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Engine Exhaust missing?


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This is the next engine to be in my mod, but it's missing the exhaust. Two too be exact because the engine has two nozzles.

29F8nmC.png

Here's the code.


PART
{
name = Size3EfficientEngine
module = Part
author = AstroGamer727
mesh = model.mu
rescaleFactor = 0.625
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0, 3
TechRequired = veryHeavyRocketry
entryCost = 34000
cost = 12500
category = Propulsion
subcategory = 0
title = Astro Inc KR-1M+ "Rottweiler" Liquid Fuel Engine
manufacturer = Astro Inc
description = Are you all about power and not efficiency? Then this engine is not for you! The Rottweiler is the 3.75m brother of the Poodle, and is very good for space where you need efficiency!
attachRules = 1,0,1,0,0
mass = 4.5
// heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
breakingForce = 200
breakingTorque = 200
maxTemp = 2000 // = 3600
bulkheadProfiles = size3
EFFECTS
{
running_closed
{
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
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_veryLarge
transformName = thurstTransform1
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_veryLarge
transformName = thurstTransform2
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/ksX_Exhaust
transformName = thurstTransform1
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/ksX_Exhaust
transformName = thurstTransform2
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thurstTransform1
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thurstTransform2
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform1
engineID = KSX
runningEffectName = running_closed
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 350
heatProduction = 140
fxOffset = 0, 0, 1.5
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.45
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 0.55
}
atmosphereCurve
{
key = 0 340
key = 1 255
key = 5 0.001
}
}
MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform2
engineID = KSX
runningEffectName = running_closed
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 350
heatProduction = 140
fxOffset = 0, 0, 1.5
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.45
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 0.55
}
atmosphereCurve
{
key = 0 340
key = 1 255
key = 5 0.001
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = Nozzle
gimbalRange = 4
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationAdvancedEngine
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 12.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}
MODULE
{
name = ModuleJettison
jettisonName = rottweilerFairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.5
jettisonForce = 15
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = True
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 1
maxDistance = 100
falloff = 2
thrustTransformName = thrustTransform1
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 1
maxDistance = 100
falloff = 2
thrustTransformName = thrustTransform2
}
}


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You want one moduleenginesfx unless you are switching modes. You also want one transformname even if you have multiple transforms, if you want the same effect on them... and you want to spell the name of your transforms inside your effect correctly, too.

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You want one moduleenginesfx unless you are switching modes. You also want one transformname even if you have multiple transforms, if you want the same effect on them... and you want to spell the name of your transforms inside your effect correctly, too.

So one of each? But I have two nozzles on the engine. Also, I'm pretty sure they are spelt right.

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So one of each? But I have two nozzles on the engine. Also, I'm pretty sure they are spelt right.

The transforms on your nozzles can have the same name. Look again, your transform names are not the same in your effect and your engine.

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Oh, ok thanks. Also, in the config (in the original one) there was fxPoints and smokePoints. Do I make them as well?

Those are just transforms with different names. You'd use something like that if you wanted an effect to come from a different transform than the one used for thrust. So you don't need them.

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Right, if you want the smoke and effects to come from the same place, you can use the same transform, but you'll then have to edit the code to have them all reference that transform name.

And agreed with the above, you only use more than one ModuleEnginesFX if you're doing mode switching, and for that you would need to set DIFFERENT engineID values. For a single-mode engine with multiple nozzles, you use one ModuleEnginesFX, and multiple thrust transforms with the same name.

Also, for my engine fairing, I can't find the Icon_Hidden tag.

None of the tags and "layers" are installed into Unity in advance. You have to create them. For tags, it goes by name (not numbers like the "layers"), so make sure you add the tag with the right spelling/capitalization ("Icon_Hidden").

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