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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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I can 100% confirm Archgeek's post as well.

I'm only using Navball, Mechjeb, and this mod. The engines on my previously saved craft have all the problems Archmage mentioned. But if I use the same engines on a new craft, they're fine.

Edited by Masetto
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So how do you go about uninstalling the mod? I have noticed duplicate entries in the engine tweakables, wondered if HotRockets has to do something with it.

I wish to uninstall it until it's fixed, but your posts about it saving and messing craft even after being uninstalled worries me.

Does it apply only to launched and saved craft? Or do I need to restart my whole savegame, no matter that I have no craft in flight?

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...it didn't seem to impact my ships with the 48-7S engine either... also it impacted some spaceplane-oriented engines and not others, although I didn't take careful note of which had trouble and which didn't...

Yeah, those should be fine. Looking at the .cfg files, between stock and NASA, it should only affect the big 3 Rockomax engines, All 4 LV engines including the nuke, the RT-10 and Rockomax BACC SRBs, both stock jet engines, the aerospike and the ion engine...as well as the 3 NASA liquid engines ...Ah just tested it, yup, those all suffer the issue, save for the NASA engines for some reason.

So how do you go about uninstalling the mod?

Rather easily--just torch the MP_Nazari folder in GameData. ModuleManager doesn't do anything a .cfg doesn't tell it to, and the new smokescreen doesn't seem to be causing any problems either. Just know that any ships you've made with the impacted engines while running the mod will have the double controls issue and won't throttle up.

.craft files of a test rig in all four states incoming.

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Okay, results of testing a mod-build craft sans mod have been...interesting: Glow effects are seen but the flame and smoke are missing, fuel flow is NaNU and there's no thrust. Unless infinite fuel is on, then it's infinityU and everything's thrust (including the SRBs) is throttleable from 0 to 215kN.

Here're all four .craft files:

https://dl.dropboxusercontent.com/u/59091477/HotRocketsTesting.zip

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Hi I am having some problems as well I have the latest version and the following is a pic of just a test, its a kw tank and engine, the engine hasn't even been activated and ZERO throttle applied yet its burning full throttle when it appeared on the pad I can replicate it at any time if you need logs I can do that as well

PYpvWWD.png

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New relise of KWRocketery is using new fx module for engines,so it's not compatibile with this *.cfg.You need to delete kw_hotrockets.cfg in MP_Nazari folder and use KW native efects.

Edited by sebi.zzr
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Hi I am having some problems as well I have the latest version and the following is a pic of just a test, its a kw tank and engine, the engine hasn't even been activated and ZERO throttle applied yet its burning full throttle when it appeared on the pad I can replicate it at any time if you need logs I can do that as well

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

Had same problem yesterday with alot of parts when I had this installed. (Not even the z-map sattelite launcher worked, until I got to the last stage)

Got fixed when I removed it again.

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Aye same here, KW shows the animation of engine on when its not.

The only errors I see in the debug window;

[Error]: Cannot find an InternalModule of typename 'InternalVesselView'

[Error]: Invalid value length for Vector2

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K so I couldn't wait and downloaded it anyway. There's some compatibility issue between Hotrockets and Kerbal Engineer Redux. With Hotrockets installed the dv calcs in the VAB only show stage 0 and give an incorrect value for dv.

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So can we say this mod works with .24 as long as you don't use Cool Rockets. Well of course we can say that but is it true?

Changes to stock made loading old craft files and existing craft throw out the FX errors people are mentioning. I believe it will need to be fixed by Squad.

".24 had a change in the module loading to fix a problem when the module are not in the same order in a part and in a saved ship. It seems that fix make things worse when the module count is not the same (aka old save since most part in .24 had module added to track contract).

So when you load a KerbalX the module are messed up. You can see ii in your logs with those messages : Attempting to replace PartModule 'XXX' with 'YYY'

" - Sarbian

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Yup, you can not in fact say that it works with .24, save that rockets made in .24 will work. Anything brought over from stock, an old .craft file, or a save brought over (including ships actively in flight in the persistence file) from .235 or earlier that uses any engines the mod touches will not work correctly until the affected engines are removed in the editor and replaced with ones currently affected by the mod.

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Made an eve lander ship yesterday, updated hotrockets and now my ship is bugged. It is the same bug archgeek is talking about. Is there any way to fix this issue? Or do i have to rebuild my craft?

Noticed this when I moved a file from a version with Hot Rockets to one without Hot Rockets. Changing the engines out seems to fix this, but if you have a craft somewhere before you put on Hot Rockets I would suggest moving the Hot Rockets folder to somewhere else until the mission is done.

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K so I couldn't wait and downloaded it anyway. There's some compatibility issue between Hotrockets and Kerbal Engineer Redux. With Hotrockets installed the dv calcs in the VAB only show stage 0 and give an incorrect value for dv.

An upgrade to yesterdays version of KER solved this problem. Haven't tested any further.

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This mod doesn't seem to work for me. Once I get high enough in the atmosphere my framerate drops to 1. Without this mod it stays at around 30-40.

EDIT: Reinstalling the mod fixed it.

Edited by tygoo7
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The version .24 doesn't seem to work well with the new kw rocketry 2.6b. The engine's particle FX are always on no matter what

The KWR config for HotRockets! 7.24 was released with KWR v2.5.6 in mind, which is causing conflicts with the changes which have been made for KWR v2.6

Delete or disable the kw_hotrockets.cfg in your MP_Nazari until HotRockets! is updated for KWR 2.6

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The version .24 doesn't seem to work well with the new kw rocketry 2.6b. The engine's particle FX are always on no matter what

Maybe if you would look just one page back,it will save you a comment.:huh:

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this has issues with KWRocketry :(

Have you tried this cfg?

Here is *.cfg for KW Rocketery v2.6:

@PART[KW1mengineWildCatV] //KW ROcketry Wildcat V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW1mengineVestaVR1] //KW ROcketry Vesta VR1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW2mengineVestaVR9D] //KW ROcketry Vesta VR9D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW1mengineMaverick1D] //KW ROcketry Maverick 1D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW3mengineWildcarXR] //KW ROcketry Wildcat-XR

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW3mengineTitanT1] //KW ROcketry TitanT1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW2mengineGriffonG8D] //KW ROcketry Griffon G8D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW3mengineGriffonXX] //KW ROcketry Griffon XX

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW2mengineMaverickV] //KW ROcketry Maverick V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KW2mengineSPS] // KW Rocketry Service Propulsion System

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelowkw

modelName = MP_Nazari/FX/KWflamelow

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeI]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamebooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // 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 1.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 0.5 // Rescale the particles to +0%

size = 1.0 0.5 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeVI]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.42 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.7 // Rescale the particles to +0%

size = 1.0 0.7 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeV]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.55

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.54 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.79 // Rescale the particles to +0%

size = 1.0 0.79 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeX2]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.75

emission = 1.0 1.65

speed = 0.0 1.98

speed = 1.0 1.45

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.54 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.86 // Rescale the particles to +0%

size = 1.0 0.86 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 1.5 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // 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 0.08 // 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 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeX]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.65

emission = 1.0 1.52

speed = 0.0 1.98

speed = 1.0 1.45

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.44 // Same for energy

offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.0 // Move the particle emitter away from its default position by x meters

size = 0.0 0.78 // Rescale the particles to +0%

size = 1.0 0.78 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 0.1 // Curve for emission like stock

emission = 1.0 1.2 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.0 // 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 0.08 // 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 0.85 // Rescale the particles to +0%

size = 1.0 0.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeX5]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeX10L]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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[KWsrbGlobeX10S]

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/KWbooster

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.55

emission = 1.0 1.75

speed = 0.0 1.88

speed = 1.0 1.24

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.33 // Same for energy

offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters

offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters

size = 0.0 2.0 // Rescale the particles to +0%

size = 1.0 2.0 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

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 3.0 // 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 0.08 // 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 1.85 // Rescale the particles to +0%

size = 1.0 1.85 // 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.

// ***************

angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°

angle = 45.0 1.0

angle = 50.0 1.0

distance = 0.0 1.0 // Display if the distance to camera is higher than 110

distance = 100.0 1.0

distance = 110.0 1.0

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

}

}

Replace the old *.cfg with this,tested it really quick,all works except 5m engines.

(*.cfg don't change original sounds from KW)

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