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How does one remove Jet particles? (Resolved)


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So as I can't find anyone's resolved issue about this (and I am not sure where to put this post.), I want to remove the particles that trail from Jet engines. I find them annoying and even attempted to remove the line of code to one of them that adds the trail behind it. Doesn't work all that much, is there something out there that resolves that?

Edited by BlueNightfury00786
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Yup! Editing the part files.

Go into the gamedata folder, then Squad (or whatever mod), then parts, then engines, then the jet engine file you want. Junos are under "miniJet", wheesleys under jetEngineBasic, whiplashes under jetEngineTurbo, goliaths under jetEngineBig, and panthers under jetEngineAfterburning. Open the config file.

This is the hard part. You want to find this section, in red. Its under the effects section, near the bottom of the config file. Remove it, bot not before you make a backup in case you screw anything up.

TA68QNT.jpg?1

Then after rebooting the game, you should find that the jet trails are gone. I've done this personally on my junos, and it dos work.

 

 

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9 minutes ago, qzgy said:

Yup! Editing the part files.

Go into the gamedata folder, then Squad (or whatever mod), then parts, then engines, then the jet engine file you want. Junos are under "miniJet", wheesleys under jetEngineBasic, whiplashes under jetEngineTurbo, goliaths under jetEngineBig, and panthers under jetEngineAfterburning. Open the config file.

This is the hard part. You want to find this section, in red. Its under the effects section, near the bottom of the config file. Remove it, bot not before you make a backup in case you screw anything up.

TA68QNT.jpg?1

Then after rebooting the game, you should find that the jet trails are gone. I've done this personally on my junos, and it dos work.

 

 

I did that, it doesn't work for me. Didn't you read this part? "-even attempted to remove the line of code to one of them that adds the trail behind it." 

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1 minute ago, BlueNightfury00786 said:

I did that, it doesn't work for me. Didn't you read this part? "-even attempted to remove the line of code to one of them that adds the trail behind it." 

I did. You might have done it wrong? It doen't really help if you are that vague. Like, can you show us a picture of that section?

Edited by qzgy
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Also I wasn't trying to be vague, I said

"I want to remove the particles that trail from Jet engines. I find them annoying and even attempted to remove the line of code to one of them that adds the trail behind it. Doesn't work all that much, is there something out there that resolves that?"

How is that Vague?

Also I did that already , I still get a Smoke trail.

Edited by BlueNightfury00786
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Just now, BlueNightfury00786 said:

I removed what you said that would get rid of the trails for what I asked. 

It should have worked. Are you by any chance running any mods?

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16 hours ago, MeCripp said:

What engine are you taking about and can you post the cfg ?

The Juno Engine. Every time I get rid of the said thing that makes the Trail effect, it doesn't go away. And how do I post a Cfg?

(After of what I said above) Oh that would explain alot, I was editing the wrong thing. If Squad had named things less confusing in their files, this would've been a piece of cake for me. Agh. The jet I wanted to edit was called "MiniJet"

Edited by BlueNightfury00786
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1 hour ago, BlueNightfury00786 said:

The Juno Engine. Every time I get rid of the said thing that makes the Trail effect, it doesn't go away. And how do I post a Cfg?

(After of what I said above) Oh that would explain alot, I was editing the wrong thing. If Squad had named things less confusing in their files, this would've been a piece of cake for me. Agh. The jet I wanted to edit was called "MiniJet"

Guessing you got it now if not it should look like if it's just the smoke trail you don't want

Spoiler
PART
{
 name = miniJetEngine
 module = Part
 author = Porkjet
 MODEL
 {
  model = Squad/Parts/Engine/miniJet/SmallJet
 }
 //MODEL
 //{
 // model = Squad/Parts/Engine/jetEngines/turbineInside
 // //position = 0.0, 0.0, 0.0
 // scale = 0.5, 0.5, 0.5
 // //rotation = 0, 0, 0
 //}
 rescaleFactor = 1
 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
 CoMOffset = 0.0, 0.3, 0.0
 TechRequired = aviation
 entryCost = 2000
 cost = 450
 category = Engine
 subcategory = 0
 title = #autoLOC_500463 //#autoLOC_500463 = J-20 "Juno" Basic Jet Engine
 manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
 description = #autoLOC_500464 //#autoLOC_500464 = A small turbojet. Not very efficient, anemic thrust, but hey--it's cheap! And it's so cute...look at the little thing!
 attachRules = 1,0,1,0,0
 mass = 0.25
 // heatConductivity = 0.06 // half default
 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 = size0
 tags = #autoLOC_500465 //#autoLOC_500465 = aircraft (juno plane propuls turb
 MODULE
 {
  name = ModuleEnginesFX
  engineID = Cruise
  thrustVectorTransformName = thrustTransform
  exhaustDamage = True
  ignitionThreshold = 0.1
  minThrust = 0
  maxThrust = 20
  heatProduction = 15
  useEngineResponseTime = True
  engineAccelerationSpeed = 0.12
  engineDecelerationSpeed = 0.5
  fxOffset = 0, 0, 0.74
  flameoutEffectName = flameout
  powerEffectName = running_thrust
  engageEffectName = engage
  disengageEffectName = disengage
  spoolEffectName = running_turbine
  engineSpoolIdle = 0.05
  engineSpoolTime = 2.0
  EngineType = Turbine
  exhaustDamageMultiplier = 4
  clampPropReceived = True
  PROPELLANT
  {
   name = IntakeAir
   ignoreForIsp = True
   ratio = 22
  }
  PROPELLANT
  {
   name = LiquidFuel
   resourceFlowMode = STAGE_STACK_FLOW_BALANCE
   ratio = 1
   DrawGauge = True
  }
  atmosphereCurve
  {
   key = 0 6400 0 0
  }
  // Jet params
  atmChangeFlow = True
  useVelCurve = True
  useAtmCurve = True
  machLimit = 0.75
  machHeatMult = 3.5
  velCurve
  {
   key = 0 1 0 0
   key = 0.44 0.897 0 0
   key = 1 1 0.1988732 0.1988732
   key = 1.3 1.03 0 0
   key = 2 0.68 -1.065708 -1.065708
   key = 2.4 0 0 0
  }
  atmCurve
  {
   key = 0 0 0 0.7448742
   key = 0.072 0.13 2.075459 2.075459
   key = 0.16 0.28 1.464173 1.464173
   key = 0.42 0.578 0.93687 0.93687
   key = 1 1 0.5529748 0
  }
 }
 //MODULE
 //{
 // name = ModuleAnimateHeat
 // ThermalAnim = HeatAnimationEmissiveJet
 //}
 MODULE
 {
  name = ModuleAlternator
  RESOURCE
  {
   name = ElectricCharge
   rate = 1
  }
 }
 MODULE
 {
  name = ModuleTestSubject
  useStaging = True
  useEvent = True
  situationMask = 15
  CONSTRAINT
  {
   type = OXYGEN
   value = True
  }
  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 = 300
   situationMask = 8
  }
  CONSTRAINT
  {
   type = SPEED
   test = GT
   value = 50
   situationMask = 8
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.3
   situationMask = 8
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.1
   situationMask = 8
   prestige = Significant
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.05
   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 = 0.5
  maxDistance = 10
  falloff = 2
  thrustTransformName = thrustTransform
 }
 EFFECTS
 {  
  running_thrust
  {   
   AUDIO
   {
    channel = Ship
    clip = sound_jet_deep
    volume = 0.0 0.0
    volume = 0.05 0.2
    volume = 1.0 0.5
    pitch = 0.0 1.2
    pitch = 1.0 2.0
    loop = true
   }
   //PREFAB_PARTICLE
   //{
   // prefabName = fx_smokeTrail_light
   // 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 0.25
   // speed = 1.0 1.0
   // localOffset = 0, 0, 1
   // localRotation = 1, 0, 0, -90
   //}     
  }
  running_turbine
  {
   AUDIO
   {
    channel = Ship
    clip = sound_jet_low
    volume = 0.0 0.0
    volume = 0.05 0.35
    volume = 1.0 0.5
    pitch = 0.0 0.6
    pitch = 0.05 0.8
    pitch = 1.0 1.5
    loop = true
   }
  }
  engage
  {
   AUDIO
   {
    channel = Ship
    clip = sound_vent_medium
    volume = 0.8
    pitch = 2.5
    loop = false
   }
  }
  disengage
  {
   AUDIO
   {
    channel = Ship
    clip = sound_vent_soft
    volume = 0.8
    pitch = 2.5
    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
   }
  }
 }
}

 

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