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Multiple particle effects to a single engine


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I'm wondering if it's possible to add two particle emitter effects to a single engine. I think it's possible, because I think at least the turboramjet effect with hot rockets worked that way. However this happened to me when I tried (see image below). What I did was I added to particle emitter objects in Unity to the empty object that is exported as a .mu file. This generates one .mu and two texture files. But KSP doesn't like it? Is there another way?

The effect coming out of the exhaust is how it's actually supposed to look, but I don't know where the diagonal flame came from.

HIBFUau.png

Also, the engine can't be turned off or on, and the effect is always running...

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5 minutes ago, nli2work said:

 

I tried this before. I had two transforms specifically for adding effects, but this way only one of the two effects would show up (none of them was thrustTransform, though, they were fxPoint and fxPoint2, I don't know if that matters). The other thing is, do they have to be in separate  MODEL_MULTI_PARTICLE brackets, or in the same one? I had two separate brackets.

Also, I cannot thank you enough for your tutorials

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20 minutes ago, nestor_d said:

I tried this before. I had two transforms specifically for adding effects, but this way only one of the two effects would show up (none of them was thrustTransform, though, they were fxPoint and fxPoint2, I don't know if that matters). The other thing is, do they have to be in separate  MODEL_MULTI_PARTICLE brackets, or in the same one? I had two separate brackets.

Also, I cannot thank you enough for your tutorials

separate MULTI_PARTICLE{}. each defines 1 FX MU attached to 1 transform name, all transform sharing the name will get the FX attached. each MULTI_PARTICLE{} should have a name = identifier. otherwise only one will show.
 

    MODEL_MULTI_PARTICLE
    {
      name = LFO
      modelName = OrbitalTug/FX/orbitalNukeLFO
      transformName = thrustTransform
    }
    MODEL_MULTI_PARTICLE
    {
      name = LFOCore
      modelName = OrbitalTug/FX/orbitalNukeCore
      transformName = thrustTransform
    }

 

Edited by nli2work
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