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weird engine bug


amankd

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im modding the lander from starship troopers but the engie is giving me problems, it is a 6 nozel engine and i have copied it from the aerospike but there is this weird 7th fx that runs along the root game object plus the fx is always running, i have tired several new configs (the latest one cause it to break and the game no longer loads) but nothing i have done has any effect, it still produces thrust and everything just the fx does not respond to throttle 1ETPeKV.png

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Edited by amankd
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On the FX running all the time pretty sure you have to write the cfg for the engine to run closed

 

EDIT- Here is a example from one of  Beale Beginners Part Modding Tutorial

EFFECTS

	{

	running_closed

	{

	AUDIO

	{

	channel = Ship

	clip = sound_rocket_spurts

	volume = 0.0 0.0

	volume = 3.0 3.0

	pitch = 0.0 0.2

	pitch = 1.0 1.0

	loop = true

	}

	MODEL_MULTI_PARTICLE

	{

	modelName = Squad/FX/shockExhaust_red_small

	transformName = thrustTransform

	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 = thrustTransform

	oneShot = true

	}

	AUDIO

	{

	channel = Ship

	clip = sound_explosion_low

	volume = 1.0

	pitch = 2.0

	loop = false

	}

	}

	}

 

Edited by Mecripp2
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PART
{
    name = starshipengineleg
    module = Part
    author = Porkjet
    mesh = model.mu
    rescaleFactor = 1
    node_attach = -1.435, 0.79, 0.0, 0.0, -1.0, 0.0
    fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running
    fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout
    sound_vent_medium = engage
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout
    mass = 1.0
    //heatConductivity = 0.03
    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 = 20
    maxTemp = 2000 // = 3600
    TechRequired = hypersonicFlight
    entryCost = 24500
    cost = 3850
    category = Engine
    subcategory = 0
    title = DR-4 dropship landing legs and engines
    manufacturer = C7 Aerospace Division
    description = widly proven that more is usually better the 6 verticle engines of this craft make it especially good at going up
    attachRules = 1,1,1,1,1
    bulkheadProfiles = size1
    MODULE
    {
        name = ModuleEngines
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 180
        heatProduction = 110
        fxOffset = 0, 0, 0
        EngineType = LiquidFuel
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
        }
        atmosphereCurve
        {
            key = 0 340 -50 -73.71224
            key = 1 290 -21.23404 -21.23404
            key = 5 230 -10.54119 -10.54119
            key = 10 170 -13.59091 -13.59091
            key = 20 0.001
        }
    }
    //MODULE
    //{
    //    name = ModuleAnimateHeat
    //    ThermalAnim = Aerospike_Heat
    //    useTemp = true        // Do we use the original temperature-based lerp, or do we let another module set us?
    //    useSkinTemp = false    // If useTemp is true, do we use Skin or Internal temp?
    //}
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = Aerospike_Heat
        responseSpeed = 0.001
        dependOnEngineState = True
        dependOnThrottle = True
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 5.0
        }
    }
    MODULE
    {
        name = ModuleJettison
        jettisonName = Fairing
        bottomNodeName = bottom
        isFairing = True
        jettisonedObjectMass = 0.1
        jettisonForce = 5
        jettisonDirection = 0 0 1
    }
    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 127
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ALWAYS
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = BODYANDSITUATION
            prestige = Significant
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ONCEPERPART
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 4000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 8000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 2000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 4000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 1000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 2000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = GT
            value = 0 // this just registers altitude as something to care about
            situationMask = 8
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = LT
            value = 300000
            situationMask = 16
            body = _NotSun
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = LT
            value = 600000
            situationMask = 32
            body = _NotSun
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 0
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 600
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 300
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 1200
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 600
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 2500
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 200
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 100
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 100
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 50
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 50
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 20
            prestige = Exceptional
        }
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.6
        maxDistance = 40
        falloff = 1.7
        thrustTransformName = thrustTransform
    }
}

this is my cfg

 

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HMMMM one of my post didn't make it ? But anyway try this

PART
{
// Kerbal Space Program - Part Config

// --- general parameters ---
name = starshipengineleg
module = Part
author = Porkjet

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
node_attach = -1.435, 0.79, 0.0, 0.0, -1.0, 0.0

// --- editor parameters ---
TechRequired = start
entryCost = 3500
cost = 1200
category = Engine
subcategory = 0
title = MKBL E-160
manufacturer = Munar Institute of Technology
description = Designed for the Munar Kebabl Landing system the MKBL E-160 has the power output required to make fast corrections under the high stress environment of a munar landing, this engine is smoke free to improve pilots visibility in atmospheric trainning.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

// --- standard part parameters ---
	    //heatConductivity = 0.03
	    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 = 20
	    maxTemp = 2000 // = 3600
	    TechRequired = hypersonicFlight
	    entryCost = 24500
	    cost = 3850
	    category = Engine
	    subcategory = 0
	    title = DR-4 dropship landing legs and engines
	    manufacturer = C7 Aerospace Division
	    description = widly proven that more is usually better the 6 verticle engines of this craft make it especially good at going up
	    attachRules = 1,1,1,1,1
	    bulkheadProfiles = size1

// --- liquid engine parameters ---
EFFECTS
{
  running_closed
  {
    AUDIO
    {
      channel = Ship
      clip = sound_rocket_spurts
      volume = 0.0 0.0
      volume = 3.0 3.0
      pitch = 0.0 0.2
      pitch = 1.0 1.0
      loop = true
    }
    MODEL_MULTI_PARTICLE
    {
      modelName = Squad/FX/shockExhaust_red_small
      transformName = thrustTransform
      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 = thrustTransform
      oneShot = true
    }
    AUDIO
    {
      channel = Ship
      clip = sound_explosion_low
      volume = 1.0
      pitch = 2.0
      loop = false
    }
  }
}

MODULE
{
	name = ModuleEnginesFX
	engineID = ClosedCycle
	runningEffectName = running_closed

	thrustVectorTransformName = thrustTransform
	exhaustDamage = True
	ignitionThreshold = 0.1
	minThrust = 0
	maxThrust = 180
	heatProduction = 110
	fxOffset = 0, 0, 0.21
	EngineType = LiquidFuel
	PROPELLANT
	{
		name = LiquidFuel
		ratio = 0.9
		DrawGauge = True
	}
	PROPELLANT
	{
		name = Oxidizer
		ratio = 1.1
	}
	        atmosphereCurve

	        {

	            key = 0 340 -50 -73.71224

	            key = 1 290 -21.23404 -21.23404

	            key = 5 230 -10.54119 -10.54119

	            key = 10 170 -13.59091 -13.59091

	            key = 20 0.001

	        }
}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.3
		maxDistance = 30
		falloff = 1.7
		thrustTransformName = thrustTransform
	}

// thrustVectoringCapable = True
// gymbalRange = 10

}

 

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running_closed in this instance is simply the effects name, used with ModuleEnginesFX. The aerospike, and by extension this part, does not use ModuleEnginesFX and uses ModuleEngines instead.

ModuleEngines does not require EFFECTS to be defined, as the effects are set by these lines:

fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running

	    fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running

	    fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running

	    fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout

	    sound_vent_medium = engage

	    sound_rocket_hard = running

	    sound_vent_soft = disengage

	    sound_explosion_low = flameout

I suspect there is an errant thrustTransform somewhere, possibly on the body of the craft itself. I would also remove the following from the cfg (unless you added a heat emissive or fairing):

	    MODULE

	    {

	        name = FXModuleAnimateThrottle

	        animationName = Aerospike_Heat

	        responseSpeed = 0.001

	        dependOnEngineState = True

	        dependOnThrottle = True

	    }
	    MODULE

	    {

	        name = ModuleJettison

	        jettisonName = Fairing

	        bottomNodeName = bottom

	        isFairing = True

	        jettisonedObjectMass = 0.1

	        jettisonForce = 5

	        jettisonDirection = 0 0 1

	    }
Edited by Randazzo
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12 hours ago, Randazzo said:

running_closed in this instance is simply the effects name, used with ModuleEnginesFX. The aerospike, and by extension this part, does not use ModuleEnginesFX and uses ModuleEngines instead.

ModuleEngines does not require EFFECTS to be defined, as the effects are set by these lines:


fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running

	    fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running

	    fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running

	    fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout

	    sound_vent_medium = engage

	    sound_rocket_hard = running

	    sound_vent_soft = disengage

	    sound_explosion_low = flameout

I suspect there is an errant thrustTransform somewhere, possibly on the body of the craft itself. I would also remove the following from the cfg (unless you added a heat emissive or fairing):


	    MODULE

	    {

	        name = FXModuleAnimateThrottle

	        animationName = Aerospike_Heat

	        responseSpeed = 0.001

	        dependOnEngineState = True

	        dependOnThrottle = True

	    }

	    MODULE

	    {

	        name = ModuleJettison

	        jettisonName = Fairing

	        bottomNodeName = bottom

	        isFairing = True

	        jettisonedObjectMass = 0.1

	        jettisonForce = 5

	        jettisonDirection = 0 0 1

	    }

ive checked and rechecked for exxtra theust teransfors but there are none, it just happnes to also be right through the origin of the engine

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