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Chaka Monkey - Closed Development Thread


YANFRET

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There aren't any configurations for this for Hot Rockets is there? Or would it work with the default config files since its just a rework of already modded engines and most of them have support by Hot Rockets? I'd test it myself but I'm not home right now and I got very curious :P

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There aren't any configurations for this for Hot Rockets is there? Or would it work with the default config files since its just a rework of already modded engines and most of them have support by Hot Rockets? I'd test it myself but I'm not home right now and I got very curious :P

We honestly haven't tried it, I'm interested to know what happens!

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I wonder if the G loading will crack the cookie.

http://www.collectspace.com/images/news-120114e-lg.jpg

By the way, Chaka Monkey is one of the names on the microchip it's carrying.

hahaha!

Hey Yanfret, can you please make a black texture for the Orion? the port is already done :D

Orion is headed home. Guidance performance is good, thrusters are operating OK.

Crew Module is now on its own for a 50-minute Free Flight prior to Re-Entry

B4GhaIKIYAAvEyO.png

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Awesome! We're on the home stretch now. Oh look is that a KSP screenshot? lol

Re black orion texture: I actually did make one. The reason I haven't shown it is that I'm unhappy with a side effect. Our Bobcat Orion model like any KSP capsule has a limited number of polys and when the capsule itself is painted black, you end up with a "Nintendo seal of quality" esque look from the front, because of the white service module adapter at the bottom. I tried a few ways to mitigate this and I've come back to it now and then, but never really got it the way I wanted.

However, your question is timely because last night I pulled it off the shelf to have another look and it's sitting on my desktop waiting for me to get home and work on it some more

So maybe!

PS: free flight prior to entry makes me nervous after all the FAR work we had to do for the Bobcat Orion model. I'm sure they've got all that sorted though :P

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Just so everyone knows, the default Hot Rockets configs do not work on the Chaka reworks unfortunately :(

Why would it someone will have to write a cfg to use it with Chaka, HotRockets just covers what packs that someone have added which is not much or did you try and write a cfg for it ? I did play around with some and the do work.

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Why would it someone will have to write a cfg to use it with Chaka, HotRockets just covers what packs that someone have added which is not much or did you try and write a cfg for it ? I did play around with some and the do work.

Considering the engines are from other mods that already have configs for the engines in Hot Rockets, I didn't know if it would be able to determine that it was the engine and add the textures to it.

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Considering the engines are from other mods that already have configs for the engines in Hot Rockets, I didn't know if it would be able to determine that it was the engine and add the textures to it.

But they have been renamed and not all the other mods have been added to hotrockets.

EDIT- If you want to play with it and not sure can give you a example and just some of the sizes would need to be played with and any flame you want.

Edited by Mecripp2
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I don't mod, I have no idea how these things work :P I was just testing.

Here is a rough example

@PART[XXxAres1J2-X] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XXxAres1J2-XHIGH] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XKosmos_Angara_RD-275KX] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XKosmos_TKS_RD-0225_EngineLANDERS] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[xKosmos_SepRetrox] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[xKosmos_SepRetroxMLS] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XROVERENGINE] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[KW170B] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XLFTORIONLARGE] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[xbahars68bx] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XLLLRadEngXXL] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XLLLRadEngX] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XAltair2descent2stageX] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

@PART[XAltair2descent2stageX] //CHAKA Monkey
{
//!MODEL_MULTI_PARTICLE
@EFFECTS
{


@running_closed
{
-MODEL_MULTI_PARTICLE
{
}
-PREFAB_PARTICLE
{
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = NozzleTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.05 0.3
density = 0.005 4.0
density = 0.0 38.0
}
offset
{
density = 1.0 0.0
density = 0.05 0.05
density = 0.0 0.19
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.3
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.2
density = 0.05 0.8
density = 0.005 0.6
density = 0.0 0.45
}
}


MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%


renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)


sizeClamp = 50 // Limits particle size. Default to 50


// ***************
// From here the value are not the default anymore.
// ***************


emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

I did miss a lot of engines and like, I said it's a rough example.

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I really like this mod. I simulated EFT-1 a few times, but watching it live was so much more exciting than just playing KSP. Now. my next step is to simulate the SLS-missions. Anyway, thanks again for the mod.

ps. My name, my real name, was on the chip that flew on orion today.

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Hi,

i have a problem with CMES version 27

i tried the game with CMES (crashing) and without CMES (works) and on clean version of KSP is the same.

i use the LoadOnDemand in both test and is stop i think on CMES textures.

PS. on the previous version of CMES is working good.

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I just like to say this release feels a lot more polished than the last(as it should) i wasn't using the previous release because of some issues i had with it, but now some of them were resolved. Visually speaking everything is top notch, couldnt ask for better. what are your plans for the next release if any?

Do the plugins packaged with the mod require to be in the folder you've got them in? personally i deleted the ones i've already had in my gamedata structure (firespitter, and procedural fairings) but have left the fustek one in, does your mod look into that folder for the plugins or is it fine if i delete/move them to their respectful mod folders?

Anyways, thank you for the effort you've put into to giving us such a wonderful parts pack :)

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Hi,

i have a problem with CMES version 27

i tried the game with CMES (crashing) and without CMES (works) and on clean version of KSP is the same.

i use the LoadOnDemand in both test and is stop i think on CMES textures.

PS. on the previous version of CMES is working good.

LOL Don't use LoadOnDemand Fix lol just having fun :)

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@Orange_Ignition

the gamedata structure:

ASET

CMES

NASAmission

Squad

I will try your method and i will reply if is work or not.

EDIT: is not work is the same situation just stop and crash.

WNukutf.png

LOL Don't use LoadOnDemand Fix lol just having fun :)

i use LoadOnDemand because i not have enough memory RAM.

Edited by Viruzzz
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hahaha!

Hey Yanfret, can you please make a black texture for the Orion? the port is already done :D

Orion is headed home. Guidance performance is good, thrusters are operating OK.

Crew Module is now on its own for a 50-minute Free Flight prior to Re-Entry

https://pbs.twimg.com/media/B4GhaIKIYAAvEyO.png

This is kind of rough n ready but it's the development black texture I mentioned earlier

iXXZDZ.jpg

Version 2 Option:

IvAfdn.jpg

Again it's still pretty rough but it's in the general direction

I really like this mod. I simulated EFT-1 a few times, but watching it live was so much more exciting than just playing KSP. Now. my next step is to simulate the SLS-missions. Anyway, thanks again for the mod.

ps. My name, my real name, was on the chip that flew on orion today.

So cool! I'm really proud that we have all been able to participate and appreciate this awesome day together.

I just like to say this release feels a lot more polished than the last(as it should) i wasn't using the previous release because of some issues i had with it, but now some of them were resolved. Visually speaking everything is top notch, couldnt ask for better. what are your plans for the next release if any?

Do the plugins packaged with the mod require to be in the folder you've got them in? personally i deleted the ones i've already had in my gamedata structure (firespitter, and procedural fairings) but have left the fustek one in, does your mod look into that folder for the plugins or is it fine if i delete/move them to their respectful mod folders?

Anyways, thank you for the effort you've put into to giving us such a wonderful parts pack :)

Thank you very much!!

@Orange_Ignition

the gamedata structure:

I will try your method and i will reply if is work or not.

EDIT: is not work is the same situation just stop and crash.

http://i.imgur.com/WNukutf.png

i use LoadOnDemand because i not have enough memory RAM.

1) Just so I understand you cant use it without load on demand at all? What happens if you remove the squad and nasamission folders temporarily to see if you are just plain out of memory? In such a config the craft files would not load but it may be helpful if you're trying to understand memory load. 2) why not use ATM instead of load on demand? 3) how much memory do you have??

Edited by YANFRET
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