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Attatchment Node issues/engine affect issues with mod


OrianCEV

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Hi, I'm just starting out with modding and i've gotten decently far, I already have a model that went in game with the proper textures and collision mesh, however, I cannot figure out how to make the stack nodes appear or how to get the rocket engine visual effects to display. I've looked on the forum and there are some guides, but many link to long-gone forum posts. Thanks for the help. here's some resources of my part.

Here is my unity workspace. The coordinates on the right are for a plane I used to approximate where my attach node would have to go(it's on the top of the engine)

dGyRn4G.png

 

Here's my config file

PART
{
	name = LiquidEngineTE1
	module = Part
	author = Orion
	mesh = model.mu
	rescaleFactor = 1.0
	node_stack_bottom = 0.0, -0.124, 0.00, 0.0, 0.0, 0.0, 0
	node_stack_top = 0.0, 0.14, 0.00, 0.0, 0.0, 0.0, 0
	TechRequired = precisionPropulsion
	entryCost = 1750
	cost = 300
	category = Engine
	subcategory = 0
	title = Liquid Test Engine "TE1"
	manufacturer = ArCanoid Aeronautics And Brass Instruments
	description = 3ABI's first rocket engine. We are not responsible for any personal harm due to normal operation of engine.
	attachRules = 1,0,1,1,0
	mass = 0.02
	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
	stagingIcon = LIQUID_ENGINE
	bulkheadProfiles = srf
	tags = probe propuls rocket (spider thruster vernier
	EFFECTS
	{
		running_thrust
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_mini
				volume = 0.0 0.0
				volume = 1.0 0.3
				pitch = 0.0 0.20
				pitch = 1.0 1.5
				loop = true
			}

		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				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
			}
		}			
	}
	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		exhaustDamage = true
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 20
		heatProduction = 30
		//fxOffset = 0, 0 , 0
		EngineType = LiquidFuel
		exhaustDamageDistanceOffset = 0.05
		runningEffectName = running_thrust
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 290
			key = 1 260
			key = 8 0.001
		}
	}
	

Thanks for the help!

EDIT: I have now gotten particle affects and attach nodes, but the attach node only attaches in the wrong direction and is off center. In addition the flame seems to be instant, it doesn't go bigger or smaller with throttle changes.

Picture:

8t3HrVB.jpg

Edited by OrianCEV
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You also need to tell the node which direction to point try: node_stack_top = 0.0, 0.14, 0.00, 0.0, 1.0, 0.0, 0

The 1 in the 5th place tells it the node points in the positive Y direction, the bottom node would have a -1 in the same position.

And the seventh digit is the node size - typically 0 would be for a 0.625 engine, 1 for a 1.25, and so on

Edit: as for the FX you don't have any particle effect in the running section - you do have one in the flameout section - try adding one to the running section.

Edited by wasml
clarify the change in the node
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OK - I don't usually use the node_stack method - I find it easier to add a transform in Unity exactly where I want it and use NODE { } in the config file - easier to place though there are a few places where you need to use the node_stack method (MODULE DynamicNode?)

    NODE
    {
        name = Top                      // My cfg name - needed for some MODULE's
        transform = StackTop    // Unity name
        size = 2
        method = FIXED_JOINT // Always fixed joint
    }

Note the Z (blue) axis needs to point towards what the node will attach to.

Or you could experiment - move that "1" to the X and Z positions and see what happens.

node_stack = x pos, y pos, z pos, x dir, y dir, z dir, node size

so try: node_stack_top = 0.0, 0.14, 0.00, 0.0, 0.0, 1.0, 0

or 0.0, 0.14, 0.00, 1.0, 0.0, 0.0, 0

As far as the instant on - do you have any emission, speed, energy curves defined?

			MODEL_MULTI_PARTICLE
			{
				name = flame
				modelName = KSI/FX/Plumes/P7A8_Red_2
				transformName = thrustTransform
				emission = 0.00 0.00
				emission = 1.00 1.00
				speed = 0.00 0.00
				speed = 1.00 1.00
				energy = 0.00 0.00
				energy = 1.00 1.00
			}

For all three (emission, speed, energy) the above curves tell KSP that at zero throttle the effect is zero and at full throttle to use full effect. You can add more complicated curves if you want - explanation here:

and a handy Unity plugin

 

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