BSS_Snag Posted June 24 Share Posted June 24 5 hours ago, Aussie Toad Stool said: Oh, I thought that was on purpose. Guess I've been having the same issue then. I'll provide a ksp.log soon-ish Alright @AtomicTech here is what i found using a Kickback srb on the runway. SRB sound effects do not stop after running out of propellant. I even fast-forwarded to the next sunrise and the srb engine sound continued. The flame-out animation seems to go on for a very long time. As i was fast-forwarded it seemed to take in-game hours to disappear completely. ksp.log here https://drive.google.com/file/d/1bpd0U9cQEfkCsPAIZZHqJADPH5TjcFDv/view?usp=sharing Images Here https://imgur.com/a/c4MgLJy Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted June 26 Author Share Posted June 26 Thanks for the bug reports guys. I've just gotten busy with other things and found that I have little interest in KSP at the moment after the fiasco that was KSP 2. If anyone is interested in adopting this mod, DM me here in the forums or in Discord. On 5/29/2024 at 1:41 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. @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 } } } Thanks! I'll be adding this to the RWE 3.1.0! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted June 26 Author Share Posted June 26 On 6/9/2024 at 9:20 PM, fleventeen said: The config has the wrong path for the sounds. Within JunoRWE.cfg, simply replace all instances of "JetSoundsUpdated" with "RestockWaterfallExpansion/JetSFX". Hide contents @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: Reveal hidden contents @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: Reveal hidden contents 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 { } } } } Thank you! I'll be adding this to RWE 3.1.0! To help y'all out; I'm going to exclude the SRB content to RWE 3.1.0 but keep all of the fixes y'all made. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted June 26 Author Share Posted June 26 RWE 3.1.0 is available now! Manual installation preferred. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted June 26 Share Posted June 26 I definitely understand the sentiment. As dumb as I feel saying it.. I believe this fiasco has been a contributing factor in my own slump. We will miss you.. and thank you for mustering up the reserve to complete the update. You got your stamp on some awesome mods.. greatly appreciated Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted June 26 Author Share Posted June 26 1 minute ago, Fizzlebop Smith said: I definitely understand the sentiment. As dumb as I feel saying it.. I believe this fiasco has been a contributing factor in my own slump. We will miss you.. and thank you for mustering up the reserve to complete the update. You got your stamp on some awesome mods.. greatly appreciated Thanks Fizzlebop Quote Link to comment Share on other sites More sharing options...
dan1ell1ma Posted June 26 Share Posted June 26 3 hours ago, AtomicTech said: Thanks for the bug reports guys. I've just gotten busy with other things and found that I have little interest in KSP at the moment after the fiasco that was KSP 2. If anyone is interested in adopting this mod, DM me here in the forums or in Discord. Thanks! I'll be adding this to the RWE 3.1.0! I love your mod! Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted June 27 Share Posted June 27 On 6/24/2024 at 10:32 PM, Aussie Toad Stool said: Alright @AtomicTech here is what i found using a Kickback srb on the runway. SRB sound effects do not stop after running out of propellant. I even fast-forwarded to the next sunrise and the srb engine sound continued. The flame-out animation seems to go on for a very long time. As i was fast-forwarded it seemed to take in-game hours to disappear completely. ksp.log here https://drive.google.com/file/d/1bpd0U9cQEfkCsPAIZZHqJADPH5TjcFDv/view?usp=sharing Images Here https://imgur.com/a/c4MgLJy I must apologize it looks like it might be on RSMP's end Quote Link to comment Share on other sites More sharing options...
dan1ell1ma Posted June 29 Share Posted June 29 Where is the link to download? Quote Link to comment Share on other sites More sharing options...
feral_fenrir Posted July 1 Share Posted July 1 Does anyone know if this conflicts with RSMP (formerly SWE)? Restock Waterfall Expansion conflicts with KnightofStJohn's Stock Waterfall Effects and RSMP is supposed to what was previously SWE. But CKAN doesn't show any conflicts for RSMP and Restock Waterfall Expansion.. Quote Link to comment Share on other sites More sharing options...
arqui_alpaka Posted July 2 Share Posted July 2 (edited) where is the download link? Edited July 2 by arqui_alpaka Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted July 6 Author Share Posted July 6 On 6/28/2024 at 8:22 PM, dan1ell1ma said: Where is the link to download? On 7/1/2024 at 11:18 PM, arqui_alpaka said: where is the download link? https://spacedock.info/mod/3149/Restock Waterfall Expansion It's always been on SpaceDock. On 7/1/2024 at 1:53 AM, feral_fenrir said: Does anyone know if this conflicts with RSMP (formerly SWE)? Restock Waterfall Expansion conflicts with KnightofStJohn's Stock Waterfall Effects and RSMP is supposed to what was previously SWE. But CKAN doesn't show any conflicts for RSMP and Restock Waterfall Expansion.. Nope, I fixed that in 3.1.0. Now you can enjoy RSMP or Avalanche at the same time as RWE! On 6/26/2024 at 5:51 PM, dan1ell1ma said: I love your mod! Thanks! I'm glad that my Frankenstein of a modpack works well for you On 6/26/2024 at 9:06 PM, BSS_Snag said: I must apologize it looks like it might be on RSMP's end No worries! I'm grateful that y'all showed me that RWE wasn't working with the SRBs so I could cut it from RWE and let @Kochi do it better Quote Link to comment Share on other sites More sharing options...
Taldirok Posted July 6 Share Posted July 6 Very nice config thanks Quote Link to comment Share on other sites More sharing options...
arqui_alpaka Posted July 6 Share Posted July 6 thank you so much Quote Link to comment Share on other sites More sharing options...
Lemmiwinkzzzz Posted July 6 Share Posted July 6 Hey man, any chance you could include the Schnauzer engine in your next update? Something about its implementation in Waterfall-Restock is broken and I think it would be a nice add to your pack. Quote Link to comment Share on other sites More sharing options...
eRe4s3r Posted July 7 Share Posted July 7 I just want to add my thanks for this. Adds so much more "boom" and "fire" Great and many many thanks you took this upon yourself Quote Link to comment Share on other sites More sharing options...
aerokdk Posted July 8 Share Posted July 8 This mod is freaking awesome but I am now having a small problem. I have an engine plume problem for my restock+. The thing is that it looks like this when looking up at the engine at under half throttle and I don't know why. I was playing quite well but that black engine nozzle has been quite bothering me for some time. Any Ideas on reason why? Any solutions? Or anyone with a simillar problem? Quote Link to comment Share on other sites More sharing options...
Tiberius Posted July 20 Share Posted July 20 It doesn't look like there is a download link included on the main post. Thank you for the awesome mod! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted August 28 Author Share Posted August 28 On 7/6/2024 at 12:47 PM, Taldirok said: Very nice config thanks Glad you enjoyed it On 7/6/2024 at 2:21 PM, arqui_alpaka said: thank you so much You're welcome! On 7/6/2024 at 4:44 PM, Lemmiwinkzzzz said: Hey man, any chance you could include the Schnauzer engine in your next update? Something about its implementation in Waterfall-Restock is broken and I think it would be a nice add to your pack. I'll see if I can Do you have any more details on the engine and how it works? I have not touched KSP in a good while On 7/7/2024 at 4:05 PM, eRe4s3r said: I just want to add my thanks for this. Adds so much more "boom" and "fire" Great and many many thanks you took this upon yourself You're welcome! I'm happy the the ol' Frankenstein could be of use to you! On 7/7/2024 at 7:28 PM, aerokdk said: This mod is freaking awesome but I am now having a small problem. I have an engine plume problem for my restock+. The thing is that it looks like this when looking up at the engine at under half throttle and I don't know why. I was playing quite well but that black engine nozzle has been quite bothering me for some time. Any Ideas on reason why? Any solutions? Or anyone with a simillar problem? That image doesn't work for me right now, can you resend it? On 7/20/2024 at 3:21 PM, Tiberius said: It doesn't look like there is a download link included on the main post. Thank you for the awesome mod! https://spacedock.info/mod/3149/Restock Waterfall Expansion#stats I'll maybe get around to fixing that some day ;) Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted August 29 Share Posted August 29 (edited) The updated cheetah and bobcat engines released in restock 1.5 might need a update now: Spoiler Edited August 29 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
huj Posted August 30 Share Posted August 30 I wrote a small patch to fix the cheetah plumes. To use it just paste it in a new config file somewhere in the gamedata folder. This is also posted in the restock main thread @PART[LiquidEngineLV-T91]:FINAL { @MODULE[ModuleWaterfallFX] { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,0.033,0 @rotation = 90, 0, 0 @scale = 0.64, 0.64, 0.6925 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform @position = 0,0.01,0 @rotation = -90, 0, 0 @scale = 0.8, 0.8, 0.8 } } @MODULE[ModuleB9PartSwitch] { @SUBTYPE[keroloxCheetah] { @MODULE { @DATA { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,-0.09,0 @rotation = 90, 0, 0 @scale = 1.94, 1.94, 2 } @TEMPLATE[core] { @overrideParentTransform = fxTransformPlume @position = 0,-0.1,0 @rotation = 90, 0, 0 @scale = 1.95, 1.95, 2 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform } } } } @SUBTYPE[hypergolicCheetah] { @MODULE { @DATA { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,0.02,0 @rotation = 90, 0, 0 @scale = 0.65, 0.65, 0.65 } @TEMPLATE[core] { @overrideParentTransform = fxTransformPlume @position = 0,-0.1,0 @rotation = 90, 0, 0 @scale = 0.81, 0.81, 1 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform } } } } } } Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted September 9 Author Share Posted September 9 On 8/30/2024 at 2:06 PM, huj said: I wrote a small patch to fix the cheetah plumes. To use it just paste it in a new config file somewhere in the gamedata folder. This is also posted in the restock main thread @PART[LiquidEngineLV-T91]:FINAL { @MODULE[ModuleWaterfallFX] { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,0.033,0 @rotation = 90, 0, 0 @scale = 0.64, 0.64, 0.6925 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform @position = 0,0.01,0 @rotation = -90, 0, 0 @scale = 0.8, 0.8, 0.8 } } @MODULE[ModuleB9PartSwitch] { @SUBTYPE[keroloxCheetah] { @MODULE { @DATA { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,-0.09,0 @rotation = 90, 0, 0 @scale = 1.94, 1.94, 2 } @TEMPLATE[core] { @overrideParentTransform = fxTransformPlume @position = 0,-0.1,0 @rotation = 90, 0, 0 @scale = 1.95, 1.95, 2 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform } } } } @SUBTYPE[hypergolicCheetah] { @MODULE { @DATA { @TEMPLATE[plume] { @overrideParentTransform = fxTransformPlume @position = 0,0.02,0 @rotation = 90, 0, 0 @scale = 0.65, 0.65, 0.65 } @TEMPLATE[core] { @overrideParentTransform = fxTransformPlume @position = 0,-0.1,0 @rotation = 90, 0, 0 @scale = 0.81, 0.81, 1 } @TEMPLATE[generator] { @overrideParentTransform = vernier_fxTransform } } } } } } Awesome! Thank you so much! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted September 9 Author Share Posted September 9 Update released: https://spacedock.info/mod/3149/Restock Waterfall Expansion Quote Link to comment Share on other sites More sharing options...
huj Posted September 9 Share Posted September 9 1 hour ago, AtomicTech said: Update released: https://spacedock.info/mod/3149/Restock Waterfall Expansion I noticed you pasted my config patch directly into the CheetahRWE.cfg file. I think it would be better to directly change the original config instead of adding a :FINAL patch, since that seems to be, at least according to ModuleManager docs, for "tweakers" or personal cfgs. I may be overthinking but using a FINAL patch may conflict other patches people write. Here is the config with the change integrated and formatted nicely (I haven't tested it yet): Spoiler @PART[LiquidEngineLV-T91]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion] { !fx_exhaustLight_blue = DELETE !fx_exhaustFlame_blue = DELETE !fx_smokeTrail_light = DELETE !sound_vent_medium = DELETE !sound_rocket_hard = DELETE !sound_vent_soft = DELETE !sound_explosion_low = DELETE !EFFECTS {} EFFECTS { fx-cheetah-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.5 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %runningEffectName = fx-cheetah-running !powerEffectName } MODULE { name = ModuleWaterfallFX moduleID = CheetahFX 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 minimum = 0 speed = 0.2 seed = 4 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { name = core templateName = stock-empty scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { name = plume templateName = stock-hydrolox-upper-2 overrideParentTransform = fxTransformPlume position = 0,0.033,0 rotation = 90, 0, 0 scale = 0.64, 0.64, 0.6925 } TEMPLATE { name = generator templateName = stock-hydrolox-generator overrideParentTransform = vernier_fxTransform position = 0,0.01,0 rotation = -90, 0, 0 scale = 0.8, 0.8, 0.8 } } MODULE { name = ModuleB9PartSwitch moduleID = plumeSwitch switcherDescription = Plume switcherDescriptionPlural = Plumes affectDragCubes = false affectFARVoxels = false switchInFlight = true SUBTYPE { name = default title = LOx/LH2 primaryColor = OrangeRed secondaryColor = SkyBlue descriptionSummary = Hydrogen-Oxygen Fuel Exhaust descriptionDetail = Based off of the LR87 LH2 that was designed as a proposed engine for the Saturn IB/V second stage that ran on Liquid Hydrogen and Oxygen. } SUBTYPE { name = hypergolicCheetah title = N2O4/Aerozine-50 primaryColor = ResourceColorMonoPropellant secondaryColor = Blush descriptionSummary = Aerozine 50-Dinitrogen Tetroxide Fuel Exhaust descriptionDetail = Based off of the LR91 on the Titan family that ran on Aerozine-50 and Dinitrogen Tetroxide. MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = stock-aerozine50-upper-1 overrideParentTransform = fxTransformPlume position = 0,0.02,0 rotation = 90, 0, 0 scale = 0.65, 0.65, 0.65 } TEMPLATE { name = core templateName = stock-hypergolic-core overrideParentTransform = fxTransformPlume position = 0,-0.1,0 rotation = 90, 0, 0 scale = 0.81, 0.81, 1 } TEMPLATE { name = generator templateName = stock-empty overrideParentTransform = vernier_fxTransform scale = 0.6925, 0.6925, 0.6925 rotation = 0, 13, 90 position = 0,0,-0.1319 } } } } SUBTYPE { name = keroloxCheetah title = LOx/Kerosene primaryColor = ResourceColorOxidizer secondaryColor = ResourceColorLiquidFuel descriptionSummary = Kerosene-Oxygen Fuel Exhaust descriptionDetail = Based off of the early LR91 (LR91-3) on the Titan I that ran on Kerosene and Liquid Oxygen. MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = waterfall-kerolox-lower-1-SWE overrideParentTransform = fxTransformPlume position = 0,-0.09,0 rotation = 90, 0, 0 scale = 1.94, 1.94, 2 } TEMPLATE { name = core templateName = stock-kerolox-core overrideParentTransform = fxTransformPlume position = 0,-0.1,0 rotation = 90, 0, 0 scale = 1.95, 1.95, 2 } TEMPLATE { name = generator templateName = stock-empty overrideParentTransform = vernier_fxTransform scale = 0.6925, 0.6925, 0.6925 rotation = 0, 13, 90 position = 0,0,-0.1319 } } } } } } Of course, this change isn't that important since the configs still function, so there's no need to add it to a release or anything. Thanks for this mod! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 24 Share Posted September 24 (edited) Hey I noticed some weird stuff about this mod and how CKAN installs it... Your release zip file contains top-level directories for RestockWaterfallExpansion, StockWaterfallEffects, and WaterfallRestock, but CKAN will only install the first of those. We could fix that in the metadata, but really it's pretty bad form to install things in a folder name that is also used by other mods. Anyone using a NEEDS clause in a MM patch could be fooled. It would be better to move things entirely under RestockWaterfallExpansion and then declare conflicts as necessary (there's already one with StockWaterfallEffects). I'd be surprised if this didn't cause any bugs like missing effects etc. for people using CKAN installs. Edited September 24 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
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