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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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Hey so I have been looking through the posts and I have found a KW cfg that people say works, gonna try it out tonight, my question is has anyone made a config for KW that also adds the atmo density affecting the exhaust plume?

I have been looking at the CFGs and I think I know what needs to be added if I am understanding the changes that FPSlacker made to the squad and NASA cfgs. If no one has done this already I think I will give it a try myself, but alas I am lazy and don't want to spend that much time experimenting lol, but I guess if I have to I will. I hardly use sock engines any more, pretty much only KW so I would really really like to get this lol. If I manage to make something that is at least somewhat acceptable then I will post it up here.

Cheers

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Hello, so you guys know about that nasty effect with the KW engines that has the effect without any throttle? Well, this is happening to some B9 engines for me now after I updated the mod to the newest version. I don't remember the name exactly but it happens with the low profile lander engine (the one with 120.00 thrust). Anyway, just wanted to let you all know.

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Hello, so you guys know about that nasty effect with the KW engines that has the effect without any throttle? Well, this is happening to some B9 engines for me now after I updated the mod to the newest version. I don't remember the name exactly but it happens with the low profile lander engine (the one with 120.00 thrust). Anyway, just wanted to let you all know.

Go to GameData/MP_Nazari and delete b9_hotrockets.cfg.

Edited by sebi.zzr
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Question: why were the KW effects removed instead of fixed when KW updated? And why are there no HotRockets cfg's for NasaMission? I'm currently learning ModuleManager, but there's still a lot to learn for me. I might try to make some later.

EDIT: From the "I want a pony" department, can we please have updated NP configs?

Edited by wasmic
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Alright so here it is, an updated cfg for KW Rocketry 2.6 that now actually adds FX to all the engines and it adds atmospheric expansion to all of the LF/O and monoprop engines. I also changed the FX for the SPS, if you don't like it it is as easy as opening up the cfg, finding the entry for the SPS and then changing modelName = to something else.

To install first check if you have a kw_hotrockets.cfg in your MP_Nazari folder

if you do great open it up, delete everything in it and then paste the spoiler text into it and save it

If you don't have that then simply open up a text document (in notepad or something) and copy all the below text into it, save it as whatever_you_want.cfg and put that file into your GameData folder, it shouldn't matter where because it is just a ModuleManager file.

@PART[KW1mengineWildCatV] //KW ROcketry Wildcat V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelarge

modelName = MP_Nazari/FX/KWflamesmall

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.05 0.25

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

logGrow

{

density = 1.0 -1.0

density = 0.005 60.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 50.0

}

offset

{

density = 1.0 0.2

density = 0.005 0.3

density = 0.0 0.35

}

emission

{

density = 1.0 1.0

density = 0.005 0.5

density = 0.0 0.24

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.5

}

}

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[KW1mengineVestaVR1] //KW ROcketry Vesta VR1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

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

logGrow

{

density = 1.0 -1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.1 0.0

density = 0.005 6.0

density = 0.0 75.0

}

offset

{

density = 1.0 0.2

density = 0.005 0.3

density = 0.0 0.35

}

emission

{

density = 1.0 1.0

density = 0.005 0.6

density = 0.0 0.25

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.5

}

}

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[KW2mengineVestaVR9D] //KW ROcketry Vesta VR9D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

-PREFAB_PARTICLE

{

@name = Flame2

}

-PREFAB_PARTICLE

{

@name = Smoke2

}

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

logGrow

{

density = 1.0 -0.9

density = 0.4 1.0

density = 0.05 5.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.4 0.5

density = 0.005 1.0

density = 0.0 65.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.35

density = 0.0 0.3

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

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[KW1mengineMaverick1D] //KW ROcketry Maverick 1D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

@name = smoke1

}

-PREFAB_PARTICLE

{

@name = smoke2

}

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

logGrow

{

density = 1.0 -1.0

density = 0.5 0.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.1 0.0

density = 0.005 6.0

density = 0.0 75.0

}

offset

{

density = 1.0 0.2

density = 0.005 0.3

density = 0.0 0.35

}

emission

{

density = 1.0 1.0

density = 0.005 0.6

density = 0.0 0.25

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.5

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

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[KW3mengineWildcarXR] //KW ROcketry Wildcat-XR

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

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

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 0.0

density = 0.005 5.0

density = 0.0 40.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.17

}

emission

{

density = 1.0 01.0

density = 0.05 1.0

density = 0.005 0.24

density = 0.0 0.2

}

energy

{

density = 1.0 1.0

density = 0.05 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

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[KW3mengineTitanT1] //KW ROcketry TitanT1

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

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

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

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

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[KW2mengineGriffonG8D] //KW ROcketry Griffon G8D

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

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

logGrow

{

density = 1.0 -0.9

density = 0.4 0.0

density = 0.05 1.0

density = 0.005 60.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 0.5

density = 0.0 40.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.4

density = 0.0 0.5

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.3

density = 0.0 0.1

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.65

density = 0.0 0.45

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

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[KW3mengineGriffonXX] //KW ROcketry Griffon XX

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

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

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 -1.0

density = 0.05 -1.0

density = 0.005 3.0

density = 0.0 30.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 01.0

density = 0.05 1.0

density = 0.005 0.24

density = 0.0 0.12

}

energy

{

density = 1.0 1.0

density = 0.05 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.4

density = 0.05 1.0

density = 0.005 0.7

density = 0.0 0.5

}

}

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[KW2mengineMaverickV] //KW ROcketry Maverick V

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

@name = smoke1

}

-PREFAB_PARTICLE

{

@name = smoke2

}

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

logGrow

{

density = 1.0 -0.9

density = 0.4 1.0

density = 0.05 5.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 3.0

density = 0.0 30.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.35

density = 0.0 0.2

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

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[KW2mengineSPS] // KW Rocketry Service Propulsion System

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamelowkw

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

logGrow

{

density = 1.0 -0.9

density = 0.4 1.0

density = 0.05 5.0

density = 0.005 30.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 3.0

density = 0.0 45.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.08

density = 0.0 0.5

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.35

density = 0.0 0.15

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

density = 0.005 0.6

density = 0.0 0.45

}

}

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.

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

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

{

-PREFAB_PARTICLE

{

@name = Flame

}

-PREFAB_PARTICLE

{

@name = Smoke

}

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.

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

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

{

-PREFAB_PARTICLE

{

@name = flame1

}

-PREFAB_PARTICLE

{

@name = bigsmoke

}

-PREFAB_PARTICLE

{

@name = flame2

}

-MODEL_PARTICLE

{

}

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.

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

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

{

-PREFAB_PARTICLE

{

@name = flame1

}

-PREFAB_PARTICLE

{

@name = bigsmoke

}

-PREFAB_PARTICLE

{

@name = flame2

}

-MODEL_PARTICLE

{

}

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.

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

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

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

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.

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

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

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

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.

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

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

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

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.

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

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

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

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.

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

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

{

}

-PREFAB_PARTICLE

{

}

-MODEL_PARTICLE

{

}

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.

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

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[KW5mengineGriffonC] //KW5mengineGriffonC

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

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 2.21

emission = 1.0 4.5

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.5 // Same for energy

fixedEmissions = false

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 -1.0

density = 0.05 -1.0

density = 0.005 3.0

density = 0.0 25.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 01.0

density = 0.05 1.0

density = 0.005 0.24

density = 0.0 0.12

}

energy

{

density = 1.0 1.5

density = 0.05 1.0

density = 0.0 0.8

}

size

{

density = 1.0 1.4

density = 0.05 1.0

density = 0.005 0.8

density = 0.0 0.6

}

}

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[KW5mengineTitanV] //KW5mengineTitanV

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

-MODEL_MULTI_PARTICLE

{

}

-PREFAB_PARTICLE

{

}

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 2.21

emission = 1.0 4.3

speed = 0.0 1.98

speed = 1.0 1.72

energy = 0.0 0.33 // Same for energy

energy = 1.0 1.3 // Same for energy

fixedEmissions = false

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 0.0

density = 0.005 3.0

density = 0.0 30.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 01.0

density = 0.05 1.0

density = 0.005 0.24

density = 0.0 0.12

}

energy

{

density = 1.0 1.0

density = 0.05 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

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

}

}

All props go to:

sarbian for SmokeScreen and the current ModuleManager

Nazari1382 for putting together HotRockets

FPSlacker for figuring out and making the original configs to make exhaust plumes expand and contract with atmospheric pressure, I heavily copy and pasted from his and then just tweaked numbers, you can find his configs for squad and nasa here as well as some pictures of what this looks like

sebi.zzr for posting a config for KW 2.6 that I used as a starting point for mine, his can be found here

and of course Winston and Kickasskyle for making KW Rocketry

Disclaimer: I tested and tweaked all the variables on each engine one by one until I thought it looked good, they are not guaranteed to all expand at the same or even similar rates, nor are they guaranteed to expand at the same rates as the squad and nasa ones that FPSlacker made, however I copy and pasted stuff from his as a base starting point for everything so they shouldn't be too different, if you want to change them then by all means start tweaking away, if you want to change them and have no idea how or what does what then PM me and I will try and explain it, but no promises.

Cheers

Edited by Akira_R
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It is indeed, but that would mean starting a new thread for it all. Maintaining it would be pretty easy, it is essentially just all MM cfg stuff, no need for messing with any plugins since that is what SmokeScreen is, I could try my hand at messing with particle textures, but I don't really think that's necessary at them moment since there are already a bunch of good ones included.

hmmmm......

I'll think about it, I did the KW cfg just because I play with KW and I pretty much solely use KW engines for my rockets and I really wanted the effects back and the atmo expansion, and I figured why keep it for myself everyone has been wanting one......

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Hey dude, this is pretty cool.. i wonder why it wasnt improved and added to the hotrockets package itself.

Spent some time getting the exhaust to expand with dropping atmosphere density.

http://imgur.com/a/hpeSw

I just used logGrow for the size. Combining it with linGrow at the high-altitude to vacuum scales would probably look better, but I git tired of tweaking things. :P

I also have the smoke trails scale and switched the 909 and poodle to use the nasa4engine exhaust model.

EDIT: I went back and worked on them more, now the engines start a bit underexpanded at sea-level, expand as they climb, and spread out in a cone in/near space.

Dangit, now I've got to do this for the mods Ive got or the inconsistency is going to bug me.

// Andon's HotRockets! ModuleManager File

// HotRockets for Squad engines

// 3/13/2014

@PART[engineLargeSkipper] //Rockomax "Skipper"

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamelarge

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.25

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.75

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

scale = 0.5

offset = -0.5

logGrow

{

density = 1.0 -0.9

density = 0.4 1.0

density = 0.05 5.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 3.0

density = 0.0 30.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.05

density = 0.0 0.15

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.35

density = 0.0 0.13

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 0.75

density = 0.05 0.75

density = 0.005 0.6

density = 0.0 0.45

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 1.1 // Rescale the particles to +0%

size = 1.0 1.25 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[JetEngine] //Basic Jet Engine

{

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_jet_low

!sound_jet_deep

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamejet3

modelName = MP_Nazari/FX/flamejet3

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.66 0.0

emission = 0.69 1.55

emission = 1.0 1.65

speed = 0.0 1.45

speed = 1.0 0.55

energy = 0.0 0.05 // Same for energy

energy = 0.7 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

}

powersmoke

{

AUDIO

{

name = sndjet1

channel = Ship

clip = sound_jet_low

volume = 0.0 0.0

volume = 0.0001 1.12

volume = 1.0 1.32

pitch = 0.0 0.3

pitch = 1.0 1.0

loop = true

}

AUDIO

{

name = sndjet2

channel = Ship

clip = sound_jet_deep

volume = 0.1 0.0

volume = 0.3 1.12

volume = 1.0 1.25

pitch = 0.0 0.3

pitch = 1.0 1.0

loop = true

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = thrustTransform

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 0.15 // 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 = false // 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

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngine] //LV-T30

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.25

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.70

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

logGrow

{

density = 1.0 -1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 75.0

}

offset

{

density = 1.0 0.2

density = 0.005 0.3

density = 0.0 0.35

}

emission

{

density = 1.0 1.0

density = 0.005 0.6

density = 0.0 0.25

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.5

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngine1-2] //Rockomax "Mainsail"

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamelarge

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.50

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.75

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

logGrow

{

density = 1.0 -0.9

density = 0.4 1.0

density = 0.05 5.0

density = 0.005 60.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 3.0

density = 0.0 40.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.4

density = 0.0 0.5

}

emission

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.3

density = 0.0 0.1

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.05 1.0

density = 0.005 0.65

density = 0.0 0.45

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 1.2 // Rescale the particles to +0%

size = 1.0 1.5 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngine2] //LV-T45

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.25

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.70

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

logGrow

{

density = 1.0 -1.0

density = 0.005 60.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 50.0

}

offset

{

density = 1.0 0.2

density = 0.005 0.3

density = 0.0 0.35

}

emission

{

density = 1.0 1.0

density = 0.005 0.5

density = 0.0 0.24

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.5

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngine2-2] //Rockomax Poodle

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

//!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/nasa4engine

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.70

speed = 1.0 1.65

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

offset = 1

size = 0.75

fixedEmissions = false

logGrow

{

density = 1.0 1.0

density = 0.01 50.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 80.0

}

offset

{

density = 1.0 0.0

density = 0.01 0.4

density = 0.0 0.55

}

emission

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.4

}

energy

{

density = 1.0 1.0

density = 0.01 0.9

density = 0.0 0.75

}

size

{

density = 1.0 1.0

density = 0.01 0.53

density = 0.0 0.4

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngine3] //LV-909

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/nasa4engine

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.3

emission = 0.75 0.8

emission = 1.0 1.0

speed = 0.0 0.7

speed = 1.0 1.0

energy = 0.0 0.2 // Same for energy

energy = 1.0 0.66 // Same for energy

size = 0.75

offset = 0.93

fixedEmissions = false

logGrow

{

density = 1.0 0.0

density = 0.01 50.0

}

linGrow

{

density = 1.0 -1.0

density = 0.005 0.0

density = 0.0 80.0

}

energy

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.4

}

emission

{

density = 1.0 0.8

density = 0.01 0.4

density = 0.0 0.3

}

size

{

density = 1.0 1.0

density = 0.01 0.53

density = 0.0 0.4

}

offset

{

density = 1.0 0.0

density = 0.01 0.0

density = 0.0 0.26

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = thrustTransform

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 0.15 // 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 = false // 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

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[nuclearEngine] //LV-N Atomic Rocket

{

!fx_exhaustFlame_blue

!fx_exhaustLight_blue

!fx_smokeTrail_light

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamenuke

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.22

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

logGrow

{

density = 1.0 -1.0

density = 0.005 60.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 80.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.25

density = 0.0 0.4

}

size

{

density = 1.0 1.0

density = 0.01 0.53

density = 0.0 0.4

}

emission

{

density = 1.0 1.0

density = 0.01 0.6

density = 0.0 0.2

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[solidBooster] //RT-10 Solid Fuel Booster

{

!fx_exhaustFlame_yellow

!fx_exhaustLight_yellow

!fx_exhaustSparks_yellow

!fx_smokeTrail_medium

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamebooster

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

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

fixedEmissions = false

logGrow

{

density = 1.0 1.0

density = 0.01 30.0

density = 0.0 60.0

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = thrustTransform

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 1.0 // Rescale the particles to +0%

size = 1.0 1.2 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[solidBooster1-1] //Rockomax BACC

{

!fx_exhaustFlame_yellow

!fx_exhaustLight_yellow

!fx_exhaustSparks_yellow

!fx_smokeTrail_medium

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

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

fixedEmissions = false

logGrow

{

density = 1.0 1.0

density = 0.01 30.0

density = 0.0 60.0

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = thrustTransform

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 0.08 // 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 1.0 // Rescale the particles to +0%

size = 1.0 1.4 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[toroidalAerospike] //ToroidalAerospike

{

!fx_exhaustFlame_blue

!fx_exhaustSparks_flameout

!fx_exhaustLight_blue

!fx_smokeTrail_light

!sound_vent_medium

!sound_rocket_hard

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamejet1

modelName = MP_Nazari/FX/flamejet

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.67 0.0

emission = 0.71 1.4

emission = 1.0 3.5

speed = 0.0 1.65

speed = 1.0 1.25

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

logGrow

{

density = 1.0 -1.0

density = 0.01 30.0

density = 0.0 80.0

}

offset

{

density = 1.0 0.0

density = 0.01 0.2

density = 0.0 0.4

}

emission

{

density = 1.0 1.5

density = 0.0 1.0

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_hard

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = thrustTransform

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 0.15 // 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 = false // 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

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[turboFanEngine] //TurboJet

{

!fx_exhaustLight_yellow

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!sound_vent_medium

!sound_jet_low

!sound_jet_deep

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamejet1

modelName = MP_Nazari/FX/flamejet

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.67 0.0

emission = 0.71 1.4

emission = 1.0 1.5

speed = 0.0 1.5

speed = 1.0 1.2

energy = 0.0 0.05 // Same for energy

energy = 0.7 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

AUDIO

{

name = sndjet2

channel = Ship

clip = sound_jet_deep

volume = 0.1 0.0

volume = 0.3 1.12

volume = 1.0 1.25

pitch = 0.0 0.4

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

AUDIO

{

name = sndjet1

channel = Ship

clip = sound_jet_low

volume = 0.0 0.0

volume = 0.0001 1.12

volume = 1.0 1.25

pitch = 0.0 0.4

pitch = 1.0 1.05

loop = true

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokejet

transformName = thrustTransform

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 0.15 // 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 = false // 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

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[ionEngine] //PB-ION

{

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flameion1

modelName = MP_Nazari/FX/flameion

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.10 0.00

emission = 0.15 0.45

emission = 1.0 0.75

speed = 0.0 0.75

speed = 1.0 0.97

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

grow = 5

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[liquidEngineMini] //Rockomax 48-7S

{

!fx_exhaustFlame_yellow_tiny

!sound_vent_medium

!sound_rocket_mini

!sound_vent_soft

!sound_explosion_low

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.25

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 0.4

speed = 1.0 0.6

energy = 0.0 0.05 // Same for energy

energy = 1.0 0.075 // Same for energy

fixedScale = 0.4

offset = -0.45

fixedEmissions = false

logGrow

{

density = 1.0 1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 45.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.15

density = 0.0 0.3

}

emission

{

density = 1.0 1.0

density = 0.005 0.4

density = 0.0 0.15

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_mini

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 0.4 // Rescale the emitters to +0%

scale = 1.0 0.4 // 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 = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[smallRadialEngine] //Rockomax 24-77

{

!fx_exhaustFlame_yellow_tiny

!sound_vent_medium

!sound_rocket_mini

!sound_vent_soft

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.25

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 0.4

speed = 1.0 0.6

energy = 0.0 0.05 // Same for energy

energy = 1.0 0.075 // Same for energy

fixedScale = 0.4

offset = -0.45

fixedEmissions = false

logGrow

{

density = 1.0 1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 45.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.15

density = 0.0 0.3

}

emission

{

density = 1.0 1.0

density = 0.005 0.4

density = 0.0 0.15

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

}

}

AUDIO

{

channel = Ship

clip = sound_rocket_mini

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

}

powersmoke

{

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 0.4 // Rescale the emitters to +0%

scale = 1.0 0.4 // 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 = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

disengage

{

AUDIO

{

channel = Ship

clip = sound_vent_soft

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

@MODULE[ModuleEngines]

{

@name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

!fxOffset

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[size3EngineCluster] //

{

//!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/nasa4engine

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.75 1.5

emission = 1.0 1.9

speed = 0.0 1.0

speed = 1.0 1.75

energy = 0.0 0.5 // Same for energy

energy = 1.0 2.0 // Same for energy

size = 0.0 1.65 // Rescale the particles to +0%

size = 1.0 1.85 // Rescale the particles to +0%

fixedEmissions = false

logGrow

{

density = 1.0 -1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 50.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.35

density = 0.0 0.55

}

emission

{

density = 1.0 1.0

density = 0.005 0.4

density = 0.0 0.1

}

energy

{

density = 1.0 1.4

density = 0.005 1.2

density = 0.0 1

}

size

{

density = 1.0 1.2

density = 0.005 0.75

density = 0.0 0.45

}

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[size2LFB] //

{

//!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/nasa4engine

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.75 1.25

emission = 1.0 1.75

speed = 0.0 1.55

speed = 1.0 1.65

energy = 0.0 0.24 // Same for energy

energy = 1.0 1.0 // Same for energy

size = 0.0 1.1 // Rescale the particles to +0%

size = 1.0 1.12 // Rescale the particles to +0%

fixedEmissions = false

offset = -0.2

logGrow

{

density = 1.0 -1.0

density = 0.01 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 80.0

}

offset

{

density = 1.0 0.0

density = 0.01 0.45

density = 0.0 0.65

}

emission

{

density = 1.0 1.0

density = 0.01 0.3

density = 0.0 0.1

}

energy

{

density = 1.0 1.0

density = 0.01 0.8

density = 0.0 0.6

}

size

{

density = 1.0 1.0

density = 0.01 0.53

density = 0.0 0.4

}

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.4 0.0 // Curve for emission like stock

emission = 0.7 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 1.2 // 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 1.22 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

@PART[size3AdvancedEngine] // size3 single

{

//!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/nasaf1

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.75 1.25

emission = 1.0 1.75

speed = 0.0 2.75

speed = 1.0 3.5

energy = 0.0 0.12 // Same for energy

energy = 1.0 0.45 // Same for energy

size = 0.0 0.25 // Rescale the particles to +0%

size = 1.0 0.25 // Rescale the particles to +0%

fixedEmissions = false

offset = -0.2

logGrow

{

density = 1.0 -0.3

density = 0.4 1.0

density = 0.05 10.0

density = 0.005 90.0

}

linGrow

{

density = 1.0 0.0

density = 0.05 0.0

density = 0.005 3.0

density = 0.0 60.0

}

offset

{

density = 1.0 0.0

density = 0.05 0.35

density = 0.0 0.45

}

emission

{

density = 1.0 0.8

density = 0.05 0.8

density = 0.005 0.24

density = 0.0 0.12

}

energy

{

density = 1.0 0.3

density = 0.05 0.15

density = 0.0 0.1

}

size

{

density = 1.0 0.7

density = 0.05 0.7

density = 0.005 0.25

density = 0.0 0.175

}

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 1.2 // 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 2.0 // Rescale the particles to +0%

size = 1.0 2.5 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = false // 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

}

size

{

density = 1.0 3.0

density = 0.01 12.0

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

Edited by Beduino
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Hello.

Does the pack in its current state support the KW?

Why are some of the exhaust flames blue?

Is it somehow affected by Real fuels?

Just it looks like the ones with all kinds of blue exhaust are burning hydrogen so it seems logical.

Is there any way to deal with the launch smoke effects? Those huge clouds of thick dark grey smoke that spawn when engines are stationary near the ground. The particles just spawn around the engine omnidirectionally without having any velocity to fly away and distribute sanely around the area like they obviously would in real life because of the thrust of the engines. So in a few mere seconds excessive quantities of huge copies of the same particle obscure the vessel from view and as the trust builds up they just keep spawning instead of being pulled away by the thrust of the engines. Also they do spawn when the vessel is not on a launchpad of any sort and there is just no reason for them to appear in such quantities.

Another thing is that some engines do have this effect while most of them do not.

Is there a way to make this effect more realistic somehow or at least either assign it to all engines or disable it completely?

That would be very nice.

Thank you!

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Hey dude, this is pretty cool.. i wonder why it wasnt improved and added to the hotrockets package itself.

No one knows :/ and Nazari1382 hasn't updated the thread in awhile, since he has open licencing on it I'm thinking about going through and updating stuff and including these as well as my setup for KW that also adds the atmo expansion FX. If I do, it will be awhile since I would rather play the game than spend all my time messing with and dialing in these configs lol.

Hello.

Does the pack in its current state support the KW?

Why are some of the exhaust flames blue?

Is it somehow affected by Real fuels?

Just it looks like the ones with all kinds of blue exhaust are burning hydrogen so it seems logical.

Is there any way to deal with the launch smoke effects?

*snip*

Is there a way to make this effect more realistic somehow or at least either assign it to all engines or disable it completely?

That would be very nice.

Thank you!

For a working KW config that also adds atmospheric expansion see my post here, also on that page you can find links for configs that add atmo expansion to the squad and nasa engines as well.

To remove the launch smoke remove the launch_hotrockets.cfg from the MP_Nazari folder as outlined in this post.

The color for some is blue simply because that is what Nazari1382 decided to make them, it is in no way affected by RealFuels.

how can i add one of these effects to an custom engine i created.

The bottom of the opening post gives a pretty good description on how to add FX to an engine, HotRockets is actually just a bunch of MM configs and textures that change the engines from using the stock engine FX to using FX powered by SmokeScreen, head over to the SmokeScreeen thread to find out more about that.

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No one knows :/ and Nazari1382 hasn't updated the thread in awhile, since he has open licencing on it I'm thinking about going through and updating stuff and including these as well as my setup for KW that also adds the atmo expansion FX. If I do, it will be awhile since I would rather play the game than spend all my time messing with and dialing in these configs lol.

For a working KW config that also adds atmospheric expansion see my post here, also on that page you can find links for configs that add atmo expansion to the squad and nasa engines as well.

To remove the launch smoke remove the launch_hotrockets.cfg from the MP_Nazari folder as outlined in this post.

Yeah, just saw your KW configs the other day. Thanks for these too, going to try them all. Well if we could get a moderator/or Nazari to change the starting post with these links, that would be enough for now.

Edited by Beduino
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Hi

I'm getting a weird incompatibility form Hotrockets and Remote Tech 2.

Mainly your ship vanishes and only your engine remains, plus weird textures from the planarity body your orbiting.

Is there anyway to fix or circumnavigate the problem.

Need WAY more info than that, what version of ksp? x86 or x64? Have you done a complete clean install of ksp and then HR and RT2? Debug logs? Does it happen with stock parts only? What other mods?

I very much doubt it is a compatibility issue between these two, may be some kind of improper install, I currently run HotRockets, RT2 plus a whole heap of other mods without issue.

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Need WAY more info than that, what version of ksp? x86 or x64? Have you done a complete clean install of ksp and then HR and RT2? Debug logs? Does it happen with stock parts only? What other mods?

I very much doubt it is a compatibility issue between these two, may be some kind of improper install, I currently run HotRockets, RT2 plus a whole heap of other mods without issue.

Found the problem. just need a solution.

https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/150

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Need WAY more info than that, what version of ksp? x86 or x64? Have you done a complete clean install of ksp and then HR and RT2? Debug logs? Does it happen with stock parts only? What other mods?

I very much doubt it is a compatibility issue between these two, may be some kind of improper install, I currently run HotRockets, RT2 plus a whole heap of other mods without issue.

Just found the problem.

https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/150

now only need a solution.

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Go here and download the updated SmokeScreen dlls (v 2.4.5), looks like they may have fixed your issue. All HotRockets does is distribute SmokeScreen, which allows for custom FX, and a bunch of textures and MM patches to add custom FX to various stock and mod engines. Since Nertia1382 hasn't updated this in awhile it may not include that new version of SmokeScreen.

Hope this helps :D

Cheers

Edited by Akira_R
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Hey guys, sorry for being the greenhorn around here but I'm trying to create some hot rocket/smokescreen configs for the RS-25D (SSME) & SSSRB for RSS to compliment some custom sounds I've produced for them. I'm new to scripting hotrockets and smokescreen, and there are some things I can't figure out.

1) No matter how hard I try I cannot get the rocket effect GUI options to appear for the SSME (KlockheadMartian) in game. I've added the required lines to its part config (it was already partially there) and created a hotrockets config for it in the HR folder, still nothing. Strangely I did the exact same for the SSSRB and I have all three options in the GUI: Launch smoke, smoke and flame.

2)I'm also somewhat unsure about how to permanently edit the configs for such engines, the GUI has a Rebuild button, which only brings up a different set of variables, which I understand even less :P Do I have to manually copy my values from GUI into the config outside of the game to make persistent changes to rocket effects?

I'm sorry if this was all stated somewhere I had a look through the OP and couldn't find anything on the in game GUI.

This is what my RS-25D part config looks like:

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


// --- general parameters ---
name = km_ssme_rs25ss
module = Part
author = dtobi


// --- asset parameters ---
scale = 1.0
mesh = model.mu






// --- FX definitions ---


fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout


// --- Sound FX definition ---


sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout


// --- editor parameters ---
TechRequired = veryHeavyRocketry
entryCost = 24000
cost = 2220
category = Propulsion
subcategory = 0
title = RX-25ss Straight Shuttle Main Engine
manufacturer = Klockheed Martian
description = Looks like the real thang! Is not bent.


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1


// --- standard part parameters ---
mass = 1.45
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600


stagingIcon = LIQUID_ENGINE

NODE
{
name = top
transform = node_top
}


NODE
{
name = bottom
transform = node_bottom
}

//MODULE
//{
// name = ModuleEngines
// thrustVectorTransformName = exhaust
// exhaustDamage = True
// ignitionThreshold = 0.1
// minThrust = 0
// maxThrust = 400
// heatProduction = 570
// fxOffset = 0, 0, 1
// PROPELLANT
// {
// name = LiquidFuel
// ratio = 0.9
// DrawGauge = True
// }
// PROPELLANT
// {
// name = Oxidizer
// ratio = 1.1
// }
// atmosphereCurve
// {
// key = 0 380
// key = 1 330
// }
//
//}


// START FX


EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet1
modelName = KSO/FX/thrustmax
transformName = flamePoint
emission = 0.0 0.0
emission = 0.1 0.0
emission = 0.71 1.8
emission = 1.0 2.35
speed = 0.0 1.97
speed = 1.0 1.97
size = 0.0 1.15
size = 1.0 1.15
energy = 0.0 0.0
energy = 1.0 0.6
grow = 0.0 1.75
grow = 1.0 1.75
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
PREFAB_PARTICLE
{
name = flamethrust2
prefabName = fx_smokeTrail_light
transformName = smokePoint
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
MODULE
{
name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
thrustVectorTransformName = exhaust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 400
heatProduction = 570
fxOffset = 0, 0, 1
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 380
key = 1 330
}

}



// END FX




MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
trustTransformName = gimbal
yawGimbalRange = 5
pitchGimbalRange = 5
enableRoll = true
}


MODULE
{
name = KM_PreLaunchEffect
effectName = PreLaunchEffectEngine
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = ssme-straight
}


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

}
}

And this is the custom Hotrocket config file I made for both:

// Space Shuttle RSS HotRockets! ModuleManager File// HotRockets for SS engines in RSS


@PART[km_ssme_rs25s] //Rocketdyne RS-25 "SSME"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}




AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSME_Run
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
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 = false // 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
}




}
}
engage
{
AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSME_Start
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[SSSRB] //ATK Launch Systems RT-20 "SSSRB"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}




AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSSRB_Run
volume = 0.0 0.0
volume = 1.3 1.3
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
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 = false // 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
}




}
}
engage
{
AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSSRB_Start
volume = 1.3
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

Thanks in advance for any help or ideas :)

Edited by pingopete
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Did you editet part.cfg for RS-25D or is this original part.cfg (i don't play with RSS so i don't know from wich pack this is),because you're using double fx effects and it's wrong.You can use old or new FX *cfg or you can build hotrockets directly in part.cfg.So if you want more direct help repost the original RS-25D.cfg and tell us what you want from thre options.

Edited by sebi.zzr
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