ItsSnowyy Posted May 2, 2021 Share Posted May 2, 2021 how do i make cfg files for theese? Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted May 2, 2021 Share Posted May 2, 2021 (edited) 11 minutes ago, ItsSnowyy said: how do i make cfg files for theese? hey @ItsSnowyy! there is a comprehensive Wiki over at the mod's github repository with the information you are after https://github.com/post-kerbin-mining-corporation/Waterfall/wiki Edited May 2, 2021 by hypervelocity Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 2, 2021 Share Posted May 2, 2021 So I had the idea that i'd like to add waterfall support to my current favourite small shuttle mod A.P.U.S. The main engine is basically a half size vector, using a pretty simple ModuleEngines config. After poking around stock-waterwall effects and reading the wiki I came to the conclusion that I needed ModuleEnginesFX to work with waterfall. Naturally I borrowed the necessary bits from the vector and came up with a working waterfall config in pretty short order. A tribute to how well laid out waterfall is, I'm no modding expert. Then I had the idea that it's only a couple more steps to come up with a patch to update the og plume to the new stock FX for those not using waterfall, while I'm at it, add a real plume one to. Famous last words. Here's the kink, the new hotness is methane right? The vectors stats never made sense as RS25's not even on the kerbal scale, hence neither does a half size 'RS15' But they are really not far a sensible kerbal scale raptor in my opinion. (Sort of Given the early game engines inspired by RP1 are buffeed in to what would be Kscaled CH4 ISP ranges) So I tried very hard to come up with a methane real plume and couldn't get it to work, whatever not using realplume anyway. But in the process of of cleaning that up I broke the stock config I had working, I can't figure out what I broke. I know it's not strictly speaking waterfall support, but if I could get a hint about these errors I'd be grateful. [ERR 10:13:49.830] [ModuleSrfFX]: No IThrustProvider module found at index 0! [ERR 10:13:50.046] PrefabParticleFX: Cannot find transform of name 'smokePoint' [ERR 10:13:50.047] ParticleModelFX: Cannot find transform of name 'thrustPoint' [ERR 10:13:50.047] PrefabParticleFX: Cannot find transform of name 'thrustTransformYup' The engine works config tweaks, sound, flameout. Just no stock plume. I had it once. This is the config I'm patching. Spoiler PART { name = nesdMS-Eng150 module = Part author = NESD rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.65, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 CoLOffset = 0, 0, 0 CoPOffset = 0, 0, 0 CoMOffset = 0, 0, 0 fx_exhaustFlame_blue = 0.0, -7.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -7.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -7.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -7.0, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 5000 cost = 960 category = Engine subcategory = 0 title = A.P.U.S. BBQ-150 Liquid Fuel Engine manufacturer = #autoLOC_501624 //C7 description = attachRules = 1,1,1,1,0 mass = 0.75 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 // = 2900 breakingForce = 50 breakingTorque = 50 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size0, srf tags = nesd engine propulsion thrust fuel rocket oxidizer liquidfuel tank fueltank MODEL { model = APUS_Shuttle/Parts/Engines/Eng1/Eng150 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 100 fxOffset = 0, 0, 0.7 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.75 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 260 key = 8 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 6 useGimbalResponseSpeed = false } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = FXModuleAnimateThrottle animationName = E150 responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } } This is my stock patch. I've tied KS25 and basicEngine and nothing for the engine ID. E150 is it's animate id, it was a shot in the dark. no change. Spoiler // Update APU_SHuttle parts to ModuleEnginesFX // Author: Snkiz @PART[nesdMS-Eng150]:NEEDS[APUS_Shuttle]:FINAL { // 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 { 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 } MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust modelName = Squad/FX/hydroLOXFlame transformName = thrustPoint 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, 0.08 } } shockDiamond { // MODEL_MULTI_PARTICLE // { // modelName = Squad/FX/diamondBlue // transformName = thrustTransform // emission = 0.0 0.0 // //emission = 0.05 0.0 // //emission = 0.075 0.5 // emission = 1.0 1.0 // speed = 0.0 0.2 // speed = 1.0 1.0 // } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue_small transformName = thrustTransformYup emission = 0.0 0.0 emission = 0.05 1.0 emission = 0.5 3.5 emission = 1.0 5.0 speed = 0.0 0.5 speed = 1.0 0.8 localOffset = 0, 0, 0 } } 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] {} MODULE { name = ModuleEnginesFX engineID = E150 runningEffectName = running_closed thrustVectorTransformName = thrustTransform powerEffectName = shockDiamond exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 125 //Was a little low. fxOffset = 0, 0, 0.7 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 290 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! } // @MODULE[ModuleSurfaceFX] // { // @thrustProviderModuleIndex = 0 // { } For completeness this is my functioning waterfall config. Spoiler // Add WaterfallFX to APU_SHuttle parts // Author: Snkiz @PART[nesdMS-Eng150]:NEEDS[Waterfall&APUS_Shuttle]:FINAL { // 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 //change to make a kebal scale half 'micro'raptor out of it with RS dynamic nozzle. Just becuase. @description ^= :$: Updates & tweaks by Snkiz. 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 and added an alternator. Plume by Waterfall.: @mass = 0.7 //Covered by new effects !heatConductivity = DELETE // 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*] {} MODULE { name = ModuleEnginesFX engineID = KS25 runningEffectName = fx-microraptor-running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 //Ajusted thrust to slighty better then half a raptor. (after scaling to kerbal MH.) //Smaller engine, higher pressure tolerance. minThrust = 0 maxThrust = 125 heatProduction = 125 //was a little to low. fxOffset = 0, 0, 0.7 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.0 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 = basicEngine 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 } } MODULE { name = ModuleAlternator //There was no alternator, let's fix that. RESOURCE { name = ElectricCharge rate = 2.0 } } @MODULE[ModuleGimbal] { @gimbalRange = 8 //Moar Gimbal! } @MODULE[FXModuleAnimateThrottle] { @responseSpeed = 0.0025 } } Quote Link to comment Share on other sites More sharing options...
Admiral Yu Posted May 3, 2021 Share Posted May 3, 2021 I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal? Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted May 3, 2021 Share Posted May 3, 2021 13 hours ago, Admiral Yu said: I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal? It shouldn't be, my laptop has an i5-8250U and an MX150 and notice no lag from engines at all Quote Link to comment Share on other sites More sharing options...
Probus Posted May 4, 2021 Share Posted May 4, 2021 Could these effects be converted into a mod for re-entry effects? The tail end of some of the plumes in a vacuum remind me a lot of real re-entry plasma. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted May 4, 2021 Share Posted May 4, 2021 1 hour ago, Probus said: Could these effects be converted into a mod for re-entry effects? The tail end of some of the plumes in a vacuum remind me a lot of real re-entry plasma. I was thinking about that, waterfall could entirely replace almost every fx system ingame if it is implemented carefully. Waterfall works on a part by part basis whereas the aerodynamics fx are dynamic and change constantly. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 4, 2021 Share Posted May 4, 2021 15 minutes ago, SpaceFace545 said: every fx That’s a bit of an overstatement. I don’t think it could replace atmospheres or planet surfaces Although I bet it could make a good water shader..... in another timeline Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted May 4, 2021 Share Posted May 4, 2021 1 minute ago, Spaceman.Spiff said: That’s a bit of an overstatement. I don’t think it could replace atmospheres or planet surfaces Although I bet it could make a good water shader..... in another timeline I guess I forgot about those, just meant aero fx Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 4, 2021 Share Posted May 4, 2021 17 minutes ago, SpaceFace545 said: aero fx That would be cool. Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted May 4, 2021 Share Posted May 4, 2021 (edited) 16 hours ago, Admiral Yu said: I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal? What engine(s)? How many? Performance is generally good in my experience, but if you have an entire N-1's worth of engines (Soyuz/R-7 is a notable offender too in this regard) then fps is going to suffer for sure. RealPlume has a cap on how many particles can be rendered at once, so if you have too many engines, instead of tanking FPS, the plumes will just look worse because they're starved of particles. Edited May 4, 2021 by Al2Me6 Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted May 4, 2021 Share Posted May 4, 2021 On 5/2/2021 at 11:56 AM, snkiz said: So I had the idea that i'd like to add waterfall support to my current favourite small shuttle mod A.P.U.S. The main engine is basically a half size vector, using a pretty simple ModuleEngines config. After poking around stock-waterwall effects and reading the wiki I came to the conclusion that I needed ModuleEnginesFX to work with waterfall. Naturally I borrowed the necessary bits from the vector and came up with a working waterfall config in pretty short order. A tribute to how well laid out waterfall is, I'm no modding expert. Then I had the idea that it's only a couple more steps to come up with a patch to update the og plume to the new stock FX for those not using waterfall, while I'm at it, add a real plume one to. Famous last words. Here's the kink, the new hotness is methane right? The vectors stats never made sense as RS25's not even on the kerbal scale, hence neither does a half size 'RS15' But they are really not far a sensible kerbal scale raptor in my opinion. (Sort of Given the early game engines inspired by RP1 are buffeed in to what would be Kscaled CH4 ISP ranges) So I tried very hard to come up with a methane real plume and couldn't get it to work, whatever not using realplume anyway. But in the process of of cleaning that up I broke the stock config I had working, I can't figure out what I broke. I know it's not strictly speaking waterfall support, but if I could get a hint about these errors I'd be grateful. [ERR 10:13:49.830] [ModuleSrfFX]: No IThrustProvider module found at index 0! [ERR 10:13:50.046] PrefabParticleFX: Cannot find transform of name 'smokePoint' [ERR 10:13:50.047] ParticleModelFX: Cannot find transform of name 'thrustPoint' [ERR 10:13:50.047] PrefabParticleFX: Cannot find transform of name 'thrustTransformYup' The errors are pretty clear about what is wrong: The effects in your new EFFECTS block have the wrong transform names. They should all be "thrustTransform", but right now you have variously "thrustTransform", "smokePoint", "thrustPoint", and "thrustTransformYup". Evidently, the latter three don't exist. Also, FWIW, there are already methalox RealPlume templates: ex. https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/Methalox_LowerShock.cfg. Quote Link to comment Share on other sites More sharing options...
Admiral Yu Posted May 4, 2021 Share Posted May 4, 2021 34 minutes ago, Al2Me6 said: What engine(s)? How many? Performance is generally good in my experience, but if you have an entire N-1's worth of engines (Soyuz/R-7 is a notable offender too in this regard) then fps is going to suffer for sure. RealPlume has a cap on how many particles can be rendered at once, so if you have too many engines, instead of tanking FPS, the plumes will just look worse because they're starved of particles. I tried multiple engines and they were all the same, I know I was using 19 of them at the time, but even with just one engine there is a noticeable performance drop, so I think there might actually be something broken for me. Regardless, I'm a big fan of clustering over using single engines, so I guess I'll just have to stick with Real Plume for now. Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 4, 2021 Share Posted May 4, 2021 1 hour ago, Al2Me6 said: The errors are pretty clear about what is wrong... Ty I just figured out what I did a couple hours ago. Not exactly clear if you don't know the transformName is an anchor point built into the model. I'm not what you'd call a modding expert. Thanks for pointing me to the real plume config though. I tried for a while to find a working example, the hard way. By looking through mods. Then failed at making one from scratch. I was tired what can I say. Quote Link to comment Share on other sites More sharing options...
SovPenguin Posted May 4, 2021 Share Posted May 4, 2021 Hello there, I've donwloaded this mod a few days ago along with the Restock mod (and the needed WaterfallRestock and StockWaterfallEffects configs). While playing around with those amazing effects, I have noticed that the twin Boar engine has no visual- or sound effects. I've also tried getting rid of the StockWaterfallEffects config but that didn't change anything. Does anyone know what might be the issue and how I could fix it? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2021 Author Share Posted May 4, 2021 On 5/3/2021 at 3:16 AM, Admiral Yu said: I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal? Yeah I personally get a significant amount of FPS improvement with this mod on both my systems (medium-end laptop with crappy mobile GPU and decently high end desktop). I believe the laptop is slightly worse than your system there. 16 hours ago, Probus said: Could these effects be converted into a mod for re-entry effects? The tail end of some of the plumes in a vacuum remind me a lot of real re-entry plasma. Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. 4 hours ago, SovPenguin said: Hello there, I've donwloaded this mod a few days ago along with the Restock mod (and the needed WaterfallRestock and StockWaterfallEffects configs). While playing around with those amazing effects, I have noticed that the twin Boar engine has no visual- or sound effects. I've also tried getting rid of the StockWaterfallEffects config but that didn't change anything. Does anyone know what might be the issue and how I could fix it? It does for me, it's possible you are using the 'old' twin boar that squad deprecated. Quote Link to comment Share on other sites More sharing options...
Admiral Yu Posted May 5, 2021 Share Posted May 5, 2021 I fixed the terrible performance by going into the Waterfall Settings and setting EnableLights to false, for anyone that has performance issues like I did. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 5, 2021 Share Posted May 5, 2021 - Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. That's too bad. But technically someone could use this system to reproduce, let's say generic, reentry effects, just not using this specific waterfall mod? Just a generic trail/plume of plasma scaled to the size of the largest part (2.5, 3.75, etc...). Maybe using altitude and velocity as color and brightness modifiers respectfully. Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 6, 2021 Share Posted May 6, 2021 (edited) I sorted my plume issues out. See this post In the APUS thread, and this one in the NESD's Warehouse thread (InternalRCS). They now have support for WaterfallReStock, and StockWaterfallEffects. In The process of that I needed an LF RCS jet. I took the hydrazine-rcs plume, reassigned its control to RCS and recoloured it to look like a methane Hot Gas Thruster. While I as at it I noticed The Vernier didn't have a plume in WFRS. I applied the just reassigned(not recoloured.) hydrazine plume to it. @Nertea I don't know if you had plans for those two plumes, but your welcome to mine. Is there a way to reassign control of a plume without creating a new template? Picture and files below. The plumes on the right are the ones I adapted from the included hydrazine-rcs plume. Files; Spoiler //vernier-WFRS.cfg // Add Waterfall/ReStock support to the Vernier Engine. It is safe to have with StockWaterfallEffects. // Author: Snkiz @PART[vernierEngine]:NEEDS[ReStock]:FOR[Waterfall] { { @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 { channel = Ship clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSVernierFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs } TEMPLATE { templateName = waterfall-hydrazine-rcs-jet-1 overrideParentTransform = RCSthruster position = 0,0.005,0 rotation = 180, 0, 0 scale = 1.25, 0.9, 1.25 } } } Spoiler //waterfall-methalox-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-rcs-jet-1 EFFECT { name = plume parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } 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 = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.90196079,0.800000012,0.678431392,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } 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 = 0.298039228,0.337254912,0.792156875,1 } COLOR { colorName = _EndTint colorValue = 0.431372553,0.0745098069,0.384313732,1 } 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 } } } } 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 } } } } Edited May 6, 2021 by snkiz Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 6, 2021 Share Posted May 6, 2021 (edited) 10 hours ago, Probus said: - Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. That's too bad. But technically someone could use this system to reproduce, let's say generic, reentry effects, just not using this specific waterfall mod? Just a generic trail/plume of plasma scaled to the size of the largest part (2.5, 3.75, etc...). Maybe using altitude and velocity as color and brightness modifiers respectfully. The thing that you are looking for is Re-entry Particle Effect (Renewed). It's been a while since I read up on it. But if I remember, it uses an existing unity particle effect that isn't that resource intensive and you can customize. Edited May 6, 2021 by snkiz Quote Link to comment Share on other sites More sharing options...
Probus Posted May 6, 2021 Share Posted May 6, 2021 53 minutes ago, snkiz said: The thing that you are looking for is Re-entry Particle Effect (Renewed). It's been a while since I read up on it. But if I remember, it uses an existing unity particle effect that isn't that resource intensive and you can customize. That is what I use currently. Its a great improvement over stock but Waterfall would be even better IMHO if it could be adapted to work. Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted May 6, 2021 Share Posted May 6, 2021 (edited) 12 hours ago, snkiz said: Is there a way to reassign control of a plume without creating a new template? The lazy way is to twiddle with the controllers, since the template only cares about the name. Something like this: CONTROLLER { name = throttle // what the template expects linkedTo = rcs // but actually link it to RCS } BTW, your description edit is missing a colon at the end. Edited May 6, 2021 by Al2Me6 Quote Link to comment Share on other sites More sharing options...
snkiz Posted May 6, 2021 Share Posted May 6, 2021 1 hour ago, Al2Me6 said: BTW, your description edit is missing a colon at the end. Shoot, I would have found that, I swear. ty Quote Link to comment Share on other sites More sharing options...
Let it burn Posted May 6, 2021 Share Posted May 6, 2021 Hello guys I just installed this and I keep getting a message saying no modules to add effects Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted May 6, 2021 Share Posted May 6, 2021 1 hour ago, Let it burn said: Hello guys I just installed this and I keep getting a message saying no modules to add effects Did you remember to get the Waterfall packs? The waterfall is only the mod that enables the effects, you need to add the extra mod packs to add the plumes. Look on the first post for the links. Quote Link to comment Share on other sites More sharing options...
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