JoeSheridan Posted May 31, 2020 Share Posted May 31, 2020 (edited) @NESD This Wings are looking nice. Good work. And the Texture for this is secondary, more important is how they function and i think you can make this as good as for the rest of you mod. Edited May 31, 2020 by JoeSheridan Quote Link to comment Share on other sites More sharing options...
Well Posted June 1, 2020 Share Posted June 1, 2020 On 5/31/2020 at 11:29 AM, NESD said: Now I`m still working with aero parts as you can see in post above, current work is a Clipper wings also main part now have removable nose and parachute cover with attach nodes inside At this moment no textures, no parachutes and need lot of work with aerodynamics (and still not fixed problem with very soft modular wing attach) i'm really happy to have some news, nice to see you working on it. Clipper wings are going to be awesome. And... idk but if you need any help don't hesitate to ask, you probably more like to work alone but some people could maybe solve those "problem" Anyway many thanks for you're work Quote Link to comment Share on other sites More sharing options...
MKSheppard Posted June 20, 2020 Share Posted June 20, 2020 Question. How do you get the APUS Airlock and the APUS Cargo bays to line up in autosnap? Quote Link to comment Share on other sites More sharing options...
NESD Posted June 22, 2020 Author Share Posted June 22, 2020 (edited) @MKSheppard WASD keys can rotate parts before placement, S A A will help Edited June 22, 2020 by NESD Quote Link to comment Share on other sites More sharing options...
SkiRich Posted July 1, 2020 Share Posted July 1, 2020 Just an FYI, the new version v1.10 of KSP pukes all over your mod. The partsloader complains dramatically about all your parts not having dragcubes in the log. KSP stalls on APUS assets as a result. I had to revert back to v1.9.1 since I'm not willing to part with any of my mods. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2020 Share Posted July 2, 2020 On 7/1/2020 at 3:48 PM, SkiRich said: Just an FYI, the new version v1.10 of KSP pukes all over your mod. The partsloader complains dramatically about all your parts not having dragcubes in the log. KSP stalls on APUS assets as a result. I had to revert back to v1.9.1 since I'm not willing to part with any of my mods. Do they not load, or is it just complaining? Many mods don't have drag cubes on the parts. The game merely says that they aren't there, but if you read a bit further, you'd see: Quote [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. It generates new cubes. I loaded it up, and while I didn't do much, everything loaded. @NESD I don't think there is an issue here Quote Link to comment Share on other sites More sharing options...
SkiRich Posted July 2, 2020 Share Posted July 2, 2020 11 minutes ago, linuxgurugamer said: Do they not load, or is it just complaining? Many mods don't have drag cubes on the parts. The game merely says that they aren't there, but if you read a bit further, you'd see: It generates new cubes. I loaded it up, and while I didn't do much, everything loaded. @NESD I don't think there is an issue here I guess I was too impatient. KSP with all my mods takes about 5 minutes to load, which with 160 mods is fantastic. v1.10 was stalled on the APUS stuff, one in particular, although I cant remember what and the log is gone now was on 30 minutes and counting, so I just restored my old version of KSP and all was good. Could be just me then, or me with all the other stuff adding latency to the process. Is this a one time deal to create these drag cubes? So say I let it run overnight, will subsequent loads just use cache or something like that? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2020 Share Posted July 2, 2020 1 hour ago, SkiRich said: I guess I was too impatient. KSP with all my mods takes about 5 minutes to load, which with 160 mods is fantastic. v1.10 was stalled on the APUS stuff, one in particular, although I cant remember what and the log is gone now was on 30 minutes and counting, so I just restored my old version of KSP and all was good. Could be just me then, or me with all the other stuff adding latency to the process. Is this a one time deal to create these drag cubes? So say I let it run overnight, will subsequent loads just use cache or something like that? There was probably another mix of mods causing the problem. They get recreated every time you start the game. For me, just took a minute or so to load in a minimal game Quote Link to comment Share on other sites More sharing options...
SkiRich Posted July 2, 2020 Share Posted July 2, 2020 I'm a bit of a mod addict, so I adjust my expectations accordingly. Thanks for checking. Quote Link to comment Share on other sites More sharing options...
NESD Posted August 22, 2020 Author Share Posted August 22, 2020 @linuxgurugamer It still have some issues, and huge aerodynamic drag, one of this @SkiRich Quote 5 minutes to load, which with 160 mods "jealous Nesd`s noizes" 16gb ram+old i7 only 2 DLCs, Near Future, Restock, and my mods, no other heavy things, I can go to kitchen and make some coffee at first KSP launch in the day Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 22, 2020 Share Posted August 22, 2020 4 hours ago, NESD said: @linuxgurugamer It still have some issues, and huge aerodynamic drag, one of this I'm rather busy, but if you have a list of issues, I can take a look. Be specific if you can, so I don't have to spend time trying to figure out what's going on. While it may be too much to ask for, save files set up with a scenerio for a specific issue would be useful (this suggestion is for everybody) 4 hours ago, NESD said: "jealous Nesd`s noizes" 16gb ram+old i7 only 2 DLCs, Near Future, Restock, and my mods, no other heavy things, I can go to kitchen and make some coffee at first KSP launch in the day For your testing, remove ReStock, and any other non-essential mod. I'd recommend setting up a new install with only the mods needed to test. You can also remove large swaths of parts from stock, it really only needs a cubic strut to load. Quote Link to comment Share on other sites More sharing options...
NESD Posted August 22, 2020 Author Share Posted August 22, 2020 @linuxgurugamer Thanks for help, but it`s a models and textures issues, so My faults - My fix for testing I already have separate install only with some bilding help mods ( some of them yours, so thanks again) so database reloading took lesser than one minute Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 21, 2021 Share Posted April 21, 2021 Still loving these parts to bits. Quote Link to comment Share on other sites More sharing options...
NESD Posted April 22, 2021 Author Share Posted April 22, 2021 Its really good to see a people who still believe in this "slightly" outdated mod unfortunately I`m not a linuxgurugamer or nerthea, and don`t live 25 hours per day in kerbal universe I`m happy if I have some hours in week to do something for KSP , but THIS mod need a lot of work (and some REwork) so update with new parts can take some (a lot of) time Now I`m working with updates for my other mods Yep, it was being planned to 12.04, but still have some things to fix Quote Link to comment Share on other sites More sharing options...
Anachro Posted April 23, 2021 Share Posted April 23, 2021 A parachute with soft-landing rocket http://buran.ru/images/jpg/cliper05.jpg Parom space tug help orbital maneuver of Kliper MAKS Quote Link to comment Share on other sites More sharing options...
NESD Posted April 24, 2021 Author Share Posted April 24, 2021 @Anachro Parachute already in work, but without rocket booster (KSP don`t like two staged things in one part) and . . . nice ships, what mod a you using for Maks fuel tank? Quote Link to comment Share on other sites More sharing options...
Anachro Posted April 27, 2021 Share Posted April 27, 2021 Procedural Parts the only short coming of this is its cost the custom fuel tank costs 30000, approaching the cost for a Soyuz launch Quote Link to comment Share on other sites More sharing options...
NESD Posted May 2, 2021 Author Share Posted May 2, 2021 @Anachro forget about this mod, I think it being outdated long time ago and only Wings survive but now i have paintable spherical tanks for my copy of PTK ship Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 4, 2021 Share Posted May 4, 2021 (edited) May 5/2021 8pm est. New version! More effecient config, added Rstock support for RCS, New template file. Same offer @NESD Yours if you want it. This is my favorite medium size shuttle mod. Seems to work ok to me. I made a couple patches to update the plumes. In this one The BBQ-150 has a new moduleEnginesFX plume, it mostly looks like an RS plume IMO. I took the liberty of buffing SL ISP a bit, and added a small alternator. If you have waterfall installed, I converted to CH4. See file for details. To install: either create a patches folder for them. Like mine 'GameData/Mypatches/waterfall/Templates{patch files} or in the mod dir with the same structure. I don't remember how deep you can nest a file structure before MM says no. But I've done it. If you have a patch folder already in a mod just use it instead of making a waterfall dir. If not it's ok to make one. Spoiler //apus-eng150~125CH4-WF.cfg // Update APU_SHuttle parts to ModuleEnginesFX/Waterfall // Author: Snkiz @PART[nesdMS-Eng150]:NEEDS[APUS_Shuttle] { // Removes the old effects !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE //!fx_smokeTrail_light = DELETE !fx_exhaustSparks_flameout = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE @description ^= :$: Updates & tweaks by Snkiz. Update to new engineFX, denerfed SL ISP, added an alternator.: //Covered by new effects !heatConductivity = DELETE //Add New effects block EFFECTS { running_closed { 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 } //PREFAB_PARTICLE //Stock prfabs are broken. This is why the vector has custom transform //anchors in the model. //{ // 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, 0.7 //} MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localPosition = 0, 0, 0.85 } } shockDiamond { MODEL_MULTI_PARTICLE //PREFAB_PARTICLE //Stock prfabs are broken. This is why the vector has custom transform //anchors in the model. { modelName = Squad/FX/shockExhaust_blue_small //prefabName = fx_exhaustFlame_blue_small //transformName = thrustTransformYup transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 0.5 2.5 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 0.8 //localOffset = 0, 0, 0.85 localPosition = 0, 0, 0.65 } } 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[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = running_closed %powerEffectName = shockDiamond @heatProduction = 125 //Was a little low. @fxOffset = 0, 0, 0.85 @exhaustDamageDistanceOffset = 0.85 !atomsphereCurve {} atmosphereCurve { key = 0 315 key = 1 285 key = 10 0.001 } } MODULE { name = ModuleAlternator //There was no alternator, let's fix that. RESOURCE { name = ElectricCharge rate = 2.0 } } @MODULE[ModuleGimbal] { @gimbalRange = 8 //Moar Gimbal! } } @PART[nesdMS-Eng150]:NEEDS[Waterfall]:FOR[APUS_Shuttle] { !fx_smokeTrail_light = DELETE //change to make a kebal scale half 'micro'raptor out of it with RS dynamic nozzle. Just becuase. @description ^= :$: ~Waterfall Detected~ Since the orignal stats were already closer to a kerbalized 'microraptor' rather then an 'RS12'. I tweaked the stats and gave it a raptor plume. Plume by Waterfall.: @mass = 0.68 // Removes the stock effect block, and replace it with one that has no particles and Rrrr! sounds. !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/ZorgSounds/engage_raptor volume = 0.8 pitch = 1.1 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.7 pitch = 2.2 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.9 pitch = 2.2 loop = false } } fx-microraptor-running { AUDIO { channel = Ship clip = Waterfall/Sounds/ZorgSounds/loop_raptor_sealevel volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.1 pitch = 1.1 1.1 loop = true } } } @MODULE[ModuleEngines*] { %engineID = E150 %runningEffectName = fx-microraptor-running !powerEffectName = DELETE //Ajusted thrust to slighty better then half a raptor. (after scaling to kerbal MH.) //Smaller engine, higher pressure tolerance. @maxThrust = 125 !atmosphereCurve {} atmosphereCurve { key = 0 330 //Here's the thing just shrinking it using sane kebal values (380~305 for the //record) doesn't work because Keralox based engines in ksp are buffed. Methane //should be inbetwwen RP1 and H2(295/310 & 320/355 in ksp. The vector is just //bad) So here we are. key = 1 280 //It's the same here. Kerbal values (330~264) won't work for sl-raptor. This //number is a little more padded, the magic of varible nozzles a-la RS-25. key = 10 0.001 } } MODULE { name = ModuleWaterfallFX // This is a custom name and should be unique in the config. // It will also be used for UI display moduleID = microraptorFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle // This links the effects to a given ModuleEngines. // If not found or not specified, it will use the first one it finds engineID = E150 responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = randomshock1 linkedTo = random noiseType = perlin scale = 1 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random noiseType = perlin scale = 1 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random noiseType = perlin scale = 1 speed = 5 seed = 100 } TEMPLATE { templateName = waterfall-methalox-lower-raptor-1 overrideParentTransform = thrustTransform scale = 0.48,0.48,0.42 rotation = 0,0,0 position = 0,0,0.72 } TEMPLATE { templateName = waterfall-methalox-upper-raptor-1 overrideParentTransform = thrustTransform scale = 0.46,0.46,0.4 rotation = 0,0,0 position = 0,0,0.71 } } } and this one I Adapted and tweaked the rcs plumes from StockWaterfallEffects and Restock. Spoiler //apus-RCS-WF.cfg // Add Waterfall/ ReStock(not rqrd.) and StockWaterfallEffects support APU_SHuttle parts. It is safe to have bolth. // Author: Snkiz @PART[nesdMSrcs*]:NEEDS[Waterfall]:HAS[@MODULE[ModuleRCSFX]]:FOR[APUS_Shuttle] { @description ^= :$:. Tweaks by Snkiz. Adapted from StockWaterfallEffects. Plume by Waterfall.: // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.15 0.0 volume = 0.6 0.05 volume = 1.1 0.2 pitch = 1.4 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSBlockFX // This is a custom name engineID = basicEngine // This links the effects to a given ModuleEngines // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs thrusterTransformName = RCSthruster } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrazine-rcs-jet-1 overrideParentTransform = RCSthruster position = 0, -0.025, 0 rotation = 0, 0, 180 scale = 1.1, 0.95, 1.1 } } } @PART[nesdMSrcs*]:NEEDS[APUS_Shuttle&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-jet-2 @position = 0, -0.025, 0 @rotation = 0, 0, 180 @scale = 1.1, 0.95, 1.1 } } } And now there's a template to go with it. It needs to live in a folder called 'Templates' in the same dir as the patch. be that in the mod dir or a dedicated patch folder. Spoiler //waterfall-hydrazine-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrazine-rcs-jet-1 EFFECT { name = plume parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.05,1.3,0.05 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.709803939,0.709803939,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 6.06665754 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 137.499786 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 1 1 0 0 } } } EFFECT { name = core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.05,1.3,0.05 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.701960802,0.701960802,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 128.399796 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -1.01110959 } FLOAT { floatName = _FresnelInvert value = 0.783609867 } FLOAT { floatName = _TintFalloff value = 0.556110263 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0700000003,2,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.90196079,0.760784328,0.592156887,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Noise value = 3.86000562 } FLOAT { floatName = _ExpandLinear value = 5.30333281 } FLOAT { floatName = _SpeedY value = 132.444244 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -0.80777669 } FLOAT { floatName = _FresnelInvert value = 0.101110943 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _ExpandBounded value = 2.62888479 } FLOAT { floatName = _TintFalloff value = 2.60111094 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } } PS. These are not in a zip because then I would have to licence them. I don't agree with that. I'm configuring API's here, I haven't created anything. The intention was to offer them to NESD for inclusion the next time he gets back to the forums. Til then, they are here, free for taking. Edited May 7, 2021 by snkiz Pics or it didn't happen. More better version. Instructions unclear.. Quote Link to comment Share on other sites More sharing options...
RayPing Posted May 7, 2021 Share Posted May 7, 2021 On 5/4/2021 at 12:39 AM, snkiz said: May 5/2021 8pm est. New version! More effecient config, added Rstock support for RCS, New template file. Same offer @NESD Yours if you want it. This is my favorite medium size shuttle mod. Seems to work ok to me. I made a couple patches to update the plumes. In this one The BBQ-150 has a new moduleEnginesFX plume, it mostly looks like an RS plume IMO. I took the liberty of buffing SL ISP a bit, and added a small alternator. If you have waterfall installed, I converted to CH4. See file for details. Reveal hidden contents //apus-eng150~125CH4-WF.cfg // Update APU_SHuttle parts to ModuleEnginesFX/Waterfall // Author: Snkiz @PART[nesdMS-Eng150]:NEEDS[APUS_Shuttle] { // Removes the old effects !fx_exhaustFlame_blue = DELETE !fx_exhaustLight_blue = DELETE //!fx_smokeTrail_light = DELETE !fx_exhaustSparks_flameout = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE @description ^= :$: Updates & tweaks by Snkiz. Update to new engineFX, denerfed SL ISP, added an alternator.: //Covered by new effects !heatConductivity = DELETE //Add New effects block EFFECTS { running_closed { 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 } //PREFAB_PARTICLE //Stock prfabs are broken. This is why the vector has custom transform //anchors in the model. //{ // 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, 0.7 //} MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localPosition = 0, 0, 0.85 } } shockDiamond { MODEL_MULTI_PARTICLE //PREFAB_PARTICLE //Stock prfabs are broken. This is why the vector has custom transform //anchors in the model. { modelName = Squad/FX/shockExhaust_blue_small //prefabName = fx_exhaustFlame_blue_small //transformName = thrustTransformYup transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 0.5 2.5 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 0.8 //localOffset = 0, 0, 0.85 localPosition = 0, 0, 0.65 } } 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[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = running_closed %powerEffectName = shockDiamond @heatProduction = 125 //Was a little low. @fxOffset = 0, 0, 0.85 @exhaustDamageDistanceOffset = 0.85 !atomsphereCurve {} atmosphereCurve { key = 0 315 key = 1 285 key = 10 0.001 } } MODULE { name = ModuleAlternator //There was no alternator, let's fix that. RESOURCE { name = ElectricCharge rate = 2.0 } } @MODULE[ModuleGimbal] { @gimbalRange = 8 //Moar Gimbal! } } @PART[nesdMS-Eng150]:NEEDS[Waterfall]:FOR[APUS_Shuttle] { !fx_smokeTrail_light = DELETE //change to make a kebal scale half 'micro'raptor out of it with RS dynamic nozzle. Just becuase. @description ^= :$: ~Waterfall Detected~ Since the orignal stats were already closer to a kerbalized 'microraptor' rather then an 'RS12'. I tweaked the stats and gave it a raptor plume. Plume by Waterfall.: @mass = 0.68 // Removes the stock effect block, and replace it with one that has no particles and Rrrr! sounds. !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/ZorgSounds/engage_raptor volume = 0.8 pitch = 1.1 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.7 pitch = 2.2 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.9 pitch = 2.2 loop = false } } fx-microraptor-running { AUDIO { channel = Ship clip = Waterfall/Sounds/ZorgSounds/loop_raptor_sealevel volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.1 pitch = 1.1 1.1 loop = true } } } @MODULE[ModuleEngines*] { %engineID = E150 %runningEffectName = fx-microraptor-running !powerEffectName = DELETE //Ajusted thrust to slighty better then half a raptor. (after scaling to kerbal MH.) //Smaller engine, higher pressure tolerance. @maxThrust = 125 !atmosphereCurve {} atmosphereCurve { key = 0 330 //Here's the thing just shrinking it using sane kebal values (380~305 for the //record) doesn't work because Keralox based engines in ksp are buffed. Methane //should be inbetwwen RP1 and H2(295/310 & 320/355 in ksp. The vector is just //bad) So here we are. key = 1 280 //It's the same here. Kerbal values (330~264) won't work for sl-raptor. This //number is a little more padded, the magic of varible nozzles a-la RS-25. key = 10 0.001 } } MODULE { name = ModuleWaterfallFX // This is a custom name and should be unique in the config. // It will also be used for UI display moduleID = microraptorFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle // This links the effects to a given ModuleEngines. // If not found or not specified, it will use the first one it finds engineID = E150 responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = randomshock1 linkedTo = random noiseType = perlin scale = 1 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random noiseType = perlin scale = 1 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random noiseType = perlin scale = 1 speed = 5 seed = 100 } TEMPLATE { templateName = waterfall-methalox-lower-raptor-1 overrideParentTransform = thrustTransform scale = 0.48,0.48,0.42 rotation = 0,0,0 position = 0,0,0.72 } TEMPLATE { templateName = waterfall-methalox-upper-raptor-1 overrideParentTransform = thrustTransform scale = 0.46,0.46,0.4 rotation = 0,0,0 position = 0,0,0.71 } } } and this one I Adaped and tweaked the rcs plumes from StockWaterfallEffects and Restock. Reveal hidden contents //apus-RCS-WF.cfg // Add Waterfall/ ReStock(not rqrd.) and StockWaterfallEffects support APU_SHuttle parts. It is safe to have bolth. // Author: Snkiz @PART[nesdMSrcs*]:NEEDS[Waterfall]:HAS[@MODULE[ModuleRCSFX]]:FOR[APUS_Shuttle] { @description ^= :$:. Tweaks by Snkiz. Adapted from StockWaterfallEffects. Plume by Waterfall. // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.15 0.0 volume = 0.6 0.05 volume = 1.1 0.2 pitch = 1.4 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSBlockFX // This is a custom name engineID = basicEngine // This links the effects to a given ModuleEngines // List out all controllers we want available CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs thrusterTransformName = RCSthruster } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrazine-rcs-jet-1 overrideParentTransform = RCSthruster position = 0, -0.025, 0 rotation = 0, 0, 180 scale = 1.1, 0.95, 1.1 } } } @PART[nesdMSrcs*]:NEEDS[APUS_Shuttle&StockWaterFallEffects&!ReStock]:HAS[@MODULE[ModuleRCSFX]]:FINAL { @MODULE[ModuleWaterfallFX] { CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } @TEMPLATE { @templateName = stock-rcs-jet-2 @position = 0, -0.025, 0 @rotation = 0, 0, 180 @scale = 1.1, 0.95, 1.1 } } } And now there's a template to go with it. It needs to live in a folder called 'Templates' in the same dir as the patch. be that in the mod dir or a dedicated patch folder. Reveal hidden contents //waterfall-hydrazine-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrazine-rcs-jet-1 EFFECT { name = plume parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.05,1.3,0.05 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.709803939,0.709803939,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 6.06665754 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 137.499786 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 1 1 0 0 } } } EFFECT { name = core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.05,1.3,0.05 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.701960802,0.701960802,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 128.399796 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -1.01110959 } FLOAT { floatName = _FresnelInvert value = 0.783609867 } FLOAT { floatName = _TintFalloff value = 0.556110263 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0700000003,2,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.90196079,0.760784328,0.592156887,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Noise value = 3.86000562 } FLOAT { floatName = _ExpandLinear value = 5.30333281 } FLOAT { floatName = _SpeedY value = 132.444244 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -0.80777669 } FLOAT { floatName = _FresnelInvert value = 0.101110943 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _ExpandBounded value = 2.62888479 } FLOAT { floatName = _TintFalloff value = 2.60111094 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } } Nice plumes, which file location do I drop these under? 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snkiz Posted May 7, 2021 Share Posted May 7, 2021 5 hours ago, RayPing said: Nice plumes, which file location do I drop these under? I keep them in a patches folder but you can put them in the mod dir. The template file needs to be in a folder named 'Templates' in the same dir. Quote Link to comment Share on other sites More sharing options...
NESD Posted May 9, 2021 Author Share Posted May 9, 2021 @snkiz THAT looks nice (for both mods), unfortunately I don`t have Waterfall, and cant check it. Also update for this mod not being too soon, but I can put link in first post so everyone can find it Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 9, 2021 Share Posted May 9, 2021 (edited) 32 minutes ago, NESD said: I don`t have Waterfall, and cant check it. I am aware of the potato status of your rig. Nerta says it runs better then the stock effects, you should consider trying it out. I would honored for you to link them. I slightly was worried I might have offended you with my tweaks. I think my logic is sound. the only thing really op about it, is it's compat and surface attachable. But that's why they are awesome. Almost forgot the engine config will work on stock. Using the newer moduleEngineFx. I don't know if that was clear. Edited May 9, 2021 by snkiz Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted May 9, 2021 Share Posted May 9, 2021 Waterfall really does run better, your game also doesn’t lag out if you look at the plumes like with realplume Quote Link to comment Share on other sites More sharing options...
Tangle Posted May 9, 2021 Share Posted May 9, 2021 2 hours ago, SpaceFace545 said: Waterfall really does run better, your game also doesn’t lag out if you look at the plumes like with realplume Your mileage may vary. For me, waterfall's plumes run worse than stock's if they're complex, esp if you're looking right at them. Quote Link to comment Share on other sites More sharing options...
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