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How to make insane smoke plumes in the flame trench using REAL PLUME ?


lextacy

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I can put you in the right direction,but you'll need to do other stuff yourself,since i don't have enough time right now.

@PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL
{
@MODULE[ModuleEnginesFX]
{
%runningEffectName = launchsmoke
}
@EFFECTS
{
%launchsmoke
{
// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = RealPlume/MP_Nazari_FX/smokelaunch
transformName = thrustTransform

energy = 0.0 0.2 // Same for energy
energy = 1.0 1.1 // Same for energy
speed = 0.0 0.2 // And speed
speed = 1.0 0.15 // And speed
grow = 0.0 0.0
grow = 1.0 0.75
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.5 // Rescale the particles to +0%
renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0.12 // 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 = 550.0 0.0
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
power = 0.0 0.0
power = 1.0 1.8
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}
logGrow
{
power = 0 0
power = 1 2
}
Grow
{
power = 0 0
power = 1 2
}
//additional settings
initialDensity = 2.25
physical = true
stickiness = 0.8
dragCoefficient = 1
logarithmicGrowth = 3
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 16.5
}
}
}
}

You still need to exclude air breathing engines and edit effects (they are just copy/paste from RealPlume).The effects are not right written and are shown in vacuum too!

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ok so in that config, it looks like you have a broad global config to use that smoke. This would make plumes on everything and everywhere. So all I need to do is narrow down the code to exclude air breathing and to also have it shut off in vacuum ? Also Im using real fuels, so could

@PART

[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL

be

@PART

[*]:HAS[@MODULE[ModuleEngines*]]:FINAL

??

Edited by lextacy
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That cfg will ad launch smoke to every engine,and you need ModuleEnginesFX,since this is the type of engine that is able to use "real pulme".

You can look at smokescreen for effect configuration and at MM to eliminate air breathing engines.

But if i had to do it by heart it would look like this:

@PART[*]:HAS[@MODULE[ModuleEnginesFX&!#engineID[AirBreathing]]]:FINAL

I suggest you to first test the effects and then worry about other. :wink:

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That cfg will ad launch smoke to every engine,and you need ModuleEnginesFX,since this is the type of engine that is able to use "real pulme".

You can look at smokescreen for effect configuration and at MM to eliminate air breathing engines.

But if i had to do it by heart it would look like this:

@PART
[*]:HAS[@MODULE[ModuleEnginesFX&!#engineID[AirBreathing]]]:FINAL

I suggest you to first test the effects and then worry about other. :wink:

The basic config did work. I got good plumage :) This worked while having Real Fuels. I just used a wild card b.c I dont know in what order the patching is. Now im having problems eliminating the jet engines. Ive tried

@PART

[*]:HAS[@MODULE[ModuleEngines*],!PROPELLANT[Oxidizer]]:FINAL (found out this was to fail due to Real Fuels)

@PART

[*]:HAS[@MODULE[ModuleEngines*],!PROPELLANT[intakeAir]]:FINAL

@PART

[*]:HAS[@MODULE[ModuleEngines*],!PROPELLANT[Oxidizer]]:FINAL

and your sugggestion

@PART

[*]:HAS[@MODULE[ModuleEnginesFX&!#engineID[AirBreathing]]]:FINAL

failed also. It turned off effects for ALL engines.

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