alberro+ Posted April 8, 2021 Share Posted April 8, 2021 Just now, OrdinaryKerman said: BDB has RS-68 and earlier versions of the AJ10 made for Able/Delta and Apollo. There's no RS-25 or Space Shuttle OMS here, and the ones in reDIRECT still work just fine. reDIRECT's RS-25 is literally just the stock vector model, but it runs on LH2. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted April 8, 2021 Share Posted April 8, 2021 Just now, OrdinaryKerman said: earlier versions of the AJ10 made for Able/Delta and Apollo. I think it has pretty much all AJ10s except the Shuttle OMS one Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 8, 2021 Share Posted April 8, 2021 6 hours ago, Zorg said: This doesn't sound like quite the right behaviour for this engine. Will take a look. Zorg, also when you get a chance Latest Dev branch (downloaded last night) GE-405H engine lights up (heat effects) but nothing else. Picture in link below... and no I have not figured out how to get rid of that stupid pink square yet.... On every rocket I fly..... Yeah it was a night-side launch (but you can see the emissives working, the fuel load and thrust at 100%. 5 minutes ago, Emilius73 said: I've heard that BDB has an RS-25 and AJ10, is this true? I've been using reDIRECT's engines for a while, but since that hasn't got updates in a while, I've been looking for some replacements As others have stated, if you are looking for Shuttle engines, there are none in BDB. There are MANY AJ10 engines, BDB has 7 of them I think (and Alternate Apollo has one as well) but none of them would work well for your OMS needs for a Shuttle or Shuttle derived launcher. Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 8, 2021 Share Posted April 8, 2021 Thanks for all the responses! I wanted to replace the engine models since the AJ10 is aging quite a lot and the RS25 is, like Alberro said, the stock Vector model. What's annoyed me the most about these is the lack of Waterfall support right now (Benjee said the engines need further revamps before Waterfall gets added). I should probably just make configs for those engines or replace the reDIRECT engines with Restock Vectors or something Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 8, 2021 Share Posted April 8, 2021 7 minutes ago, Pappystein said: and no I have not figured out how to get rid of that stupid pink square yet I've seen lots of people blame that on Planetshine. I've never had it, but never used that mod - so ymmv Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted April 8, 2021 Share Posted April 8, 2021 2 minutes ago, Emilius73 said: Thanks for all the responses! I wanted to replace the engine models since the AJ10 is aging quite a lot and the RS25 is, like Alberro said, the stock Vector model. What's annoyed me the most about these is the lack of Waterfall support right now (Benjee said the engines need further revamps before Waterfall gets added). I should probably just make configs for those engines or replace the reDIRECT engines with Restock Vectors or something Redirect is getting remade at somepoint in the meantime you can use Restock RS25 and maybe BDB AJ10 will fit...clip them through the OMS pods perhaps Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted April 8, 2021 Share Posted April 8, 2021 6 minutes ago, Emilius73 said: I wanted to replace the engine models since the AJ10 is aging quite a lot and the RS25 is, like Alberro said, the stock Vector ReStock and SOCK should have what you need. Even if you don't want the shuttle parts, there is an OMS engine. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 8, 2021 Share Posted April 8, 2021 3 minutes ago, OrbitalManeuvers said: I've seen lots of people blame that on Planetshine. I've never had it, but never used that mod - so ymmv Sadly I don't use Planetshine. This was my first attempt to use CKAN in like 3 years... Another ABJECT FAILURE. how people can like CKAN is beyond me. I am running pretty light right now on mods... less than 25000 patches (last build of KSP I was running 86,000 patches) Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 8, 2021 Share Posted April 8, 2021 1 minute ago, Spaceman.Spiff said: ReStock and SOCK should have what you need. Even if you don't want the shuttle parts, there is an OMS engine. I'm asking for engines to use on my SOCK shuttle, hahaha 5 minutes ago, golkaidakhaana said: Redirect is getting remade at somepoint in the meantime you can use Restock RS25 and maybe BDB AJ10 will fit...clip them through the OMS pods perhaps That's literally what I just said Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted April 8, 2021 Share Posted April 8, 2021 Just now, Emilius73 said: That's literally what I just said Yes , and what of it ? No need to get defensive , we are all friend here Quote Link to comment Share on other sites More sharing options...
alberro+ Posted April 8, 2021 Share Posted April 8, 2021 13 minutes ago, Emilius73 said: Thanks for all the responses! I wanted to replace the engine models since the AJ10 is aging quite a lot and the RS25 is, like Alberro said, the stock Vector model. What's annoyed me the most about these is the lack of Waterfall support right now (Benjee said the engines need further revamps before Waterfall gets added). I should probably just make configs for those engines or replace the reDIRECT engines with Restock Vectors or something If you do, please share them! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 8, 2021 Author Share Posted April 8, 2021 Hi everyone, sorry for the lack of updates this last week or so. I'm feeling exhausted and out of it. I'm going to wonder off into the woods for the weekend so no streams. On 4/4/2021 at 3:07 AM, golkaidakhaana said: I suppose now the old CxAerospace APAS ports can be decommissoned and replaces with the new Habtech APAS ? Yeah, I actually forget that those ports are even in the mod. I don't plan on replacing them. On 4/6/2021 at 9:21 AM, northern said: are there any plans to add the lunar rover to the LM? No, sorry. There isn't really a way to do it that doesn't introduce more dependencies or require the players to own DLC. Additionally, wheels are perhaps the most cursed and dreaded of part types to try and get working. I've heard nothing but horror stories. On 4/6/2021 at 3:23 PM, KeaKaka said: Quick question, for the Apollo/Saturn revamp, what diameter will the S-IV stage be? The 260in parts (S-IVB and S-1 diameter) will be 4.25m. The S-IV is going to be 3.75m. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 8, 2021 Share Posted April 8, 2021 5 minutes ago, Pappystein said: Sadly I don't use Planetshine. Bummer, thought that might be a slam dunk. The only ones in your list that I didn't either recognize or use myself are : diazo, ftmn* Quote Link to comment Share on other sites More sharing options...
Zorg Posted April 8, 2021 Share Posted April 8, 2021 21 minutes ago, Pappystein said: Zorg, also when you get a chance Latest Dev branch (downloaded last night) GE-405H engine lights up (heat effects) but nothing else. Picture in link below... and no I have not figured out how to get rid of that stupid pink square yet.... On every rocket I fly..... Oh hmm, i'll take a look at the 405. Pink square must be something else, sign of a broken/incompatible shader. An incorrect version of a some visual mod is my guess. 30 minutes ago, Emilius73 said: I've heard that BDB has an RS-25 and AJ10, is this true? I've been using reDIRECT's engines for a while, but since that hasn't got updates in a while, I've been looking for some replacements We have a number of AJ10s but not the one for the shuttle which is the AJ10 190. You could potentially substitute something like the Delta K AJ10 118k but it wouldnt look right and Im not sure about how the thrust balance will be on Benjees shuttle. Sticking with reDirects parts is probably wiser. As others have mentioned we dont have an RS-25. Spoiler ps. but we are soon getting Pratt and Whitney's contender for the the shuttle program, the XLR129 The XLR 129 was originally meant for a rocket powered spyplane called ISINGLASS and then later was uprated in thrust for the shuttle program. Will be previewed on the thread soon. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 8, 2021 Author Share Posted April 8, 2021 Forgot to respond to this one... On 3/21/2021 at 10:27 AM, golkaidakhaana said: Is there any possibility of adding interstage nodes for the crewed Gemini SMs , and / or a 0.9375m version of the Gemini docking adapter ? I ve been trying to make a Gemini rescue vehicle with a Habtech APAS port and I ve noticed it is very annoying and somewhat difficult trying to align the interstage / decoupler with the SM , as the interstage can only attach to the docking port , leaving a gap between the interstage and the SM Not something I'm getting around to any time soon, but noted. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted April 8, 2021 Share Posted April 8, 2021 1 minute ago, CobaltWolf said: Forgot to respond to this one... Not something I'm getting around to any time soon, but noted. Thank you , is muchappreciated , this one of my only issues in relation of using Gemini part s Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 8, 2021 Share Posted April 8, 2021 16 minutes ago, alberro+ said: If you do, please share them! Will do! Quote Link to comment Share on other sites More sharing options...
Razgriz1 Posted April 8, 2021 Share Posted April 8, 2021 48 minutes ago, alberro+ said: If you do, please share them! 32 minutes ago, Emilius73 said: Will do! I found that @Knight of St John's Stock Waterfall Effects Vector and Puff OMS effects worked quite well for Benjee's shuttle engines. I made my own config for them based on these, by essentially just tweaking the plume scales and offsets. Spoiler @PART[DIRECT_SSME_B]:NEEDS[Waterfall&!ReStock]:FINAL { !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE !fx_smokeTrail_light = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE // Removes the Realplume plumes !PLUME {} // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } fx-vector-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-vector-running !powerEffectName } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rs25FX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle } CONTROLLER { name = randomshock1 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 100 } CONTROLLER { name = randomshock4 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 1000 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-lower-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-core-vector // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } } @PART[DIRECT_KJ10]:NEEDS[Waterfall]:FINAL { !EFFECTS {} !MODULE[EngineLightEffect] {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 1.0 pitch = 1.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-puff-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 0.1 0.3 volume = 1.0 0.8 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = omsFX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } // this controller generates a random value in the range specified CONTROLLER { name = random linkedTo = random range = -1,1 } // ----------------------------------------------------- // Past here should be generated with the ingame editor! // ----------------------------------------------------- TEMPLATE { // This is the name of the template to use templateName = waterfall-hypergolic-aerozine50-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 0.5, 0.5, 0.37 } TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-vernier-2 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 5, 5, 2 } } } Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 8, 2021 Share Posted April 8, 2021 5 minutes ago, Razgriz1 said: I found that @Knight of St John's Stock Waterfall Effects Vector and Puff OMS effects worked quite well for Benjee's shuttle engines. I made my own config for them based on these, by essentially just tweaking the plume scales and offsets. Reveal hidden contents @PART[DIRECT_SSME_B]:NEEDS[Waterfall&!ReStock]:FINAL { !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE !fx_smokeTrail_light = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE // Removes the Realplume plumes !PLUME {} // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } fx-vector-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-vector-running !powerEffectName } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rs25FX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle } CONTROLLER { name = randomshock1 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 100 } CONTROLLER { name = randomshock4 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 1000 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-lower-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-core-vector // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } } @PART[DIRECT_KJ10]:NEEDS[Waterfall]:FINAL { !EFFECTS {} !MODULE[EngineLightEffect] {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 1.0 pitch = 1.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-puff-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 0.1 0.3 volume = 1.0 0.8 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = omsFX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } // this controller generates a random value in the range specified CONTROLLER { name = random linkedTo = random range = -1,1 } // ----------------------------------------------------- // Past here should be generated with the ingame editor! // ----------------------------------------------------- TEMPLATE { // This is the name of the template to use templateName = waterfall-hypergolic-aerozine50-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 0.5, 0.5, 0.37 } TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-vernier-2 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 5, 5, 2 } } } Thank you! Does this need to be in a specific location or anywhere in GameData? Quote Link to comment Share on other sites More sharing options...
Razgriz1 Posted April 8, 2021 Share Posted April 8, 2021 6 minutes ago, Emilius73 said: Thank you! Does this need to be in a specific location or anywhere in GameData? Module manager patches can go anywhere in GameData. I personally keep all of my own patches in my own folder in there to keep track of them. You probably will need Stock Waterfall Effects though, as I believe it uses the templates included in that as a basis for these. Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 8, 2021 Share Posted April 8, 2021 23 minutes ago, Razgriz1 said: Module manager patches can go anywhere in GameData. I personally keep all of my own patches in my own folder in there to keep track of them. You probably will need Stock Waterfall Effects though, as I believe it uses the templates included in that as a basis for these. Yeah, I just realized I was missing that (I use Restock), I was confused as to why the patches didn't work for a sec lol Quote Link to comment Share on other sites More sharing options...
Razgriz1 Posted April 8, 2021 Share Posted April 8, 2021 3 minutes ago, Emilius73 said: Yeah, I just realized I was missing that (I use Restock), I was confused as to why the patches didn't work for a sec lol If you have Restock, you'd also have to take out the &!ReStock part of the SSME patch I posted as well, otherwise it won't use that patch. Strictly speaking, that isn't really necessary anyway since Benjee's SSME copies the stock vector, not the Restock Vector, so I should probably remove that anyway. Quote Link to comment Share on other sites More sharing options...
northern Posted April 8, 2021 Share Posted April 8, 2021 1 hour ago, CobaltWolf said: No, sorry. There isn't really a way to do it that doesn't introduce more dependencies or require the players to own DLC. Additionally, wheels are perhaps the most cursed and dreaded of part types to try and get working. I've heard nothing but horror stories. Could it be done using the normal KSP wheels? so its not a replica of the LR but the attachment node and a 'box' type thing where we can put command seats on? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 8, 2021 Share Posted April 8, 2021 2 hours ago, OrbitalManeuvers said: Bummer, thought that might be a slam dunk. The only ones in your list that I didn't either recognize or use myself are : diazo, ftmn* Diazo made the OG Height over ground mods... Including the one I use... Vertical Velocity Controler. FTMN is oldschool Nuclear engines by Kommitz and both of those mods are maintained by LGG. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted April 8, 2021 Share Posted April 8, 2021 (edited) 1 hour ago, Razgriz1 said: I found that @Knight of St John's Stock Waterfall Effects Vector and Puff OMS effects worked quite well for Benjee's shuttle engines. I made my own config for them based on these, by essentially just tweaking the plume scales and offsets. Reveal hidden contents @PART[DIRECT_SSME_B]:NEEDS[Waterfall&!ReStock]:FINAL { !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE !fx_smokeTrail_light = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE // Removes the Realplume plumes !PLUME {} // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } fx-vector-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-vector-running !powerEffectName } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rs25FX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle } CONTROLLER { name = randomshock1 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 5 seed = 100 } CONTROLLER { name = randomshock4 linkedTo = random // The noise distribution type noiseType = perlin // distribution parameters scale = 1 speed = 8 seed = 1000 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-lower-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { // This is the name of the template to use templateName = stock-hydrolox-core-vector // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } } @PART[DIRECT_KJ10]:NEEDS[Waterfall]:FINAL { !EFFECTS {} !MODULE[EngineLightEffect] {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 1.0 pitch = 1.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-puff-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 0.1 0.3 volume = 1.0 0.8 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = omsFX // This links the effects to a given ModuleEngines engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } // this controller generates a random value in the range specified CONTROLLER { name = random linkedTo = random range = -1,1 } // ----------------------------------------------------- // Past here should be generated with the ingame editor! // ----------------------------------------------------- TEMPLATE { // This is the name of the template to use templateName = waterfall-hypergolic-aerozine50-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 0.5, 0.5, 0.37 } TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-vernier-2 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform position = 0,0,0.0005 rotation = 0, 0, 0 scale = 5, 5, 2 } } } nvm Edited April 8, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
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