Jump to content

Multi-Mode Engine Particles


Recommended Posts

I'm having some trouble on a mod I'm creating. It basically allows jet engines to burn oxidizer instead of intake air. The problem is, I can't get the particles to appear on the intake air mode. It's just a Whiplash engine but it's a lot harder than that. I'm basing it off the RAPIER engine's code but I just can't figure out what's happening to it! Here's all the code:

PART
{
    name = turboFanEngine
    module = Part
    author = Fireheart318
    //mesh = turboRamJet.mu
    MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turboRamJet
    }
    //MODEL
    //{
    //    model = Squad/Parts/Engine/jetEngines/turbineInside
    //    position = 0.0, 1.4, 0.0
    //    scale = 0.95, 1.0, 0.95
    //}
    rescaleFactor = 1
    node_stack_top = 0.0, 1.4, 0.0, 0.0, 1.0, 0.0
    CoMOffset = 0.0, 2.7, 0.0
    TechRequired = hypersonicFlight
    entryCost = 18000
    cost = 2250
    category = Engine
    subcategory = 0
    title = J-X4 “Whiplash” Turbo Ramjet Engine
    manufacturer = Fireheart318 ModLabs
    description = A modified J-X4 “Whiplash” Turbo Ramjet Engine, this one is capable of using oxidizer as well as intake air for use at extremely high altitudes and on other planets. Without a doubt, useful for Eve and Jool, and to a lesser extent, Duna. *Ugh!* Fine! Laythe too! Ya happy now?
    attachRules = 1,0,1,1,0
    mass = 1.8
    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
    maxTemp = 2000 // = 3600
    bulkheadProfiles = size1
    EFFECTS
    {        
        running_closed
        {            
            AUDIO
            {
                channel = Ship
            //    clip = sound_jet_deep
                clip = sound_rocket_spurts
                volume = 0.0 0.0
                volume = 0.5 0.4
                volume = 1.0 0.5
                pitch = 0.0 0.8
                pitch = 1.0 1.5
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = smokePoint
                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
                localRotation = 1, 0, 0, -90
            }                    
        }
        running_open
        {            
            AUDIO
            {
                channel = Ship
            //    clip = sound_jet_deep
                clip = sound_rocket_spurts
                volume = 0.0 0.0
                volume = 0.5 0.4
                volume = 1.0 0.5
                pitch = 0.0 0.8
                pitch = 1.0 1.5
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = smokePoint
                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
                localRotation = 1, 0, 0, -90
            }                    
        }
        shockDiamond
        {
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/afterburner_shock
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.45 0.0
                emission = 0.6 0.8
                emission = 1 1.15
                speed = 0.4 0.3
                speed = 0.6 0.8
                speed = 1.0 1.15
            }
        }
        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
                volume = 0.02 0.0
                volume = 0.1 0.8
                volume = 0.2 1.0
                volume = 0.5 1.0
                pitch = 0.0 0.5
                pitch = 0.2 1.0
                pitch = 1.0 1.2
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/afterburner_flame
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.16 0.0
                emission = 0.3 0.5
                emission = 0.5 1.0
                emission = 1.0 1.0
                speed = 0.1 0.05
                speed = 0.3 1.0
                speed = 0.5 1.15
                speed = 1.0 1.15
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = smokePoint
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
    MODULE
    {
        name = MultiModeEngine
        primaryEngineID = AirBreathing
        secondaryEngineID = ClosedCycle
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = AirBreathing
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 130
        heatProduction = 75
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.2
        engineDecelerationSpeed = 0.4
        useVelocityCurve = False
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        runningEffectName = shockDiamond
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 400
        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 1
            DrawGauge = True
        }
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 8
        }
        atmosphereCurve
        {
            key = 0 4000 0 0 
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 2.0
        machLimit = 2.5
        machHeatMult = 6.0
        velCurve
        {
            key = 0 1 0 0
            key = 0.2 0.98 0 0
            key = 0.72 1.716 2.433527 2.433527
            key = 1.36 3.2 1.986082 1.986082
            key = 2.15 4.9 1.452677 1.452677
            key = 3 5.8 0.0005786046 0.0005786046
            key = 4.5 3 -4.279616 -4.279616
            key = 5.5 0 -0.02420209 0
        }
        atmCurve
        {
            // definite 'kink' to the curve at high altitude, compared to flatter BJE curve
            key = 0 0 0 0
            key = 0.045 0.166 4.304647 4.304647
            key = 0.16 0.5 0.5779132 0.5779132
            key = 0.5 0.6 0.4809403 0.4809403
            key = 1 1 1.013946 0
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = ClosedCycle
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 130
        heatProduction = 75
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.2
        engineDecelerationSpeed = 0.4
        useVelocityCurve = False
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        runningEffectName = shockDiamond
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 400
        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 1
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ignoreForIsp = True
            ratio = 8
        }
        atmosphereCurve
        {
            key = 0 4000 0 0 
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 2.0
        machLimit = 2.5
        machHeatMult = 6.0
        velCurve
        {
            key = 0 1 0 0
            key = 0.2 0.98 0 0
            key = 0.72 1.716 2.433527 2.433527
            key = 1.36 3.2 1.986082 1.986082
            key = 2.15 4.9 1.452677 1.452677
            key = 3 5.8 0.0005786046 0.0005786046
            key = 4.5 3 -4.279616 -4.279616
            key = 5.5 0 -0.02420209 0
        }
        atmCurve
        {
            // definite 'kink' to the curve at high altitude, compared to flatter BJE curve
            key = 0 0 0 0
            key = 0.045 0.166 4.304647 4.304647
            key = 0.16 0.5 0.5779132 0.5779132
            key = 0.5 0.6 0.4809403 0.4809403
            key = 1 1 1.013946 0
        }
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = TurboRamJetNozzle
        dependOnEngineState = True
        dependOnThrottle = True
        responseSpeed = 1
        layer = 1
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = TRJ_Heat
        dependOnEngineState = True
        responseSpeed = 0.0005
        layer = 2
    }
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = Gimbal
        gimbalRange = 1
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 5.0
        }
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 0
        maxAmount = 0
        isTweakable = false
        hideFlow = true
    }
    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 31
        CONSTRAINT
        {
            type = OXYGEN
            value = True
        }
        CONSTRAINT
        {
            // Suborbital/prelaunch only at home
            // our main situationMask above includes prelaunch and suborbital
            // but if nothome, here, and that mask with this value (11) which
            // excludes suborb and prelaunch
            type = SITUATION
            value = 11
            body = _NotHome
        }
        CONSTRAINT
        {
            // special suborbital case for home.
            type = ALTITUDE
            test = LT
            value = 120000
            situationMask = 16
        }
        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
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 650
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 350
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 950
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 450
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 1200
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEED
            test = GT
            value = 900
            situationMask = 8
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.15
            situationMask = 8
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.06
            situationMask = 8
            prestige = Significant
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.005
            situationMask = 8
            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 = 1000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 2000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 500
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 1000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ALWAYS
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = BODYANDSITUATION
            prestige = Significant
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ONCEPERPART
            prestige = Exceptional
        }
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }
}

Link to comment
Share on other sites

  • 2 weeks later...

I had this problem too with my dual mode SCRAMjet. I don't remember exactly how I fixed it but it's something to do with the smoke definitions. KSP is wierd about what you can and can't define twice. I'll post my config here in a minute once I get on my computer.

 

Edit:

PART
{
	name = VyapakScram
	module = Part
	author = Balto
	//mesh = VyapakSCRAM.mu
	rescaleFactor = 1
	node_stack_top = 0.0, 2.003, 0.0, 0.0, 1.0, 0.0
	CoMOffset = 0.0, 2.7, 0.0
	TechRequired = hypersonicFlight
	entryCost = 18000
	cost = 2250
	category = Engine
	subcategory = 0
	title = PAPD "Vyapak" SCRAM
	manufacturer = Prakasa Propulsion Devision
	description = We noticed the aerodynamic housing has a hole in it. Do you know what else has holes? Engines! We pointed this out to Prakasa and a few months later we got this thing. Much like the Chikna this engine thrives at high altitudes and airspeeds. Unlike the Chikna, however, the Vyapak exploits its extra size to run a turboramjet in parallel to the SCRAM geometry, rendering it not completely useless on the runway. Space used for Turboramjet is space not used for supersonic combustion though, so the Vyapak is only moderately more powerful than its smaller cousin.
	attachRules = 1,0,1,1,0
	mass = 9
	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
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size1
	MODULE
	{
		name = MultiModeEngine
		primaryEngineID = Cruise
		secondaryEngineID = SCRAM
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = Cruise
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 650
		heatProduction = 100
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.06
		engineDecelerationSpeed = 0.25
		fxOffset = 0, 0.5, 0
		flameoutEffectName = flameout
		powerEffectName = running_thrust2
		engageEffectName = engage
		disengageEffectName = disengage
		spoolEffectName = running_turbine2
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		exhaustDamageMultiplier = 20
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 70
		}
		atmosphereCurve
		{
			key = 0 12600 0 0
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 2.3
		machHeatMult = 40
		velCurve
		{
			key = 1.5 1 0 0

			key = 1.997533 0.92819 -0.2972303 -0.3459093

			key = 2.5 0.6 -1.000128 -0.9205825
			
key = 3 0 0 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0

			key = 0.1081842 0.5039895 5.326648 4.817208

			key = 0.3041053 0.9225709 0.5149972 0.4548001

			key = 1 1 0 0

		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = SCRAM
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 700
		heatProduction = 75
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.2
		engineDecelerationSpeed = 0.4
		useVelocityCurve = False
		flameoutEffectName = flameout
		powerEffectName = running_thrust
		runningEffectName = shockDiamond
		engageEffectName = engage
		disengageEffectName = disengage
		spoolEffectName = running_turbine
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		exhaustDamageMultiplier = 400
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 4
		}
		atmosphereCurve
		{
			key = 0 4000 0 0 
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flowMultCap = 2.0
		machLimit = 7
		machHeatMult = 6.0
		velCurve
		{
			key = 0 0 0 0

			key = 1 0.3 0.3967512 0.4424855
			
key = 2 1.007905 0.6413132 0.7933329
			
key = 3 2 0.4324458 0.5870321
			
key = 4 1.5 -0.7005689 -0.6572402

			key = 5 1.2 -0.6146706 -0.6450593

			key = 6 0.8 -0.1121028 -0.1604403
			
key = 7 0.5 0 0


			key = 7.9 0 0 0

		}
		atmCurve
		{
			// Slope up for thinner air and then sharply down.
			key = 0 0 0 0

			key = 0.005 0.4 4.989324 6.277892
			key = 0.02 0.7 4.989324 6.277892

			key = 0.05 1.2 4.989324 6.277892
			
key = 0.1 1.4 4.35445 6.242705

			key = 0.2 1.2 0 0
			
key = 0.5 0.4 -2.419767 -2.428926
			
key = 0.9 0.07401567 -0.9374784 -1.09819
			
key = 1 0 0 0

		}
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = TurboRamJetNozzle
		dependOnEngineState = True
		dependOnThrottle = True
		responseSpeed = 1
		layer = 1
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = TRJ_Heat
		dependOnEngineState = True
		responseSpeed = 0.0005
		layer = 2
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = Gimbal
		gimbalRange = 1
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 5.0
		}
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0
		isTweakable = false
		hideFlow = true
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 31
		CONSTRAINT
		{
			type = OXYGEN
			value = True
		}
		CONSTRAINT
		{
			// Suborbital/prelaunch only at home
			// our main situationMask above includes prelaunch and suborbital
			// but if nothome, here, and that mask with this value (11) which
			// excludes suborb and prelaunch
			type = SITUATION
			value = 11
			body = _NotHome
		}
		CONSTRAINT
		{
			// special suborbital case for home.
			type = ALTITUDE
			test = LT
			value = 120000
			situationMask = 16
		}
		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
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 650
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 350
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 950
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 450
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 900
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.15
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.06
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.005
			situationMask = 8
			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 = 1000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 500
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.6
		maxDistance = 25
		falloff = 2
		thrustTransformName = thrustTransform
	}
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
			//	clip = sound_jet_deep
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 0.5 0.4
				volume = 1.0 0.5
				pitch = 0.0 0.8
				pitch = 1.0 1.5
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = smokePoint
				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
				localRotation = 1, 0, 0, -90
			}					
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_shock
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.45 0.0
				emission = 0.6 0.8
				emission = 1 1.15
				speed = 0.4 0.3
				speed = 0.6 0.8
				speed = 1.0 1.15
			}
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.5
				pitch = 0.0 1.2
				pitch = 1.0 2.0
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_flame
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.16 0.0
				emission = 0.3 0.5
				emission = 0.5 1.0
				emission = 1.0 1.0
				speed = 0.1 0.05
				speed = 0.3 1.0
				speed = 0.5 1.15
				speed = 1.0 1.15
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = smokePoint
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}


		running_thrust2
		{			
			AUDIO
			{
				channel = Ship
			//	clip = sound_jet_deep
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 0.5 0.4
				volume = 1.0 0.5
				pitch = 0.0 0.8
				pitch = 1.0 1.5
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = smokePoint
				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
				localRotation = 1, 0, 0, -90
			}					
		}

		running_turbine2
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.02 0.0
				volume = 0.1 0.8
				volume = 0.2 1.0
				volume = 0.5 1.0
				pitch = 0.0 0.5
				pitch = 0.2 1.0
				pitch = 1.0 1.2
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = smokePoint
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
}

I'm not exactly sure how I fixed it, but I'm 90% certain it was re-defining the the running_thrust and running_turbine variables. It turns out you can't reuse them for whatever reason. I just cloned them down in the effect category and gave them a new name.

Edited by Balto-the-Wolf-Dog
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...