x7f6f5ba148a5] /lib/x86_64-linux-gnu/libpthread.so.0(+0x10340) [0x7f6f5ed2e340] ./KSP.x86_64() [0xd2b0d8] ./KSP.x86_64() [0x84b2cf] ./KSP.x86_64() [0x84b069] ./KSP.x86_64() [0x84bb19] ./KSP.x86_64() [0x84bcc8] ./KSP.x86_64() [0x84bde5] ./KSP.x86_64() [0x84d983] /lib/x86_64-linux-gnu/libpthread.so.0(+0x8182) [0x7f6f5ed26182] /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f6f5d44f47d] Debug info from gdb: Could not attach to process. If your uid matches the uid of the target process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf ptrace: Operation not permitted. No threads. ================================================================= Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= Is there a new set of memory addresses that need to be updated for x64 in 1.1? Running Mint 17. Q6600. GTX 650Ti - Nvidia 361.42.
  9. That must be the issue. I just looked at the craft file and there aren't ModuleEngine or ModuleEngineFX -- only ModuleEnginesRF and ModuleEnginesAJEPropeller. Craft here. (Remember this is an RSS/RO/RP-0 save.) I'll try out the new DLL and upload the log a bit later anyway.
  10. Thanks @magico13 Saw some definite changes with the new build. It found pilots, attempted powered recovery, but the [SR] entries in the log end abruptly and the recovered Kerbals are killed, vessel destroyed. See below: [LOG 20:11:40.109] LR-EX2 Unloaded [LOG 20:11:40.250] RemoteTech: AntennaManager: RegisterProtos(LR-EX2, d6c1b1f7-a83f-42b0-8b37-23508d35daf9) [LOG 20:11:40.272] RemoteTech: SatelliteManager: RegisterProto(LR-EX2, d6c1b1f7-a83f-42b0-8b37-23508d35daf9) [LOG 20:11:40.272] RemoteTech: GetSignalProcessor(LR-EX2): Check [LOG 20:11:40.295] [SR] Vessel LR-EX2 is going to be destroyed. Recovering Kerbals! [LOG 20:11:40.296] [SR] Pre-recovered Iosif Yerkhov [LOG 20:11:40.296] [SR] Pre-recovered Rebecca Vasquez [LOG 20:11:40.296] Packing LR-EX2 for orbit [LOG 20:11:40.347] Vessel LR-EX2 was on-rails at 48.8 atm pressure and was destroyed. [LOG 20:11:40.354] [SR] Searching in RecoveryQueue (1) for d6c1b1f7-a83f-42b0-8b37-23508d35daf9 [LOG 20:11:40.354] [SR] Found vessel in the RecoveryQueue. [LOG 20:11:40.355] [SR] Altitude: 5760.0425086692 [LOG 20:11:40.357] [SR] Vt: 200 [LOG 20:11:40.361] [SR] Trying powered recovery [LOG 20:11:40.361] [SR] Found a kerbal pilot! [LOG 20:11:40.362] [SR] Final Vt: 200 [LOG 20:11:40.363] [SR] Distance: 94120.02 [LOG 20:11:40.365] [SR] Found pre-recovered Kerbals [LOG 20:11:40.365] FF: kerbal status change: Iosif Yerkhov from Assigned to Dead [WRN 20:11:40.365] FF: hall of fame entry for kerbal Emilia Volvakova already existing [LOG 20:11:40.365] FF: creating new hall of fame entry for kerbal Lynn Jones [WRN 20:11:40.365] FF: hall of fame entry for kerbal Rebecca Vasquez already existing [WRN 20:11:40.365] FF: hall of fame entry for kerbal Iosif Yerkhov already existing [WRN 20:11:40.365] FF: hall of fame entry for kerbal Gary Craig already existing [LOG 20:11:40.366] FF: hall of fame refreshed [LOG 20:11:40.366] FF: kerbal status change: Iosif Yerkhov from Dead to Dead [WRN 20:11:40.366] FF: hall of fame entry for kerbal Emilia Volvakova already existing [WRN 20:11:40.366] FF: hall of fame entry for kerbal Lynn Jones already existing [WRN 20:11:40.366] FF: hall of fame entry for kerbal Rebecca Vasquez already existing [WRN 20:11:40.366] FF: hall of fame entry for kerbal Iosif Yerkhov already existing [WRN 20:11:40.366] FF: hall of fame entry for kerbal Gary Craig already existing [LOG 20:11:40.366] FF: hall of fame refreshed [LOG 20:11:40.367] Added 61.23467 (150) reputation: 'VesselLoss'. [LOG 20:11:40.442] [VCTScenario] Detected discrepancy in rep totals: admin shows 668.5172, VCT shows 668.5172; correcting with [CurrencyTransaction: TimeStamp=57601479.2947606, Reason=None,FundsDelta=0, ScienceDelta=0, ReputationDelta=-88.76538]. [LOG 20:11:40.442] [00:03:46]: Iosif Yerkhov was killed. [LOG 20:11:40.442] FF: kerbal status change: Rebecca Vasquez from Assigned to Dead [WRN 20:11:40.442] FF: hall of fame entry for kerbal Emilia Volvakova already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Lynn Jones already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Rebecca Vasquez already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Iosif Yerkhov already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Gary Craig already existing [LOG 20:11:40.442] FF: hall of fame refreshed [LOG 20:11:40.442] FF: kerbal status change: Rebecca Vasquez from Dead to Dead [WRN 20:11:40.442] FF: hall of fame entry for kerbal Emilia Volvakova already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Lynn Jones already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Rebecca Vasquez already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Iosif Yerkhov already existing [WRN 20:11:40.442] FF: hall of fame entry for kerbal Gary Craig already existing [LOG 20:11:40.442] FF: hall of fame refreshed [LOG 20:11:40.442] Added 43.6719 (150) reputation: 'VesselLoss'. [LOG 20:11:40.529] [VCTScenario] Detected discrepancy in rep totals: admin shows 712.1888, VCT shows 712.1888; correcting with [CurrencyTransaction: TimeStamp=57601479.2947606, Reason=None,FundsDelta=0, ScienceDelta=0, ReputationDelta=-106.3284]. [LOG 20:11:40.529] [00:03:46]: Rebecca Vasquez was killed. [LOG 20:11:40.537] [Vessel LR-EX2]: Destroyed. No crews were aboard. [LOG 20:11:40.539] proceduralTankRealFuels area: 3.02508222828088 [LOG 20:11:40.539] RemoteTech: SatelliteManager: OnVesselDestroy(d6c1b1f7-a83f-42b0-8b37-23508d35daf9, LR-EX2) [LOG 20:11:40.539] RemoteTech: SatelliteManager: UnregisterProto(d6c1b1f7-a83f-42b0-8b37-23508d35daf9) [LOG 20:11:40.542] -INFO- Tac.LifeSupportController[FFE9DD9A][1185.42]: Deleting vessel LR-EX2 - vessel does not exist anymore [LOG 20:11:40.548] -INFO- Tac.LifeSupportController[FFE9DD9A][1185.42]: Deleting crew member: Iosif Yerkhov [LOG 20:11:40.548] -INFO- Tac.LifeSupportController[FFE9DD9A][1185.42]: Deleting crew member: Rebecca Vasquez
  11. Thanks magico! I'll give this a shot tonight and report back. Update: Still seeing the same behavior. Kerbals get recovered before it tries powered recovery, then doesn't have a pilot to control with. The other concerning part is that I don't actually find the Kerbals recovered. I did a separate test with a parachute on the plane just to see that it would recover without powered recovery. The parts recovered, but the Kerbals did not. In the SR UI, it didn't show any crew under the "CREW" tab. Unfortunately, I didn't capture the log on that first test. Here's the log for the powered recovery test. [LOG 21:53:03.434] [SR] Vessel LR-EX2 is going to be destroyed. Recovering Kerbals! [LOG 21:53:03.435] [SR] Pre-recovered Iosif Yerkhov [LOG 21:53:03.435] [SR] Pre-recovered Rebecca Vasquez [LOG 21:53:03.435] Packing LR-EX2 for orbit [LOG 21:53:03.516] Vessel LR-EX2 was on-rails at 58.7 atm pressure and was destroyed. [LOG 21:53:03.523] [SR] Searching in RecoveryQueue (0) for 89df3357-c2dd-4b10-aea5-f099ed97fa6f [LOG 21:53:03.523] [SR] Altitude: 4373.85265758075 [LOG 21:53:03.523] [SR] Vt: 200 [LOG 21:53:03.523] [SR] Trying powered recovery [LOG 21:53:03.523] [SR] No kerbal pilot found, searching for a probe core... [LOG 21:53:03.523] [SR] No probe core with SAS found. [LOG 21:53:03.524] [SR] Final Vt: 200 [LOG 21:53:03.524] [SR] Distance: 51788.31 [LOG 21:53:03.528] [Vessel LR-EX2]: Destroyed. No crews were aboard. [LOG 21:53:03.531] proceduralTankRealFuels area: 8.56060127006808 [LOG 21:53:03.531] proceduralTankRealFuels area: 3.02508222828088 [LOG 21:53:03.531] RemoteTech: SatelliteManager: OnVesselDestroy(89df3357-c2dd-4b10-aea5-f099ed97fa6f, LR-EX2) [LOG 21:53:03.531] RemoteTech: SatelliteManager: UnregisterProto(89df3357-c2dd-4b10-aea5-f099ed97fa6f) [LOG 21:53:03.535] -INFO- Tac.LifeSupportController[FFD897A4][2847.48]: Deleting vessel LR-EX2 - vessel does not exist anymore [LOG 21:53:03.535] -INFO- Tac.LifeSupportController[FFD897A4][2847.48]: Deleting crew member: Iosif Yerkhov [LOG 21:53:03.535] -INFO- Tac.LifeSupportController[FFD897A4][2847.48]: Deleting crew member: Rebecca Vasquez
  12. I think it may not be the engines. I recovered it with parachutes just to test, and found that my pilot wen't missing from the command pod after recovery. Was listed as MIA after I ended the mission. Never actually showed as recovered when the SR popups came up. However I think it's not attempting powered recovery due to loss of pilot. Maybe something to do with pre-recovery? The log isn't very clean. This happened after a few different other missions and tests. I'll run a clean log a bit later. Here's the relevant portion of the log that I gathered this from: [LOG 11:22:59.613] [SR] Vessel LR-EX2 is going to be destroyed. Recovering Kerbals! [LOG 11:22:59.628] [SR] Pre-recovered Emilia Volvakova [LOG 11:22:59.628] Packing LR-EX2 for orbit [LOG 11:22:59.699] Vessel LR-EX2 was on-rails at 23.3 atm pressure and was destroyed. [LOG 11:22:59.742] [SR] Searching in RecoveryQueue (0) for 222a63fe-6cf3-4d43-835b-ac5e612424a6 [LOG 11:22:59.742] [SR] Altitude: 10829.6079005431 [LOG 11:22:59.749] [SR] Vt: 10.85407 [LOG 11:22:59.755] [SR] Trying powered recovery [LOG 11:22:59.755] [SR] No kerbal pilot found, searching for a probe core... [LOG 11:22:59.756] [SR] No probe core with SAS found. [LOG 11:22:59.756] [SR] Final Vt: 10.85407 [LOG 11:22:59.756] [SR] Distance: 96218.07 [LOG 11:22:59.756] [SR] Adding funds: 307.491760253906, New total: 106851.470224559 Craft File: http://www.filedropper.com/showdownload.php/lr-ex2
  13. Magico, I know plane recovery has been talked about previously, but I'm having some trouble trying to recover a plane with powered recovery even with the minimum TWR set lower than the plane's active TWR. Usually the recovery message says something like "Attempted powered recovery but...", however I don't get that message at all with this plane. It's like it's not attempting it. I'm using RSS/RO and the plane uses 4 prop engines from KAX (I think). Is there something that the code is looking for in order to identify an engine for powered recovery?
  14. Figured I'd mention that I'm working on SXT and Tantares (not LV) configs -- just in case anyone else was going to.
  15. I'm seeing strange behavior with the latest update. In the SPH, assemble a plane with procedural tanks. Center Of Mass shows in its normal position. Save, launch, reload to editor -- center of mass is now far forward of its previous position. Remove procedural tank, COM goes back to normal -- delete tank and rebuild it from scratch, and you start back at square one. Seems to only be related to a procedural tank -- procedural structural element and procedural nosecones don't seem to give me the same behavior. I can get some pictures and logs if needed -- I was just curious if I'm the only one seeing this behavior.
  16. Same crash with adding Procedural SRBs is happening for me as well. Linux x64. KSP 1.0.4 Nothing much to see in KSP.log, but this is the tail of the player.log: Updating Untitled Space Craft (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Voxelization Time (ms): 139 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) proceduralTankRealFuels added to ship - part count: 2 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Updating Untitled Space Craft (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentNullException: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[Part,RUI.Algorithms.Vertex`1[Part]].get_Item (.Part key) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.UpdatePartVertex (Boolean residual, .Part part, System.Collections.Generic.Dictionary`2 lookup) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.GetStackFlowGraph (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EngineersReport.RunTests () [0x00000] in <filename unknown>:0 at EngineersReport+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) Updating Untitled Space Craft (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentNullException: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[Part,RUI.Algorithms.Vertex`1[Part]].get_Item (.Part key) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.UpdatePartVertex (Boolean residual, .Part part, System.Collections.Generic.Dictionary`2 lookup) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.GetStackFlowGraph (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EngineersReport.RunTests () [0x00000] in <filename unknown>:0 at EngineersReport+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) Voxelization Time (ms): 177 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentNullException: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[Part,RUI.Algorithms.Vertex`1[Part]].get_Item (.Part key) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.UpdatePartVertex (Boolean residual, .Part part, System.Collections.Generic.Dictionary`2 lookup) [0x00000] in <filename unknown>:0 at RUI.Algorithms.ComponentListMaker.GetStackFlowGraph (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EngineersReport.RunTests () [0x00000] in <filename unknown>:0 at EngineersReport+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) OnStart (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *PP* InitializeBells (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) This is a craft on a new save with one command module and a procedural tank (which works just fine). I uninstalled/reinstalled via CKAN. Also reinstalled Real Fuels and remove RSS and RO to test any effect, but found no difference.
  17. Same thing is happening to me. Anything over 40% throttle overheats the engines within about 90 seconds.
  18. Curious question to the other Linux users out there. Is anyone else seeing higher CPU loads with KSP 1.0.2? I've been playing since 0.25 and never had issues with overheating, but suddenly I'm locking up left and right. Watching KSP in top, I see CPU usage at something like 200%. My temps idle around 45, but get to 70 while still in the main menu. Sometimes I can only play for 5 minutes, but sometimes for an hour. I can't make sense of it, but 0.90 definitely didn't do this to me, modded or unmodded. Just wondering if I'm the only one noticing higher CPU usage. EDIT: Somewhere between reinstalling KSP, reinstalling Nvidia 331 (from 349) drivers, and changing the x86_64 offsets per soulsource, my thermal issues went away, as did my lockups.
  19. 6.4x is also working well for me with the new RSS. However career mode seems to be impossible with the launch facility weight restrictions. It's pretty damn hard to get a payload in orbit for less than 18t.
  20. That either means that none of the engines on the active vessel have MODEL_MULTI_PARTICLE_PERSIST nodes applied, or there's an issue in your config that is preventing the node from being applied. Check back through your part config or the module manager config that is applying the effects and make sure nothing is missing or would make the MM format incomplete.
  21. Just an update to say I think I figured out my issue with the flickering. Updating my Nvidia driver to 343.22 and adjusting my OpenGL quality settings seems to have had a positive impact. I also reduced antialiasing and increased anisotropic filtering, and enabled sharpening. Not sure what exactly resolved the issue or why it was only planet textures doing it, but I'm just grateful that I can play once again. In the meantime, I made Mun heightmaps and normal maps in 8k (probably overkill) quality through all of the troubleshooting for this, so I figured I'd share it? Mun Heightmap Mun Normalmap You can grab an 8k colormap here, courtesy of Endraxial's texture pack. Add it to your RealSolarSystem.cfg file like this: Mun { Radius = 1280000 Mass = 4.0039886626E+022 rotationPeriod = 351604.384 Orbit { semiMajorAxis = 76800000 } SSColor = GameData/RealSolarSystem/Plugins/PluginData/MunColor.png SSBump = GameData/RealSolarSystem/Plugins/PluginData/Mun_NRM.png PQS { Mun { // maxLevel = 14 // maxQuadLenghtsPerFrame = 0.001 //i.e. nearly disable this -- and yes, typo is correct. PQSMod_VertexHeightMap { heightMapOffset = -371.9 heightMapDeformity = 10591.5 heightMap = GameData/RealSolarSystem/Plugins/PluginData/MunHeight.png } Thanks again for taking the time to explain the PSQ system to me, Raptor. Glad to know that it was just my damn machine.
  22. Updated my AIES config based on sebi.zzr and Akira_R's updates to the KW config. Submitted for all of your approval. Please let me know if it needs any adjustments. //HotRockets for AIES //Expansion effects added by amo28 //Based on configs by Akira_R and sebi.zzr //Version 2 // @PART[VR1vulcan] //VR1vulcan //////////////// { !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 = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 50.0 } 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 1.1 density = 0.07 1.2 density = 0.0 1.45 } emission { density = 1.0 1.0 density = 0.05 1.0 density = 0.005 0.35 density = 0.0 0.2 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power= 1.0 1.25 } energy { density = 1.0 0.8 density = 0.005 0.4 density = 0.0 0.3 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 0.75 density = 0.05 0.75 density = 0.005 0.5 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 { 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 = true // 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. // *************** 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[liquidEngineorbit2] //liquidEngineorbit2 //////////////// { !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 = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.9 density = 0.4 1.0 density = 0.07 5.0 density = 0.005 50.0 } linGrow { density = 1.0 0.0 density = 0.07 0.0 density = 0.005 3.0 density = 0.0 30.0 } offset { density = 1.0 1.1 density = 0.07 1.3 density = 0.0 1.6 } emission { density = 1.0 0.9 density = 0.05 0.9 density = 0.005 0.4 density = 0.0 0.15 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power= 1.0 1.25 } energy { density = 1.0 0.7 density = 0.005 0.6 density = 0.0 0.4 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 0.9 density = 0.07 0.8 density = 0.005 0.6 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 { 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 = true // 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. // *************** 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[liquidEngineconstelacion] //Constellation-C6 //////////////// { !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 = flamelarge modelName = MP_Nazari/FX/KWflamesmall transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } 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 40.0 } offset { density = 1.0 1.1 density = 0.07 1.3 density = 0.0 1.5 } emission { density = 1.0 1.0 density = 0.07 0.8 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 = 0.07 0.9 density = 0.005 0.8 density = 0.0 0.5 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.5 density = 0.01 0.7 density = 0.0 0.6 } } 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 = true // 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. // *************** 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[engineexper05] //Exper-05 Liquid Fuel Engine //////////////// { !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 = flamelarge modelName = MP_Nazari/FX/KWflamesmall transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -1.0 density = 0.005 35.0 } linGrow { density = 1.0 -1.0 density = 0.005 -0.5 density = 0.0 40.0 } offset { density = 1.0 1.0 density = 0.005 1.3 density = 0.0 1.2 } emission { density = 1.0 1.4 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 1.2 density = 0.005 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 1.45 density = 0.01 0.7 density = 0.0 0.6 } } 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 = true // 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. // *************** 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[liquidEnginemogulmp1500] //mogul Liquid Fuel Engine //////////////// { !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_light !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_light !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_light !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_light !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform fixedEmissions = false speed { power = 0.0 2.5 power = 1.0 1.1 } logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 5.0 density = 0.005 70.0 } linGrow { density = 1.0 -1.0 density = 0.07 -0.4 density = 0.005 3.0 density = 0.0 25.0 } offset { density = 1.0 0.9 density = 0.07 1.0 density = 0.0 1.0 } emission { density = 1.0 0.5 density = 0.05 0.45 density = 0.005 0.24 density = 0.0 0.12 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 2.21 power = 1.0 4.5 } energy { density = 1.0 0.9 density = 0.07 0.8 density = 0.0 0.6 power = 0.0 0.33 power = 1.0 1.5 } size { density = 1.0 1.6 density = 0.07 1.0 density = 0.005 0.7 density = 0.0 0.6 } } 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 = true // 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. // *************** 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[liquidEngineprodulVR2] //Produl-VR2 Liquid Fuel Engine //////////////// { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !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 = flamelarge modelName = MP_Nazari/FX/KWflamelarge transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.5 power = 1.0 1.1 } logGrow { density = 1.0 -0.3 density = 0.01 0.5 density = 0.07 5.0 density = 0.005 20.0 } linGrow { density = 1.0 0.0 density = 0.07 1.3 density = 0.005 4.0 density = 0.0 15.0 } offset { density = 1.0 1.15 density = 0.07 1.25 density = 0.0 1.4 } emission { density = 1.0 1.0 density = 0.07 0.5 density = 0.005 0.25 density = 0.0 0.1 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 1.3 density = 0.005 0.8 density = 0.0 0.5 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 0.8 density = 0.07 0.8 density = 0.005 0.5 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 { 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 = true // 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. // *************** 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[galaxvr2] //galaxy-VR2 //////////////// { !fx_exhaustFlame_blue_small !fx_exhaustLight_blue !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/KWflamesmall transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -0.5 density = 0.005 40.0 } linGrow { density = 1.0 0.5 density = 0.1 0.5 density = 0.005 6.0 density = 0.0 80.0 } offset { density = 1.0 0.7 density = 0.01 0.9 density = 0.0 1.2 } emission { density = 1.0 1.8 density = 0.07 1.0 density = 0.005 0.4 density = 0.0 0.2 power = 0.0 0.0 power = 0.25 0.99 power = 0.75 1.21 power = 1.0 1.25 } energy { density = 1.0 0.7 density = 0.005 0.6 density = 0.0 0.35 power = 0.0 0.33 power = 1.0 0.99 } size { density = 1.0 0.8 density = 0.01 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 = true // 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. // *************** 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[enginelmodc] //modc-2 //////////////// { !fx_gasJet_tiny !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamelarge modelName = MP_Nazari/FX/flamelow transformName = thrustTransform fixedEmissions = false speed { power = 0.0 1.98 power = 1.0 1.72 } logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.1 0.0 density = 0.005 6.0 density = 0.0 75.0 } offset { density = 1.0 0.0 density = 0.01 0.2 density = 0.0 0.4 } emission { density = 1.0 1.0 density = 0.005 0.6 density = 0.0 0.25 power = 0.0 0.0 power = 0.25 0.99 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 = true // 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. // *************** 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 } }
  23. In my case, I edited my persistence file to change the minimum altitudes for those missions, then never accepted another one like them. The fine print missions will be fine, it's just those agency "test this suborbital" missions that won't work.
  24. Hey Magico, Would it be possible to have the powered recovery module check for jet engines or a certain amount of drag to determine if the vehicle is a plane? I'd like to air drop rovers and landers around Kerbin and have my delivery plane automatically land itself. However the requirement for TWR of 1.0 makes that impossible with a cargo plane -- mine are usually around .6 or .7 TWR with AJE installed. Even if the TWR requirement was just a configurable variable so that I could change mine and not affect others' gameplay style, that'd work for me. I hate being needy...
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