AtomicTech Posted March 21 Author Share Posted March 21 On 3/19/2024 at 9:29 AM, AtomicTech said: If anyone is interested in testing an early version of 3.0.0, DM me (With the SRB stuff) Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted March 21 Share Posted March 21 On 3/21/2024 at 4:33 AM, AtomicTech said: Mini preview if you alread have RSMP already installed will the plumes conflict? Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted March 25 Author Share Posted March 25 On 3/21/2024 at 6:58 PM, kspbutitscursed said: if you alread have RSMP already installed will the plumes conflict? I've partially fixed it so that it doesn't. The RSMP content sits in the Restock Waterfall Expansion folder. I need to re-remember the MM syntax to prevent it from patching if RSMP is present. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted March 25 Share Posted March 25 9 hours ago, AtomicTech said: I've partially fixed it so that it doesn't. The RSMP content sits in the Restock Waterfall Expansion folder. I need to re-remember the MM syntax to prevent it from patching if RSMP is present. cool thanks for all you do. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted March 26 Author Share Posted March 26 Am doing a few more touches on RWE 3.0.0, mostly just testing it. Another preview: Spoiler ### RESTOCK WATERFALL EXPANSION 3.0.0 for KERBAL SPACE PROGRAM 1.12.5 ### -> A configuration pack for Waterfall and RealPlume to bring both modified and original exhaust plumes sourced from Waterfall-Restock (Chris Adderly & the Restock Team), Stock Waterfall Effects (Knight of St. John & AtomicTech) and Solid Waterfall Effects/Remastered Solid Plume Effects (Kochi, Leopard, Lemoncup, Katniss, dangaffa) with additional jet engine sound effects from JetSoundsContinued (JeanTheDragon, Patrick_the_big, & LinuxGuruGamer). PLEASE READ THIS AND FOLLOW EVERY STEP! --- NEW INSTALL/UPDATE INSTRUCTIONS FOR 3.0.0 (and later) --- 1.) If you have existing RestockWaterfallExpansion, StockWaterfallEffects, and/or WaterfallRestock folders, DELETE ALL OF THEM. 2.) Extract all of the contents of the RWE-Master folder (RestockWaterfallExpansion, StockWaterfallEffects, and WaterfallRestock) to your GameData folder. 3.) Update/install dependencies: Realplume, Realplume Stock Configs, ModuleManager, Waterfall, Smokescreen. 4.) Enjoy! --- UPDATING FROM 2.2.0 TO 3.0.0 (and later) --- 1.) If you have existing RestockWaterfallExpansion, JetSoundsUpdated, StockWaterfallEffects, and/or WaterfallRestock folders, DELETE ALL OF THEM. 3.) Update/install dependencies: Realplume, Realplume Stock Configs, ModuleManager, Waterfall, Smokescreen. 2.) 2.) Extract all of the contents of the RWE-Master folder (RestockWaterfallExpansion, StockWaterfallEffects, and WaterfallRestock) to your GameData folder. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 9 Author Share Posted April 9 Update: I still need to try out RWE 3.0.0 with the SRBs. I haven't installed TUFX but I'll do it soon. The rest of the plumes look fine Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 26 Author Share Posted April 26 Update out now And I think that's it for this mod folks! Thanks for being part of the journey Quote Link to comment Share on other sites More sharing options...
Cytauri Posted April 29 Share Posted April 29 On 4/25/2024 at 8:02 PM, AtomicTech said: Update out now And I think that's it for this mod folks! Thanks for being part of the journey Thank you for keeping this thing updated! o7 to you sir! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 29 Author Share Posted April 29 8 hours ago, Cytauri said: Thank you for keeping this thing updated! o7 to you sir! Thank you for the kind words; I appreciate it Quote Link to comment Share on other sites More sharing options...
rfried Posted April 30 Share Posted April 30 Hello AtomicTech! And thank you for your gorgeous mod. I encountered this issue after upgrading from 2.2.0 to 3.0.0 The Flame effects and Sound effects continue after Flame-Out of all SRBs. Uninstalling Real Plume does fix this issue. Steps to reproduce: 1. KSP 1.12.5 + DLCs(BG,MH) 2. CKAN Install of Restock Waterfall Expansion Mod This pulls in some deps and the mod list consists of: B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) ReStock (ReStock 1.4.3) Restock Waterfall Expansion (RestockWaterfallExpansion 3.0.0) Waterfall Core (Waterfall 0.9.0) => SRBs are ok then. 3. CKAN Install of Real Plume - Stock Configs This pulls in Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) => SRBs does continue show Flames and generate Sound after Flame-Out (see example in screenshot with Flea SRB) Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 1 Author Share Posted May 1 15 hours ago, rfried said: Hello AtomicTech! And thank you for your gorgeous mod. I encountered this issue after upgrading from 2.2.0 to 3.0.0 The Flame effects and Sound effects continue after Flame-Out of all SRBs. Uninstalling Real Plume does fix this issue. Steps to reproduce: 1. KSP 1.12.5 + DLCs(BG,MH) 2. CKAN Install of Restock Waterfall Expansion Mod This pulls in some deps and the mod list consists of: B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) ReStock (ReStock 1.4.3) Restock Waterfall Expansion (RestockWaterfallExpansion 3.0.0) Waterfall Core (Waterfall 0.9.0) => SRBs are ok then. 3. CKAN Install of Real Plume - Stock Configs This pulls in Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) => SRBs does continue show Flames and generate Sound after Flame-Out (see example in screenshot with Flea SRB) Gotcha; I'll try to investigate this and see where I've messed up in porting the plumes. Quote Link to comment Share on other sites More sharing options...
Gregory SpanKerman Posted May 6 Share Posted May 6 Got another problem for you cheif, the Panther engine seems to have absolutely no effects at all. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 7 Author Share Posted May 7 7 hours ago, Gregory SpanKerman said: Got another problem for you cheif, the Panther engine seems to have absolutely no effects at all. Thanks! I will look into this Quote Link to comment Share on other sites More sharing options...
MUXTER Posted May 17 Share Posted May 17 On 5/7/2024 at 3:07 AM, Gregory SpanKerman said: Got another problem for you cheif, the Panther engine seems to have absolutely no effects at all. On 5/1/2024 at 5:51 AM, rfried said: Hello AtomicTech! And thank you for your gorgeous mod. I encountered this issue after upgrading from 2.2.0 to 3.0.0 The Flame effects and Sound effects continue after Flame-Out of all SRBs. Uninstalling Real Plume does fix this issue. Steps to reproduce: 1. KSP 1.12.5 + DLCs(BG,MH) 2. CKAN Install of Restock Waterfall Expansion Mod This pulls in some deps and the mod list consists of: B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) ReStock (ReStock 1.4.3) Restock Waterfall Expansion (RestockWaterfallExpansion 3.0.0) Waterfall Core (Waterfall 0.9.0) => SRBs are ok then. 3. CKAN Install of Real Plume - Stock Configs This pulls in Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) => SRBs does continue show Flames and generate Sound after Flame-Out (see example in screenshot with Flea SRB) I'm going through the those exact same problems too. Quote Link to comment Share on other sites More sharing options...
MUXTER Posted May 17 Share Posted May 17 And my SRB runs without sound except that turned on moment, I wish I could post my ksp.log but file sharing sites are basically banned in my country. Quote Link to comment Share on other sites More sharing options...
Sea_Kerman Posted May 26 Share Posted May 26 can confirm panther issues Quote Link to comment Share on other sites More sharing options...
planeticegaming Posted May 26 Share Posted May 26 5 hours ago, Sea_Kerman said: can confirm panther issues same here too, I thought it might have just been mine. Quote Link to comment Share on other sites More sharing options...
BLUAV8R Posted May 29 Share Posted May 29 Fixed the panther issue. Was because of poor indexing and brackets in the config file (GameData\RestockWaterfallExpansion\Engine Configurations\PantherRWE.cfg). See fixed cfg below. Just replace the text in PantherRWE.cfg with this for now to fix the issue until officially updated. @PART[turboJet]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { fx-panther-dry-spool { AUDIO { name = soundDry1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.1 emission = 1.0 0.6 speed = 0.0 5.0 speed = 1.0 10.0 energy = 0.0 2.0 energy = 1.0 4.0 localOffset = 0, 0, 7 } } fx-panther-dry-power { AUDIO { name = soundDry1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_High volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { name = soundDry2 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } } fx-panther-wet-spool { AUDIO { name = soundWet1 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.1 emission = 1.0 0.6 speed = 0.0 5.0 speed = 1.0 10.0 energy = 0.0 2.0 energy = 1.0 4.0 localOffset = 0, 0, 7 } } fx-panther-wet-running { AUDIO { name = soundWet3 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_High volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.4 pitch = 1.0 1.0 loop = true } AUDIO { name = soundWet2 channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Startup volume = 1.0 pitch = 2.2 loop = false } } disengage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown volume = 1 pitch = 1.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown volume = 1 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*],0 { %powerEffectName = fx-panther-dry-power %spoolEffectName = fx-panther-dry-spool } @MODULE[ModuleEngines*],1 { %runningEffectName = fx-panther-wet-running %spoolEffectName = fx-panther-wet-spool } MODULE { name = ModuleWaterfallFX moduleID = pantherDry CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Dry responseRateUp = 0.01 responseRateDown = 0.01 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-2 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleWaterfallFX moduleID = pantherWet CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Wet responseRateUp = 0.001 responseRateDown = 0.016 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-afterburner overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } } Quote Link to comment Share on other sites More sharing options...
Spike88 Posted June 6 Share Posted June 6 On 5/29/2024 at 2:41 PM, BLUAV8R said: Fixed the panther issue. Was because of poor indexing and brackets in the config file (GameData\RestockWaterfallExpansion\Engine Configurations\PantherRWE.cfg). See fixed cfg below. Just replace the text in PantherRWE.cfg with this for now to fix the issue until officially updated. MVP. I'm currently trying to build an F-104 and was wondering why there was no effect on the panther when I stumbled upon this. Quote Link to comment Share on other sites More sharing options...
JollyGreenGI Posted June 7 Share Posted June 7 A few things: - I might've missed it, but I don't see a download link? - Updating via CKAN I'm encountering some issues, namely the installation doesn't include the StockWaterfallEffects and WaterfallRestock folders. To get around this you can separately install Waterfall - Restock in CKAN, but Stock Waterfall Effects is flagged as a conflict and can't be installed. Obviously a manual install solves this but that brings me back to the first point. Just thought I'd highlight these quirks that I haven't seen mentioned elsewhere. Quote Link to comment Share on other sites More sharing options...
Airlock Posted June 9 Share Posted June 9 I'm not getting any sounds from the juno jet engine only haze effects and a major fps drop for some reason. Panther fix above worked fine. Quote Link to comment Share on other sites More sharing options...
fleventeen Posted June 10 Share Posted June 10 7 hours ago, Airlock said: I'm not getting any sounds from the juno jet engine only haze effects and a major fps drop for some reason. The config has the wrong path for the sounds. Within JunoRWE.cfg, simply replace all instances of "JetSoundsUpdated" with "RestockWaterfallExpansion/JetSFX". Spoiler @PART[miniJetEngine]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion] { // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { fx_juno_running { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_High volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_Low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } fx_juno_spool { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Running_Low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Startup volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Shutdown volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = RestockWaterfallExpansion/JetSFX/Sounds/TFE731_Shutdown volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*] { %powerEffectName = fx_juno_running %spoolEffectName = fx_juno_spool } MODULE { name = ModuleWaterfallFX moduleID = junoFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Cruise responseRateUp = 0.02 responseRateDown = 0.02 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-1 overrideParentTransform = thrustTransform position = 0,0,0.257 rotation = 0, 0, 0 scale = 0.33, 0.33, 0.33 } } } I noticed we are also missing effects on the Dart aerospike engine, so I've modified the SWE effects to play better with the new Restock Dart model. Engine config: Spoiler @PART[toroidalAerospike]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion] { !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 !EFFECTS {} EFFECTS { fx-dart-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.6 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq1 volume = 0.6 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.6 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.6 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-dart-running !powerEffectName } MODULE { name = ModuleWaterfallFX moduleID = dartFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 speed = 2 seed = 3 } CONTROLLER { name = random2 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 30 } CONTROLLER { name = random3 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 300 } CONTROLLER { name = random4 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 3000 } TEMPLATE { templateName = restock-hydrolox-aerospike overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1.04, 1.04, 1 } } } Template: Spoiler EFFECTTEMPLATE { templateName = restock-hydrolox-aerospike EFFECT { name = spikeFlameInner parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.254000008 rotationOffset = -90,0,0 scaleOffset = 0.437999994,0.699999988,0.437999994 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295971,0.483579963,1,1 } COLOR { colorName = _EndTint colorValue = 0.0730793774,0.196229547,1,1 } FLOAT { floatName = _ExpandBounded value = -0.75 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _Brightness value = 1.30333257 } FLOAT { floatName = _FadeOut value = 0.0606665723 } FLOAT { floatName = _Falloff value = 2.93221784 } FLOAT { floatName = _TintFalloff value = 2.52278161 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Noise value = 4.32249355 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Symmetry value = 24 } FLOAT { floatName = _SymmetryStrength value = 0.0758332163 } FLOAT { floatName = _SpeedX value = 4.02221918 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = REPLACE floatCurve { key = 0 0 0 20 key = 0.1 0.7 1.5 1.5 key = 1 1.3 0 0 } } } EFFECT { name = spikeFlameOuter parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.254000008 rotationOffset = -90,0,0 scaleOffset = 0.437000006,2,0.437000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.212649569,0.335799724,0.819379807,1 } COLOR { colorName = _EndTint colorValue = 1,0.417899877,0.393269867,1 } FLOAT { floatName = _ExpandBounded value = -1.05777669 } FLOAT { floatName = _ExpandLinear value = 0.154443815 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _Brightness value = 2.22444105 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _TintFalloff value = 0.227499649 } FLOAT { floatName = _Fresnel value = 0.707776666 } FLOAT { floatName = _Noise value = 1.51666427 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _SpeedX value = 43.1444244 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aScale combinationType = REPLACE xCurve { key = 0 0.437 0 0 } yCurve { key = 0 5 0 0 key = 0.5 1 0 0 key = 1 2 0 0 } zCurve { key = 0 0.437 0 0 } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBounded combinationType = REPLACE floatCurve { key = 0 3.5 0 -1 key = 0.5 0.3 -3 -3 key = 1 -1.05 0 0 } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0.3 0 0 0 key = 0.5 -0.6 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { floatName = _FadeOut controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFadeout combinationType = REPLACE floatCurve { key = 0 1 0 0 key = 0.5 0.2 0 0 key = 1 0.88 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFalloff combinationType = REPLACE floatCurve { key = 0 15 0 0 key = 0.5 3 0 0 key = 1 4.7 0 0 } } FLOATMODIFIER { floatName = _TintFalloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aTintfalloff combinationType = REPLACE floatCurve { key = 0 0 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0 1.5 0 0 key = 1 2.2 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1.60000002,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295971,0.385059834,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.434319913,0.344009787,1 } FLOAT { floatName = _ExpandBounded value = 2.91333127 } FLOAT { floatName = _ExpandSquare value = -5.22666264 } FLOAT { floatName = _ExpandLinear value = 2.70999861 } FLOAT { floatName = _FadeIn value = 0.166833073 } FLOAT { floatName = _FadeOut value = 0.37411052 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.176944181 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.27998877 } FLOAT { floatName = _Brightness value = 2.11222053 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 2.42666268 } FLOAT { floatName = _ExpandOffset value = 0.909998596 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 20 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 0.1 0 0 key = 1 0.2 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.2 0 -0.2 key = 1 0 -0.2 0 } zCurve { } } SCALEMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aScale combinationType = REPLACE xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 0.9 0 0 key = 1 1.6 0 0 } zCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } } SCALEMODIFIER { controllerName = random2 transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = rScale combinationType = REPLACE xCurve { key = 0 0.98 0 0.04 key = 1 1.02 0.04 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.98 0 0.04 key = 1 1.02 0.04 0 } } FLOATMODIFIER { floatName = _ExpandOffset controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aOffset combinationType = REPLACE floatCurve { key = 0 4.5 0 0 key = 0.5 2 -4 -4 key = 1 0.9 0 0 } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0 0 0 0 key = 0.5 -1 0 0 key = 1 2.7 0 0 } } FLOATMODIFIER { floatName = _ExpandSquare controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aSquare combinationType = REPLACE floatCurve { key = 0.5 -2 0 0 key = 1 -5.2 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFalloff combinationType = REPLACE floatCurve { key = 0.5 1.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 2 key = 0.6 1.2 2 2 key = 1 2.1 1.5 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,1.70000005,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.45073992,0.532840014,1,1 } COLOR { colorName = _EndTint colorValue = 0.179809526,0.163389519,0.688830256,1 } FLOAT { floatName = _FadeIn value = 0.0202221982 } FLOAT { floatName = _ExpandLinear value = 8.39887524 } FLOAT { floatName = _Falloff value = 6.10722828 } FLOAT { floatName = _Noise value = 4.01916075 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _FadeOut value = 0.631943464 } FLOAT { floatName = _TintFalloff value = 1.16277587 } FLOAT { floatName = _Fresnel value = 3.58943892 } FLOAT { floatName = _Brightness value = 0.342778891 } FLOAT { floatName = _ExpandBounded value = -4.6511035 } FLOAT { floatName = _ExpandSquare value = -5.05554771 } } } SCALEMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aScale combinationType = REPLACE xCurve { key = 0 0.09 0 0 key = 1 0.09 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1.7 0 0 } zCurve { key = 0 0.09 0 0 key = 1 0.09 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.2 0 0 0 key = 0.5 0.34 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 3 key = 0.3 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = Shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.300000012 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,1.20000005,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.548449337,0.59852016,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.30295974,0.32758975,1,1 } FLOAT { floatName = _FadeIn value = 0.252777398 } FLOAT { floatName = _ExpandLinear value = 17 } FLOAT { floatName = _Falloff value = 0.300000012 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.318499506 } FLOAT { floatName = _TintFalloff value = 1.49138665 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.119999997 } FLOAT { floatName = _ExpandBounded value = -6.57221222 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.4 0 -0.4 key = 1 0 -0.4 0 } zCurve { } } SCALEMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aScale combinationType = REPLACE xCurve { key = 0 0.03 0 0 key = 1 0.03 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1.2 0 0 } zCurve { key = 0.5 0.03 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0.5 32 0 0 key = 1 17 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 0.12 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.70000005 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.589499354,0.590310156,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.286539674,0.286539674,1,1 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _ExpandLinear value = 8.58444691 } FLOAT { floatName = _Falloff value = 1.66833055 } FLOAT { floatName = _Noise value = 3.94332743 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _TintFalloff value = 0.278055131 } FLOAT { floatName = _Fresnel value = 0.151666418 } FLOAT { floatName = _Brightness value = 0.100000001 } FLOAT { floatName = _ExpandBounded value = -0.303333163 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandOffset value = -0.808887601 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 1 0 0 key = 1 1.7 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.6 0 -0.6 key = 1 0 -0.6 0 } zCurve { } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0 27 0 0 key = 1 8.58 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 0.1 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.10000002 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.3066659 } FLOAT { floatName = _ExpandSquare value = -2.90111089 } FLOAT { floatName = _ExpandLinear value = 0.687779665 } FLOAT { floatName = _FadeIn value = 0.353888333 } FLOAT { floatName = _FadeOut value = 0.369054973 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 20 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 0.5 0 0 key = 1 1.1 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.4 0 -0.4 key = 1 0 -0.4 0 } zCurve { } } SCALEMODIFIER { controllerName = random3 transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = rScale combinationType = REPLACE xCurve { key = 0 0.96 0 0.08 key = 1 1.04 0.08 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.96 0 0.08 key = 1 1.04 0.08 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFalloff combinationType = REPLACE floatCurve { key = 0.5 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 1 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.0999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.3066659 } FLOAT { floatName = _ExpandSquare value = -2.90111089 } FLOAT { floatName = _ExpandLinear value = 0.687779665 } FLOAT { floatName = _FadeIn value = 0.308388412 } FLOAT { floatName = _FadeOut value = 0.318499506 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _Seed value = -20 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 1.4 0 0 key = 1 2.1 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.6 0 -0.6 key = 1 0 -0.6 0 } zCurve { } } SCALEMODIFIER { controllerName = random4 transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = rScale combinationType = REPLACE xCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { floatName = _ExpandOffset controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aOffset combinationType = REPLACE floatCurve { key = 0.5 0.6 0 0 key = 1 -0.2 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 0.5 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.589499354,0.590310156,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.286539674,0.286539674,1,1 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _ExpandLinear value = 8.58444691 } FLOAT { floatName = _Falloff value = 1.66833055 } FLOAT { floatName = _Noise value = 3.94332743 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _TintFalloff value = 0.278055131 } FLOAT { floatName = _Fresnel value = 0.151666418 } FLOAT { floatName = _Brightness value = 0.0500000007 } FLOAT { floatName = _ExpandBounded value = -0.303333163 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandOffset value = -0.808887601 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 1.8 0 0 key = 1 2.7 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.8 0 -0.8 key = 1 0 -0.8 0 } zCurve { } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0.5 18 0 0 key = 1 8.58 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 0.05 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.20555496 } FLOAT { floatName = _ExpandSquare value = -0.57555896 } FLOAT { floatName = _ExpandLinear value = 0.1822249 } FLOAT { floatName = _FadeIn value = 0.308388412 } FLOAT { floatName = _FadeOut value = 0.283110678 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 2.26388693 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _Seed value = 13 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.5 2.2 0 0 key = 1 3.1 0 0 } } POSITIONMODIFIER { controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tPos combinationType = REPLACE xCurve { } yCurve { key = 0 0.8 0 -0.8 key = 1 0 -0.8 0 } zCurve { } } FLOATMODIFIER { floatName = _ExpandOffset controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aOffset combinationType = REPLACE floatCurve { key = 0.5 1 0 0 key = 1 -0.8 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.4 0 0 0 key = 0.6 0.4 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.449999988,14,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.326779008,0.294749677,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.442529917,0.319379747,1 } FLOAT { floatName = _Brightness value = 0.75 } FLOAT { floatName = _Falloff value = 1.26388693 } FLOAT { floatName = _Noise value = 10.8441505 } FLOAT { floatName = _Fresnel value = 0.859443307 } FLOAT { floatName = _SpeedY value = 30.2334404 } FLOAT { floatName = _FadeIn value = 0.0303332806 } FLOAT { floatName = _ExpandBounded value = 3.74110532 } FLOAT { floatName = _ExpandLinear value = -5.05554771 } FLOAT { floatName = _ExpandSquare value = 2.32555199 } FLOAT { floatName = _ExpandOffset value = -0.5 } FLOAT { floatName = _FadeOut value = 0.470165938 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0 -0.2 0 0 key = 0.5 -0.5 0 0 key = 1 -0.2 0 0 } } FLOATMODIFIER { floatName = _ExpandOffset controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random2 randomnessScale = 0 name = aOffset combinationType = REPLACE floatCurve { key = 0 0.5 0 0 key = 0.3 0.35 -1 -1 key = 0.5 -0.4 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random2 randomnessScale = 0 name = aBounded combinationType = REPLACE floatCurve { key = 0 13 0 0 key = 0.5 4.5 -5 -5 key = 1 3.7 0 0 } } FLOATMODIFIER { floatName = _ExpandLinear controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aLinear combinationType = REPLACE floatCurve { key = 0 0 0 0 key = 0.5 -4 -4 -4 key = 1 -5 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFalloff combinationType = REPLACE floatCurve { key = 0.1 30 0 0 key = 0.5 1.26 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0.05 0 0 0 key = 0.5 0.75 0.75 0 } } FLOATMODIFIER { floatName = _Fresnel controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFresnel combinationType = REPLACE floatCurve { key = 0.3 2 0 0 key = 0.7 0.85 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 15 key = 0.1 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tFalloff combinationType = ADD floatCurve { key = 0 1 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059804,0.286539674,1 } FLOAT { floatName = _Falloff value = 0.657221198 } FLOAT { floatName = _ExpandLinear value = -2.52777386 } FLOAT { floatName = _ExpandBounded value = 4.04443836 } FLOAT { floatName = _Fresnel value = 0.600000024 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _Brightness value = 0.79777807 } FLOAT { floatName = _FadeIn value = 0.0505554937 } FLOAT { floatName = _FadeOut value = 0.495443672 } FLOAT { floatName = _SpeedY value = 38.3223076 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _ExpandOffset value = -0.0500000007 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _ExpandSquare value = 0.101110876 } } } POSITIONMODIFIER { controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) useRandomness = False randomnessController = random randomnessScale = 1 name = aPos combinationType = REPLACE xCurve { } yCurve { } zCurve { key = 0.3 -0.35 0 0 key = 0.6 -0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBounded combinationType = REPLACE floatCurve { key = 0 12 0 0 key = 1 4 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFalloff combinationType = REPLACE floatCurve { key = 0 25 0 0 key = 0.5 0.66 0 0 } } FLOATMODIFIER { floatName = _Noise controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aNoise combinationType = REPLACE floatCurve { key = 0.35 3 0 0 key = 0.55 20 0 0 } } FLOATMODIFIER { floatName = _ExpandOffset controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aOffset combinationType = REPLACE floatCurve { key = 0 -0.05 0 0 key = 0.5 0.2 0 0 key = 0.7 -0.2 0 0 key = 1 -0.05 0 0 } } FLOATMODIFIER { floatName = _FadeIn controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFadein combinationType = REPLACE floatCurve { key = 0 0.1 0 0 key = 0.5 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0 0.4 0 0 key = 0.5 0.8 0 0 } } FLOATMODIFIER { floatName = _SpeedX controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = speedX combinationType = REPLACE floatCurve { key = 0 9 0 0 } } FLOATMODIFIER { floatName = _Fresnel controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFresnel combinationType = REPLACE floatCurve { key = 0 0.5 0 0 key = 0.4 2 0 0 key = 0.8 0.6 0 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 5 key = 0.1 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { floatName = _Falloff controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tFalloff combinationType = ADD floatCurve { key = 0 5 0 0 key = 1 0 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.25999999 rotationOffset = -90,0,0 scaleOffset = 0.439999998,20,0.439999998 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.178998828,0.270119637,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.35221976,1 } FLOAT { floatName = _Falloff value = 90 } FLOAT { floatName = _Noise value = 6.36999035 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedY value = 50.5443726 } FLOAT { floatName = _TintFalloff value = 0.126388699 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0.00499999989 } } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBounded combinationType = REPLACE floatCurve { key = 0.05 13 0 0 key = 0.5 -1 -90 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0 1 0 0 key = 0.5 0 -4 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.25999999 rotationOffset = -90,0,0 scaleOffset = 0.439999998,20,0.439999998 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.228258908,0.294749647,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.35221976,1 } FLOAT { floatName = _Falloff value = 70 } FLOAT { floatName = _Noise value = 6.36999035 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedY value = 107.166512 } FLOAT { floatName = _TintFalloff value = 0.202221915 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _TileX value = 4 } } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBounded combinationType = REPLACE floatCurve { key = 0.05 13 0 0 key = 0.5 -1 -90 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBright combinationType = REPLACE floatCurve { key = 0 1 0 0 key = 0.5 0 -4 0 } } FLOATMODIFIER { floatName = _Brightness controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tBright combinationType = MULTIPLY floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.655611038 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aScale combinationType = REPLACE xCurve { key = 0 1 0 0 } yCurve { key = 0 0.1 0 0 key = 0.5 0.6 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { floatName = _Strength controllerName = throttle transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = tStrength combinationType = REPLACE floatCurve { key = 0 0 0 0.7 key = 0.2 0.06 0.1 0.1 key = 1 0.12 0 0 } } FLOATMODIFIER { floatName = _Strength controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aStrength combinationType = MULTIPLY floatCurve { key = 0 0.2 0 0 key = 0.4 0.8 0.375 0.375 key = 1 1.1 0 0 } } FLOATMODIFIER { floatName = _ExpandBounded controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aBounded combinationType = REPLACE floatCurve { key = 0 1.5 0 0 key = 0.4 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { floatName = _FadeOut controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aFadeout combinationType = REPLACE floatCurve { key = 0 0.6 0 0 key = 0.2 0.5 0 0 } } FLOATMODIFIER { floatName = _ExpandSquare controllerName = atmosphereDepth transformName = Cylinder useRandomness = False randomnessController = random randomnessScale = 1 name = aSquare combinationType = REPLACE floatCurve { key = 0 -1.5 0 0 key = 0.267 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { intensity = 2.07294202 range = 30 color = 0.786539674,0.820190549,1,1 lightType = Point angle = 0 transform = Light baseTransform = } } LIGHTFLOATMODIFIER { floatName = Intensity controllerName = atmosphereDepth transformName = Light useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 name = aIntensity combinationType = REPLACE floatCurve { key = 0 2.5 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { floatName = Intensity controllerName = throttle transformName = Light useRandomness = False randomnessController = random randomnessScale = 1 name = tIntensity combinationType = MULTIPLY floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { floatName = Intensity controllerName = Random2 transformName = Light useRandomness = False randomnessController = random randomnessScale = 1 name = rIntensity combinationType = MULTIPLY floatCurve { key = -0.5 0.93 0 0.14 key = 0.5 1.07 0.14 0 } } LIGHTFLOATMODIFIER { floatName = Range controllerName = atmosphereDepth transformName = Light useRandomness = False randomnessController = random randomnessScale = 1 name = aRange combinationType = REPLACE floatCurve { key = 0 10 0 0 key = 0.2 15 10 10 key = 0.5 17 0 0 key = 1 15 0 0 } } LIGHTFLOATMODIFIER { floatName = Intensity controllerName = random2 transformName = Light useRandomness = False randomnessController = random randomnessScale = 1 name = rIntensity combinationType = MULTIPLY floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } LIGHTCOLORMODIFIER { colorName = _Main controllerName = atmosphereDepth transformName = Light useRandomness = False randomnessController = random randomnessScale = 1 name = aColor combinationType = REPLACE rCurve { key = 0 0.38 0 0 key = 0.267 0.51 0 0 } gCurve { key = 0 0.36 0 0 key = 0.267 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.267 0.356 0 0 } aCurve { } } } } Quote Link to comment Share on other sites More sharing options...
GamingHen Posted June 21 Share Posted June 21 I had to disable the light effects produced by Waterfall because for some reason it causes an insane stutter for a few seconds after launch. So I decided to try and replace the light effect using Engine Lighting Relit, but for some reason whenever I add a config file for Waterfall, Engine Lighting Relit just stops working. I tested it after I downloaded all the dependencies for this config and Engine Lighting Relit was still working. But the moment I add a config file, it just stops working. I'm not really educated on how these config files work, but what I'm thinking is that it somehow changes the properties of the engines in such a way that Engine Lighting Relit doesn't recognize it anymore. Does anyone have any suggestions for me? Even if it's a fix for the stutter caused by Waterfall Quote Link to comment Share on other sites More sharing options...
any 1 Posted June 24 Share Posted June 24 The Flame effects and Sound effects continue after Flame-Out of all SRBs. Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted June 24 Share Posted June 24 31 minutes ago, any 1 said: The Flame effects and Sound effects continue after Flame-Out of all SRBs. Oh, I thought that was on purpose. Guess I've been having the same issue then. I'll provide a ksp.log soon-ish Quote Link to comment Share on other sites More sharing options...
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