HopelessSoap Posted September 4, 2020 Share Posted September 4, 2020 (edited) Ok, here's that video I mentioned in my last reply. https://youtu.be/2emIg8fca0c I've been having this issue since I installed this mod, which was a while ago (I forget exactly when) Edited September 4, 2020 by HopelessSoap Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted September 5, 2020 Share Posted September 5, 2020 @Zorg how would I go about creating a realplume for a linear aerospike? Particularly @Angel-125's Mk-33 Velociraptor? Would I just place several instances of the plume around the spike, or is there a better way? Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 6, 2020 Author Share Posted September 6, 2020 On 9/3/2020 at 11:22 PM, EdwardB3020 said: Can there be a patch for the rapier vfx please because my Frances are tanking and I can’t individually select the engine particles with the smoke screen mod. I know how to use them but it’s just messy. Is there like a patch available for this bug please? I really want to use this mod but don’t want this happening. I didn't write that config although it is a fairly complex one. perhaps @Scialytic can take a look at some optimizations in the future? I'll put a copy of the old config in the folder for the next update so people who have trouble with it can revert to it (by deleting the current config and renaming the extension of the old config). But the current one will remain the default. 10 hours ago, Clamp-o-Tron said: @Zorghow would I go about creating a realplume for a linear aerospike? Particularly @Angel-125 's Mk-33 Velociraptor? Would I just place several instances of the plume around the spike, or is there a better way? I spose so. I believe it uses multiple fx transforms so you could make use of them. I meant to try and have a go at it but just got too busy with other things. It could be tricky to keep the performance under control so be mindful of that when making it. On 9/4/2020 at 8:21 AM, HopelessSoap said: Ok, here's that video I mentioned in my last reply. https://youtu.be/2emIg8fca0c I've been having this issue since I installed this mod, which was a while ago (I forget exactly when) Unfortunately as I mentioned to the other user I don't know the cause of this. As far as I can tell the configs have nothing in them that would cause it. So it could either be a smokescreen issue or some kind of KSP issue. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 6, 2020 Author Share Posted September 6, 2020 (edited) On 9/3/2020 at 2:01 AM, Souptime said: Just the updated engines, SIngle bell poodle and the ESA kickback booster are the onl;y problems I'm just working on the update and I'm not seeing a problem with the stock poodle. Did you mean stock or restock? Theres some problems with the restock one due to the big difference in bell size and theres no plume switching in the stock systme without multimode. I cant fix that entirely unfortunately but can adjust the plume size to fudge it a little. Similarly both stock and restock kickback boosters seem fine with the ESA switch using the existing configs from what I can see? Edited September 6, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
Souptime Posted September 6, 2020 Share Posted September 6, 2020 Oh yeah, both right now. The plume doesn't show up on it back when i disabled it (The part revamp not the plume) before restock updated And same for the kickback, not sure if it's just my copy but thats what i found Quote Link to comment Share on other sites More sharing options...
Scialytic Posted September 8, 2020 Share Posted September 8, 2020 (edited) On 9/6/2020 at 3:51 AM, Zorg said: On 9/3/2020 at 2:22 PM, EdwardB3020 said: Can there be a patch for the rapier vfx please because my Frances are tanking and I can’t individually select the engine particles with the smoke screen mod. I know how to use them but it’s just messy. Is there like a patch available for this bug please? I really want to use this mod but don’t want this happening. I didn't write that config although it is a fairly complex one. perhaps @Scialytic can take a look at some optimizations in the future? I'll put a copy of the old config in the folder for the next update so people who have trouble with it can revert to it (by deleting the current config and renaming the extension of the old config). But the current one will remain the default. I'll take a look the next time I have a decent block of free time. The thing with the RAPIER is there's 4 nozzles per engine, so whatever the threshold for "too many" particles is, you're going to hit it faster than you would with most other engines. Emission can only be reduced so much before the plume visually breaks down into distinct particles.@EdwardB3020 can you give me a sense of how many RAPIERs you're trying to run at once? Edited September 8, 2020 by Scialytic Quote Link to comment Share on other sites More sharing options...
Relonsk Posted September 10, 2020 Share Posted September 10, 2020 Works with 1.10? Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted September 10, 2020 Share Posted September 10, 2020 18 hours ago, Relonsk said: Works with 1.10? Yes. Quote Link to comment Share on other sites More sharing options...
Relonsk Posted September 10, 2020 Share Posted September 10, 2020 7 minutes ago, KeaKaka said: Yes. Thanks. Quote Link to comment Share on other sites More sharing options...
Scialytic Posted September 16, 2020 Share Posted September 16, 2020 Quick update: it seems like the performance problems scale with the number of emitters not particles, and it doesn't make a noticeable difference whether or not they are active. Most likely, there's something screwy going on in SmokeScreen. I'll try to figure it out and fix it when I get a chance, but I need be clear that I don't expect that to be anytime soon. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 21, 2020 Share Posted September 21, 2020 A few things. I'm trying to make configs for the UnKerbaled Start engines(Cogswell and Spacely.) What folder do I put the finished configs in. Plus, How do I get the old/1.8 plumes? I don't want to discredit Jade's work and the plumeparty plumes look great, but I personally liked the old plumes better. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 21, 2020 Share Posted September 21, 2020 There is a "small" issue with the R4D11 (R-4D-11) from SLS - that part got no ModuleEnginesFX in it ... I stumbled upon it because of a chain of actions that leads to 4 MM patching errors: GameData\RealPlume-Stock\Space Launch System\R4D11.cfg adds a PLUME node Hypergolic-OMS-White and tries to patch the non-existing ModuleEngines* GameData\RealPlume\000_Generic_Plumes\Hypergolic-OMS-White.cfg adds the EFFECTS node Hypergolic-OMS-White GameData\RocketSoundEnhancement\Patches\Hypergolic-OMS-White.cfg fails with "Cannot parse variable search when inserting new key volume = #$/MODULE[ModuleEngines*]/maxThrust$" on 4 occasions The patching chain assumes it's an engine, because RealPlume-Stock does @MODULE[ModuleEngines*] But it's an RCS thruster. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 21, 2020 Author Share Posted September 21, 2020 1 hour ago, RP1IsSuperior said: A few things. I'm trying to make configs for the UnKerbaled Start engines(Cogswell and Spacely.) What folder do I put the finished configs in. Plus, How do I get the old/1.8 plumes? I don't want to discredit Jade's work and the plumeparty plumes look great, but I personally liked the old plumes better. If you wish to make a PR to RealPlume-stock you can make a folder for unkerballed start and submit. Or you can send make the PR to Unkerballed Start. Some mods keep their own files for RP compatibility. If you wish to use older plumes you can download an older version of realplume-stock. The prefabs for the older plumes still exist but you would need to get the engine configs from an older version. Up to you to pick and choose what configs you want from those versions. 57 minutes ago, Gordon Dry said: There is a "small" issue with the R4D11 (R-4D-11) from SLS - that part got no ModuleEnginesFX in it ... I stumbled upon it because of a chain of actions that leads to 4 MM patching errors: GameData\RealPlume-Stock\Space Launch System\R4D11.cfg adds a PLUME node Hypergolic-OMS-White and tries to patch the non-existing ModuleEngines* GameData\RealPlume\000_Generic_Plumes\Hypergolic-OMS-White.cfg adds the EFFECTS node Hypergolic-OMS-White GameData\RocketSoundEnhancement\Patches\Hypergolic-OMS-White.cfg fails with "Cannot parse variable search when inserting new key volume = #$/MODULE[ModuleEngines*]/maxThrust$" on 4 occasions The patching chain assumes it's an engine, because RealPlume-Stock does @MODULE[ModuleEngines*] But it's an RCS thruster. Thanks, I will remove that patch for the next update. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 22, 2020 Share Posted September 22, 2020 I'm trying to make an engine config for the LV-T5 "Cogswell" Engine from Unkerbaled Start. I made the config but I have no idea where to put it. I tried leaving the MM patches in a folder in the mod folder, but when I launched the game all of the parts just became their file name, IE LV-T45 "Swivel" became liquidEngineSwivel, and they still had stock plumes. Also, is there a way to get the old methalox plumes? Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 I'm trying to make a config for an engine that mod that isn't supported. I don't know where to put the config, as I have no RealismOverhaul folder in my gamedata folder, and no smokescreen cfg folder anywhere else in my gamedata folder. Can someone please help me? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 25, 2020 Share Posted September 25, 2020 if you don't have a SmokeScreen folder then I think you're missing a requirement? It's in the distribution zip. In general though, KSP traverses the entire tree under GameData, so you can put a cfg where ever it makes sense to you. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 huh. I put it in it's own folder and it partially broke the game, the plume wasn't added, and all the parts became their part names, IE the Swivel became liquidEngineSwivel in the VAB Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 25, 2020 Share Posted September 25, 2020 Hmm OK, not sure how to help you other than maybe suggest you delete RealPlume, RealPlumeStock, and SmokeScreen, and try to unzip the distrubution zip again? The other day I was copying the contents of my GameData folder elsewhere by hand, and I can tell you that if you install RealPlume/RealPlumeStock and you do not have smokescreen installed , engines have no plumes at all. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 1 minute ago, OrbitalManeuvers said: Hmm OK, not sure how to help you other than maybe suggest you delete RealPlume, RealPlumeStock, and SmokeScreen, and try to unzip the distrubution zip again? The other day I was copying the contents of my GameData folder elsewhere by hand, and I can tell you that if you install RealPlume/RealPlumeStock and you do not have smokescreen installed , engines have no plumes at all. I installed it with CKAN. I guess ill try installing manually. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 42 minutes ago, OrbitalManeuvers said: Hmm OK, not sure how to help you other than maybe suggest you delete RealPlume, RealPlumeStock, and SmokeScreen, and try to unzip the distrubution zip again? The other day I was copying the contents of my GameData folder elsewhere by hand, and I can tell you that if you install RealPlume/RealPlumeStock and you do not have smokescreen installed , engines have no plumes at all. I tried it. There is no GameData/RealismOverhaul/SmokeScreen_EffectCfgs/ Folder Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 Huh. I was looking at the part file and apparently it's already set up for RealPlume... But there are no plumes... Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 25, 2020 Author Share Posted September 25, 2020 33 minutes ago, RP1IsSuperior said: Huh. I was looking at the part file and apparently it's already set up for RealPlume... But there are no plumes... You can share the configs you made and I can help as much as I possibly can. However keep in mind I am only looking after "RealPlume" which only contains the presets and "RealPlume-stock" which gives those presets to stock parts and stockalike mods. Realism overhaul is a giant mountain of configs with which I am mostly unfamiliar. But without seeing your configs and or logs its impossible to say what exactly is going on with your installs. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 25, 2020 Share Posted September 25, 2020 7 minutes ago, Zorg said: You can share the configs you made and I can help as much as I possibly can. However keep in mind I am only looking after "RealPlume" which only contains the presets and "RealPlume-stock" which gives those presets to stock parts and stockalike mods. Realism overhaul is a giant mountain of configs with which I am mostly unfamiliar. But without seeing your configs and or logs its impossible to say what exactly is going on with your installs. https://pastebin.com/HmHyDdJ7 here is the actual part file, it contains the MM patch. https://www9.zippyshare.com/v/KeIP0BNb/file.html Here is a log of my most recent attempt to launch the game. Keep in mind, I tried to launch the game after creating a seperate config file for the UKSliquidEngineLVT10, however, the plume still would not show up despite my config not existing, and the MM Patch in the actual part file. The plume also wouldn't function on the other UnKerballedStart Engine, UKSliquidEngineLVT05 https://pastebin.com/km1ikC1j Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 26, 2020 Author Share Posted September 26, 2020 On 9/26/2020 at 2:42 AM, RP1IsSuperior said: https://pastebin.com/HmHyDdJ7 here is the actual part file, it contains the MM patch. https://www9.zippyshare.com/v/KeIP0BNb/file.html Here is a log of my most recent attempt to launch the game. Keep in mind, I tried to launch the game after creating a seperate config file for the UKSliquidEngineLVT10, however, the plume still would not show up despite my config not existing, and the MM Patch in the actual part file. The plume also wouldn't function on the other UnKerballedStart Engine, UKSliquidEngineLVT05 https://pastebin.com/km1ikC1j I think the problem here is the MM patch order. https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/Deprecated/Kerolox-Lower.cfg Prefab plumes are applied at AFTER[zRealPlume] and it will only apply to a PART that has the requisite PLUME node inserted prior to that point. Your realplume patches are running at AFTER[zzzUnKerballedStart] which is well after that point. Unless you have a specific reason to run your patch so late in the patch order, moving up the realplume patch should resolve the issue if I'm correct. Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 2, 2020 Share Posted October 2, 2020 (edited) On 9/7/2020 at 1:51 AM, Souptime said: Oh yeah, both right now. The plume doesn't show up on it back when i disabled it (The part revamp not the plume) before restock updated And same for the kickback, not sure if it's just my copy but thats what i found @Souptime, My solution to RealPlume and the updated Poodle is to just split the variants into two different engines and give each their own plume. I also converted the single bell nozzle to a vacuum engine and the quad nozzle to a lower stage as they look pretty different, it seemed strange that they had the same engine characteristics. The patch for that is below and as it is using the ReStock models, obviously that's a dependency. Plumes probably aren't perfect, but hit the "good enough" point for me when testing it. Spoiler // Part configs based from ReStock by Nertea et al.; Config files are licensed as an MIT License. // Plumes are based off configs in RealPlume and licensed under CC-BY-NC-SA // RE-L10 "Poodle" Liquid Fuel Engine // Will keep the single nozzle engine as the vacuum engine +PART[liquidEngine2-2_v2]:AFTER[000_ReStock] { @name = kiwi_liquidEngine2-2_v2 @title = RE-L12 "Poodle+" Liquid Fuel Engine @description = This engine is a real beauty, one of a kind and very cute, even when it fails mid-burn and leaves your kerbals on an interplanetary trajectory instead of the Mun's orbit. !PLUME {} // Remove the PLUME that RealPlume will add just to be safe. !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = SingleBell //useMultipleDragCubes = false VARIANT { name = SingleBell displayName = #LOC_Restock_variant-engine_singlebell_white primaryColor = #999999 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = true ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = false Shroud2 = true Shroud3 = false B_Poodle_Single = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Alt displayName = #LOC_Restock_variant-engine_singlebell_grey-orange primaryColor = #999999 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = true ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = false Shroud2 = true Shroud3 = false B_Poodle_Single = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Compact displayName = #LOC_Restock_variant-engine_singlebell_compact_white primaryColor = #666666 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = true ShroudOrangeCompact = false Shroud1 = false Shroud2 = false Shroud3 = true B_Poodle_Single = false B_Poodle_SingleCommon = true B_Poodle_SingleCompact = true } NODES { node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Compact-Alt displayName = #LOC_Restock_variant-engine_singlebell_compact_grey-orange primaryColor = #666666 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = true B_Poodle_Single = false Shroud1 = false Shroud2 = false Shroud3 = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = true } NODES { node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } } } // Will convert the quad nozzle engine to surface lifter and give it a bit more kick. @PART[liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[KiwiAerospace] // RE-L10 "Poodle" { !PLUME {} // In case RealPlume is installed as we will insert our own. @entryCost = 9000 @cost += 1200 @MODULE[ModuleEnginesFX] { @maxThrust = 475 !atmosphereCurve {} atmosphereCurve { key = 0 305 key = 1 270 key = 3 0.001 } } !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = TwoBell //useMultipleDragCubes = false VARIANT { name = TwoBell displayName = #LOC_Restock_variant-engine_quadbell_white primaryColor = #999999 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = true B_Poodle_Compact = false B_Poodle_Common = true Poodle_LowerCyls = true Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = true ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_quadbell_compact_white primaryColor = #666666 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = true B_Poodle_Common = true Poodle_LowerCyls = false Poodle_LowerCylsCompact = true ShroudOrange = false ShroudWhite = true ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = TwoBell_Alternate displayName = #LOC_Restock_variant-engine_quadbell_grey-orange primaryColor = #999999 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = true B_Poodle_Compact = false B_Poodle_Common = true Poodle_LowerCyls = true Poodle_LowerCylsCompact = false ShroudOrange = true ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Compact_Alternate displayName = #LOC_Restock_variant-engine_quadbell_compact_grey-orange primaryColor = #666666 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = true B_Poodle_Common = true Poodle_LowerCyls = false Poodle_LowerCylsCompact = true ShroudOrange = true ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } } } @PART[kiwi_liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[zKiwiAerospacce] { !EFFECTS {} } @PART[kiwi_liquidEngine2-2_v2]:NEEDS[zRealPlume,ReStock,SmokeScreen]:FOR[zKiwiAerospacce] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox_Upper2 !runningEffectName = DELETE } PLUME { name = Kerolox_Upper2 transformName = fxTransformPlume localRotation = 90,0,0 localPosition = 0,0,0 emissionMult = 0.8 alphaMult = 0.8 energy = 1 speed = 1 flarePosition = 0,0.4,0 flareScale = 0.125 plumePosition = 0,-0.9,0 plumeScale = 1.4 } } @PART[kiwi_liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock] { @EFFECTS { @Kerolox_Upper2 { @MODEL_MULTI_SHURIKEN_PERSIST[*],* { %offsetDirection = 0,1,0 } } } } @PART[liquidEngine2-2_v2]:AFTER[ReStock] { !EFFECTS {} } @PART[liquidEngine2-2_v2]:NEEDS[zRealPlume,SmokeScreen,ReStock]:FOR[zKiwiAerospacce] //Poodle { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox_LowerFlame !runningEffectName = DELETE } PLUME { name = Kerolox_LowerFlame transformName = fxTransformPlume localRotation = 90,0,0 localPosition = 0,0,0 emissionMult = 1 speed = 1 energy = 1 plumePosition = 0,0.0,0 plumeScale = 0.75 flamePosition = 0,0.3,0 flameScale = 0.5 flarePosition = 0,0.2,0 flareScale = 0.05 } } //Custom adjustments to account for differing plume behaviour as ReStock FX transforms use Y+ axis. @PART[liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock] { @EFFECTS { @Kerolox_LowerFlame { @MODEL_MULTI_SHURIKEN_PERSIST[*],* { offsetDirection = 0,1,0 } } } } Edited October 2, 2020 by hemeac Added attribution to the config example Quote Link to comment Share on other sites More sharing options...
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