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Add FX effect code to missile


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Hello everyone, I want to add the code below (  this is the effect of SolidBoosterF3S0 )

// --- node definitions ---
	node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1
	node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 
	node_attach = 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1

	fx_exhaustFlame_yellow = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_yellow = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
	// fx_exhaustLight_yellow = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running
	fx_smokeTrail_medium = -5.0, 0.0, 0.0, 0.0, 1.0, 0.0, running

Into the P-1000 missile ( from sm missile mod ) , i tried everything but it still doesn't work . Hope to receive help from everyone, thanks

PART
{
// Kerbal Space Program - Part Config
// 
// 

// --- general parameters ---
name = P1000Vulkan
module = Part
author = Spanner
MODEL
	{
		model = SMI_MissilesLaunchers/Assets/P1000VulkanC/P1000Vulkan
		scale = 1.0, 1.0, 1.0
	}
rescaleFactor = 1
buoyancy = 0
	NODE
{
name = Node1
transform = Node1
size = 0
method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}
	NODE
{
name = Node2
transform = Node2
size = 0
method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}

// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 12100
cost = 44950
category = none
subcategory = 0
title = #autoLOC_SMIndustries_7000001 //= P1000Vulkan
manufacturer = SM Armory Missiles
description = #autoLOC_SMIndustries_7000001A //= P1000Vulkan Long Range Cruise missile . developed as part of experimental testing,
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,1

// --- standard part parameters ---
mass = 2.250
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 5
maxTemp = 5600
DRAG_CUBE
{
     cube = Default,7.644,0.46758,0.9653,7.644,0.46686,0.6627,7.361,0.43992,0.9182,7.361,0.40428,1.018,0.6773,0.48336,10.13,0.6773,0.44508,5.005, 0.0003665,-0.183,-0.08355, 1.131,1.007,10.18
}

MODULE
{
	name = MissileLauncher
	shortName = P1K
  
	thrust = 300
	cruiseThrust = 265
	dropTime = 0
	boostTime = 13
	cruiseTime = 720
	cruiseDelay = 0
	guidanceActive = true
	maxTurnRateDPS = 28
	
	optimumAirspeed = 828
	CruiseSpeed = 828
	CruisePredictionTime = 15
	CruiseAltitude = 100
	DetonationDistance = 0

	decoupleSpeed = 10
	decoupleForward = true

	missileType = missile
	homingType = Cruise
	targetingType = gps

	terminalManeuvering = false
 	terminalGuidanceType = radar
	terminalGuidanceDistance = 20000
	activeRadarRange = 25000

	maxOffBoresight = 180
	lockedSensorFOV = 7
	radarLOAL = true

  	minStaticLaunchRange = 2000
	maxStaticLaunchRange = 80000

	rotationTransformName = rotationTransform

	maxAoA = 40

	aero = true
	liftArea = 0.05
	steerMult = 35
	maxTorque = 1200
	torqueRampUp = 80
	//aeroSteerDamping = 1.5

	engageAir = false
	engageMissile = false
	engageGround = true
	engageSLW = false
	
	deployAnimationName = P1000deploy
	deployedDrag = 0.011
	deployTime = 5.0
	boosterMass = 0.050
	boosterDecoupleSpeed = 7
	decoupleBoosters = true
	boostTransformName = BoosterTransform
	boostExhaustTransformName = boostTransform
	exhaustPrefabPath = SMI_MissilesLaunchers/FX/smallExhaustSmoke 
	boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
	audioClipPath = SMI_MissilesLaunchers/Sounds/Jet2
	boostClipPath = BDArmory/Sounds/rocketLoop
}

MODULE
	{
		name = BDExplosivePart
		tntMass = 1000
	}

}

 

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