Jump to content

ekliptical

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by ekliptical

  1. I love this mod. Thank you for creating it and keeping it updated. It is really in my top 5 mods; it adds so much convenience to the game for me.
  2. This thing is GORGEOUS! Thank you! It makes me want to play in IVA all the time! I love all the features and buttons and the alarms, wow. The altitude warning is really cool, too, counting down.
  3. I just wanted to let you know your plugin saved my save. I would have been set back two days because I loaded a quicksave from two days prior, thinking I had just quicksaved a couple minutes before. So, thank you
  4. I have just manually converted (for the most part, I used this on a some textures, like my texture pack heads and suits) all of my largest textures, including the ones from the Astronomer's visual pack, using GIMP with the gimp DDS plugin. So far it seems to be working well, and I am down to 1.8GB of RAM at the KSP loading screen, with astronomer's visual pack, a bunch of texture replacer suits and heads, nice skybox, kerbinside, ven's stock revamp, sxt, and a bunch of other mods. All I did was flip the png textures vertically, then export as DXT5 DDS with gimp. It's working well so far, running NO active texture management, on open-gl. I was thinking about doing a write-up or getting some more opinions on it, but I'm not sure where to do so, or if anyone would be interested. It was time consuming, but easy.
  5. Hello, Thank you for awesome parts! I just wanted to sound off and let you know the MJ-88 Mini Vectors are super-OP, at least for me right now. I've got them at 55km with no air, still producing thrust, lol. Check it out. Then, right after, they flame out about 1km-ish higher. Previously, they had been producing almost full thrust the entire flight. Fun engines! I just feel they are super-OP atm. Thanks again, enjoying your parts
  6. I just wanted to share my Active Texture Manager configs for Kerbin Side and Kerbal Konstructs. I spent a while beating my head on a wall, when I wasn't able to locate an existing one, and spent a while getting it right. The issue I was having was missing or black base icons on the map. The configs go in GameData/ActiveTextureManagement/ActiveTextureManagerConfigs/ . If any issues pop up, I can try to take a look. KerbinSide.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = KerbinSide enabled = true OVERRIDES { KerbinSide/Parts/Static/boatlaunchIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/kshelipadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/ksrunwayIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/anyIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/rocketpadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/Odyssey/rocketpadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/buoy/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/KermanControl/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/KerminCruiser/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } } } medsouz.cfg (for Kerbal Konstructs) ACTIVE_TEXTURE_MANAGER_CONFIG { folder = medsouz enabled = true OVERRIDES { medsouz/KerbalKonstructs/Assets/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } }
  7. @SuicidalInsanity I've added the vtol engines and the PLUTO engine below; i didn't think about them before. I didn't add any configuration for the ESTOC engine, because I couldn't find an example of the RAPIER. // Andon's HotRockets! ModuleManager File modified by Vaelkyrie for Mk2 Expansion Jet Engines // HotRockets for Mk2Expansion engines // 05/21/2015 @PART[Mk2Turbojet]:FOR[HotRockets] //Turbojet { !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 = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // 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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[Mk2Ramjet]:FOR[HotRockets] //RamJet { !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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine %spoolEffectName = powersmoke %powerEffectName = powerflame !fxOffset = del } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[Mk2VTOLFuselage]:FOR[HotRockets] //Mk2VTOLFuselage { !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 = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // 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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[Mk2VTOLJET]:FOR[HotRockets] //Mk2VTOLJET { !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 = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // 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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[Mk2PLUTO]:FOR[HotRockets] //Mk 2 PLUTO { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamenuke transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.98 speed = 1.0 1.22 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } 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 %spoolEffectName = powersmoke %powerEffectName = powerflame !fxOffset = del } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } }
  8. Thanks! Mostly just some copy-pasta. No, I don't mind at all. Please go ahead and include it
  9. Here is a config file for hotrockets I made. Just create Mk2Expansion_hotrockets.cfg in the MP_Nazari folder in GameData, with the squad_hotrockets.cfg, nasa_hotrockets.cfg, etc files. Then put the code below in it It probably doesn't matter what you name it, as long as it's in that folder and has the extension .cfg, but idk. It works for me. It just copies the basic jet engine for the turbojet (since it's similar) and the turbojet engine effect for the ramjet (since they're similar). Enjoy! // Andon's HotRockets! ModuleManager File modified by Vaelkyrie for Mk2 Expansion Jet Engines // HotRockets for Mk2Expansion engines // 05/21/2015 @PART[Mk2Turbojet]:FOR[HotRockets] //Turbojet { !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 = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // 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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[Mk2Ramjet]:FOR[HotRockets] //RamJet { !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 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine %spoolEffectName = powersmoke %powerEffectName = powerflame !fxOffset = del } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } }
  10. 1.7.0 is working well for me so far as I can tell, except I'm not able to get the HUD to appear. It's a clean install with just steam gauges, common toolbar, advanced resources thing, and kerbal engineer. I don't know if it's a problem with it, or if I'm just doing something wrong. I love the steam gauges by the way, they're super useful.
  11. This Alcor capsure is the most beautiful and functional and awesome capsule I have ever seen (I love how everything is clickable!). Please don't stop
  12. Thank you for this mod, it's very beautiful! It really enhances the gameplay =)
  13. All of them. This is an incomplete list. I've added some more: Currently using these in Career Mode. Subject to change without notice. Also subject to being unfinished. Cause I’ll maybe finish linking later. [0.22] B9 Aerospace Pack R4.0c [0.22]Cabana Corp. Research & Development [23/10] SN Service Module SN Advanced Service Module Engineer Redux ExsurgentEngineering [0.22] NovaPunch 2.03 – Integrated into Career Mode for KSP 0.22! NovaPunch 2.03a Texture Reduction Pack (Updated) KWRocketry Docking Port Alignment Indicator [Version 2.1] [0.22] Near-Future Propulsion v0.22 PreciseNode ResGen RLA_ElectricEngines RLA_Stockalike ScienceLog [0.21.1] SteamGauges V1.2 TacFuelBalancer TreeLoader TriggerTech TV PP Interstellar Thingie
  14. Ahh, wow, this is... so nice! I was getting very frustrated trying to make a subassembly out of my rover... this fixed it like cake.
×
×
  • Create New...