fusedbean89 Posted May 11, 2016 Share Posted May 11, 2016 i made a recreation of the soyuz in my mod (KerbalKIngsInc.) and the engine is big but the fx is not. anyone know how to make it bigger. video of my ship with small FX ---------------> note : i need to rescal it PART { name = soyuzFirstStage module = Part author = kerbal_king mesh = model.mu scale = 1.0 rescaleFactor = .82 node_stack_top = 0.0,5.036,0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0 mass = 44.5 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 breakingForce = 200 breakingTorque = 200 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = heavierRocketry entryCost = 0 cost = 100000 category = Propulsion subcategory = 0 title = Soyuz First Stage manufacturer = KerbalKingsInc. description = we thought like the russians and just like that we got the soyuz first stage (2nd and 3rd stages will be coming in later updates). attachRules = 1,1,1,1,0 bulkheadProfiles = size2, srf tags = ascent (boar booster main propuls rocket (twin RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust 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 = 2.0 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 = ModuleEnginesFX engineID = KSLFB runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 1 minThrust = 0 maxThrust = 5000 heatProduction = 375 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 10 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationLFB responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FlagDecal textureQuadName = FlagTransform } 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 = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustPoint } } Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 15, 2016 Share Posted May 15, 2016 Hi, there's no way I know of to re scale an engine or any other effect for that matter, the effects themselves a controlled by hard coded elements and have no cfg of their own. The emission quantities are set by a float it seems, and although they can be turned down they can't be increased to exceed the amount set in the model prefab Things you could try are, using multiple thrust transforms per nozzle, each transform will have an associated effect that will combine to produce a much larger looking effect, Or if you are feeling like a new adventure you could try making an effect yourself, the Hot rockets tread has a little tutorial and examples, and it' sort of still current. Link to comment Share on other sites More sharing options...
fusedbean89 Posted June 21, 2016 Author Share Posted June 21, 2016 thank On 5/15/2016 at 10:55 AM, SpannerMonkey(smce) said: Hi, there's no way I know of to re scale an engine or any other effect for that matter, the effects themselves a controlled by hard coded elements and have no cfg of their own. The emission quantities are set by a float it seems, and although they can be turned down they can't be increased to exceed the amount set in the model prefab Things you could try are, using multiple thrust transforms per nozzle, each transform will have an associated effect that will combine to produce a much larger looking effect, Or if you are feeling like a new adventure you could try making an effect yourself, the Hot rockets tread has a little tutorial and examples, and it' sort of still current. thanks helped a lot! Link to comment Share on other sites More sharing options...
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