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OPT Spaceplane Parts - Community Maintennance


stali79

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33 minutes ago, sebi.zzr said:

It's not all about altitude,it also about speed(more speed,more power),i took the curves from RAPIER engine(jet part) and it has 8.5 X base power at mach 3.75 then the power gets down again.I thought that it is supposed to be so powerful,but basically i wanted to make you a base from where you can balance it yourself.
With the double exhaust,well you have no luck here.The model of the engine has only one transform for thrust,so that is the only transform you can tie FX effects to.Maybe if you could alter the model and add the necessary transforms then every nozzle could have its own effects.

I will do some research into it and see what I can do. What would I need to change to change the exhaust FX to that of a Rapier?

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I am still having a texture issue and i don't know how to fix it. if you scroll up you will see an imgur album showing the issue. The issue only seems to start once the normal map is applied...

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@sebi.zzr @stali79 You can actually assign more than one effect to a single transform. You can also, very easily add more transforms, in Unity, for effects. Just dont go crazy adding too many...

I did this for a couple engines I am working on.
I have one transform at the inner, top of the exhaust bell, set for afterburner flame effect, then a transform further down (the main one, same as the gimbal MODULE), where I have another one or two flame effects, then I added another transform about 1.5m below that, completely outside the model, for the large SRB flame effect, then ANOTHER transform at 2.75m for large smoke and SRB sparks effects...

Then of course, you can mix it up even more using the different EFFECTS modes...

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Yes,i had the idea to give two MODEL_MULTI_PARTICLE to same transform name and shift them in to the right position,but there already was a newer model with two separate transforms meant for FX effects and one for smoke,so we used that model instead.
I finished this morning and hope i played my part good enough,now is just fine tuning.:D

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5 hours ago, sebi.zzr said:

Yes,i had the idea to give two MODEL_MULTI_PARTICLE to same transform name and shift them in to the right position,but there already was a newer model with two separate transforms meant for FX effects and one for smoke,so we used that model instead.
I finished this morning and hope i played my part good enough,now is just fine tuning.:D

I just hope I can now add normal maps to the model without breaking your hard work.

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  • 4 weeks later...

Ok I have the mod mostly working. I have put it on github if anyone wants to help me catch anything I may have missed as well as help me work out a couple of the bugs In each fuselage folder there will be a text file containing any KNOWN bugs, some of these bugs may have been fixed already and some I know I don't know how to fix. The Stail class fuselages are where I am struggling the most currently in that the animations for them are NOT working and I don't know how to fix them. Any help with this final stage would be greatly appreciated.

 

https://github.com/Moobien/OPT

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