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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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I have a question about the configurations used here that I can't figure out. I downloaded the core pack and the community configurations in the original post. Looking at launch_hotrockets.cfg, it's clear that it's meant to work on engines that do not have oxidizer - so SRBs and the various jet engines. What I can't figure out is how to add the launch effects to other engines and solids - even when it should work.

Here's what I mean:

vqzGmOq.png

One of the KW boosters is flanked by the two stock SRBs. The stock ones have the launch smoke smokelaunch, but the KW one does not. Does anyone know how to add the launch effects to other engines?

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Hello

I have a problem with the KW Rocketry community config.

The flame of every engine doesn't scale with my throttle and displays only either full-throttle or no flame at all.

I don't know if I'm doing something wrong or if this is a common flaw in the config.

But seeing how sophisticatet and simply great the engine effects (they even extend in low pressure environments) are I think I'm doing something wrong or I'm maybe using an older version of the config.

Normally I would see if I could fix it myself but I honestly don't know anything about those configs and the tutorial disn't help.

Anyway if anybody has an idea on how to fix this I would be very gratefull.

Thanks in advance

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I have a question about the configurations used here that I can't figure out. I downloaded the core pack and the community configurations in the original post. Looking at launch_hotrockets.cfg, it's clear that it's meant to work on engines that do not have oxidizer - so SRBs and the various jet engines. What I can't figure out is how to add the launch effects to other engines and solids - even when it should work.

Here's what I mean:

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

One of the KW boosters is flanked by the two stock SRBs. The stock ones have the launch smoke smokelaunch, but the KW one does not. Does anyone know how to add the launch effects to other engines?

The Launch effects target any part that uses SmokeScreen for the engine effects, since HotRockets doesn't have an out of the box config for KW you won't get the launch effects. I wrote a config that adds effects to all the KW rockets, it is included in the Community Configs in the OP, install that and you should get the launch effects with the KW rockets.

Hello

I have a problem with the KW Rocketry community config.

The flame of every engine doesn't scale with my throttle and displays only either full-throttle or no flame at all.

I don't know if I'm doing something wrong or if this is a common flaw in the config.

But seeing how sophisticatet and simply great the engine effects (they even extend in low pressure environments) are I think I'm doing something wrong or I'm maybe using an older version of the config.

Normally I would see if I could fix it myself but I honestly don't know anything about those configs and the tutorial disn't help.

Anyway if anybody has an idea on how to fix this I would be very gratefull.

Thanks in advance

As the one who wrote the config for the KW engines I can say with confidence that you are not doing anything wrong, when I was messing with that I totally forgot to put that in and didn't notice until quite awhile later, I've been meaning to fix that for awhile but have been enjoying actually playing the game instead of messing with the configs. No promises but I should have time this weekend to take a look at how its done and see if I can't work something out that looks good. Glad you like the atmo expansion, that is really the only thing that I added, the actual flame textures themselves were made by Nazari

Edit: Oh and welcome to the forums :D

I personally do not like this mod. I want to, believe me. It looks so cool in theory, but there is no proper explanation on how to integrate the added effects of the .MUs into the game. I've tried linking them to modules already written in the CFGs, I've tried re-writing whole new CFGs, and I've even resorted to adding a module section, which is risky.

Nothing works. Is an MU editor required? Because I have no idea what kind of software is needed to re-write .MUs.

Please give proper explanations in full detail about CFG modifications next time. I already lost my LV-N to this.

I am very confused as to what it is that you are trying to do....

The MU files are game objects that have to be edited in Unity, they are just particle emitters that define which particle textures are used, how they are emitted, and the basic shape the flame will take.

The cfgs included are what add the effects MODULE to the parts and then will further determine the size, shape, and expansion effects of the flame.

What exactly were you trying to do?

Edited by Akira_R
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Wow that would be really great of you thank you so much.

Also thank you for your friendly response and for welcoming me to the forums.:)

I also want to point out what an amazing job you did which is exactly why I wrote the question.( The effects look so great but that issue irritates me quite alot when I'm playing)

Anyway you're awesome. Thank you.

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Wow that would be really great of you thank you so much.

Also thank you for your friendly response and for welcoming me to the forums.:)

I also want to point out what an amazing job you did which is exactly why I wrote the question.( The effects look so great but that issue irritates me quite alot when I'm playing)

Anyway you're awesome. Thank you.

lol no problem, the KSP modding community is generally a really awesome and welcoming place :)

And thank you, I'm glad you like them, but I'm not all that awesome :blush: lol, I just adapted some stuff that others had already made and brought it all together, FPSlacker is the one that figured out how to do the atmo expansion stuff, he made the cfg for the squad and nasa rockets, I used his work as a template and just tweaked numbers for hours and hours until it looked good enough for me lol, and it was Nazari that made the cool partcle effects, I'm just a cfg wrangler lol :P and yeah it's been driving me nuts too, just not quite crazy enough for me to go and mess with it.

Just quickly glancing at the cfgs while I'm here at work I think I know what I need to change and if it is what I think it is, it should be fairly quick and easy to do, if not, well then I'll figure it out lol. As soon as I have something workable I'll post it up here, but like I said don't expect anything until later this weekend or next week. :wink:

Cheers

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Just thought I would throw up a little progress report, I figured out what I need to do to get atmo expansion and throttle effects working together, it wasn't what I thought but it isn't super complicated. Now it's just a matter of re-writing the cfgs which is the annoying and tedious part lol, I'll prolly tackle most of that this weekend.

While I'm at it I am going to rewrite the squad and nasa cfgs as well if any one is interested in that.

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Just thought I would throw up a little progress report, I figured out what I need to do to get atmo expansion and throttle effects working together, it wasn't what I thought but it isn't super complicated. Now it's just a matter of re-writing the cfgs which is the annoying and tedious part lol, I'll prolly tackle most of that this weekend.

While I'm at it I am going to rewrite the squad and nasa cfgs as well if any one is interested in that.

Isn't that what FPSlacker done here http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=1326375&viewfull=1#post1326375 ?

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No,FPSlacker's *cfg has the same sindrom,becous Akira_R used his cfg to edit my kw_hotrocket.cfg that i rewrite form original Nazari1382's to work with new KW rocketery.

The way new smoke screen works you don't need these lines anymore

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
energy = 1.0 0.99

// these values are depending on thrust

instead you need to format *cfg like this:

emission
{
power = 0 0
power = 1 1 // emission at max thrust
density = 1 1
density = 0 0 // emission at min density
}
energy
{
power = 0 0 // energy at min thrust
power = 1 1 // energy at max thrust
density = 1 1
density = 0 0 // energy at min density
}
speed
{
power = 0 0 // speed at min thrust
power = 1 1 // speed at max thrust
}
size
{
density = 1 1
density = 0 0
}

more lines you add the smoother effect will look.

Edited by sebi.zzr
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The Launch effects target any part that uses SmokeScreen for the engine effects, since HotRockets doesn't have an out of the box config for KW you won't get the launch effects. I wrote a config that adds effects to all the KW rockets, it is included in the Community Configs in the OP, install that and you should get the launch effects with the KW rockets.

That's the odd part, though. I'm getting the KW Hotrockets effects from the community configs, but not the launch effects. If you go back to the screenshot I posted, KWsrbGlobeX10S (the KW booster) has the running effects, but not the launch. That's why I'm so mystified. It should be working, but isn't.

Edited by leops1984
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That's the odd part, though. I'm getting the KW Hotrockets effects from the community configs, but not the launch effects. If you go back to the screenshot I posted, KWsrbGlobeX10S (the KW booster) has the running effects, but not the launch. That's why I'm so mystified. It should be working, but isn't.

It wont work because KW rocketry is using different thrust transform name!The only thing you would get from Akira_R's patch is smoke collider since i was enabled that long time ago.

I was working on new KW Hotrockets (native launch smoke,post effect for SRB's,different effects atmo/vac...) and i was 3/4 done when sarbian updated smokescreen,then 0.25 was here and everything was looking weird(not weird but different).I need to start over,but i got new job and baby.There is also new MM model how to add effects to parts that using new FX model and i would like to make it right.Untill Akira_R makes something new here is edited Nazari1382's launchsmoke that works ONLY with KW rocketry.

@PART[KW*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL
{

@EFFECTS
{

@running_closed
{


// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = MP_Nazari/FX/smokelaunch
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.05 0.0 // Curve for emission like stock
emission = 0.2 0.5 // Curve for emission like stock
emission = 1.0 1.8 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 1.1 // Same for energy
speed = 0.0 0.2 // And speed
speed = 1.0 0.15 // And speed
grow = 0.0 0.0
grow = 1.0 0.75
size = 0.0 1.0 // 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 = true // Collision active or not
collideRatio = 0.12 // 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 = 550.0 0.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}
logGrow
{
power = 0 0
power = 1 2
}
Grow
{
power = 0 0
power = 1 2
}
//additional settings

initialDensity = 2.25
physical = true
stickiness = 0.8
dragCoefficient = 1
logarithmicGrowth = 3
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 16.5

}

}


}

Edited by sebi.zzr
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Hey guys, I was about to comment on the jet launch smoke weirdness. Usually I have to disable it manually, but just now I was looking into the configs files for something obvious.

So I think this will solve the issue, though I haven't tested and may be horribly wrong:

On MP_Nazari/launch_hotrockets.cfg, I'm assuming is the one responsible to adding the Launch smoke to solid fuel booster. It begins with:

@PART
[*]:HAS[@MODULE[ModuleEnginesFX],!PROPELLANT[Oxidizer]]:FINAL
{

Which I'm guessing is directed at rocket engines that don't have Oxidizer as propellant, thus the Boosters, but it mistakenly accepts the Jet engine that only has LiquidFuel as propellant.

So I think this will fix it, BUT again, I'm only guessing...

@PART
[*]:HAS[@MODULE[ModuleEnginesFX],PROPELLANT[SolidFuel]]:FINAL
{

Please let me know if this works.

It worked! It would be nice if this could get fixed in the actual mod.

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Updated my AIES config based on sebi.zzr and Akira_R's updates to the KW config. Submitted for all of your approval. Please let me know if it needs any adjustments.


//HotRockets for AIES
//Expansion effects added by amo28
//Based on configs by Akira_R and sebi.zzr
//Version 2
//


@PART[VR1vulcan] //VR1vulcan ////////////////
{
!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 = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 50.0
}
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 1.1
density = 0.07 1.2
density = 0.0 1.45
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.35
density = 0.0 0.2
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power= 1.0 1.25
}
energy
{
density = 1.0 0.8
density = 0.005 0.4
density = 0.0 0.3
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 0.75
density = 0.05 0.75
density = 0.005 0.5
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
{
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 = 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
}
}

}
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[liquidEngineorbit2] //liquidEngineorbit2 ////////////////
{
!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 = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.07 5.0
density = 0.005 50.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.0
density = 0.005 3.0
density = 0.0 30.0
}
offset
{
density = 1.0 1.1
density = 0.07 1.3
density = 0.0 1.6
}
emission
{
density = 1.0 0.9
density = 0.05 0.9
density = 0.005 0.4
density = 0.0 0.15
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power= 1.0 1.25
}
energy
{
density = 1.0 0.7
density = 0.005 0.6
density = 0.0 0.4
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 0.9
density = 0.07 0.8
density = 0.005 0.6
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
{
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 = 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
}
}
}
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[liquidEngineconstelacion] //Constellation-C6 ////////////////
{
!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 = flamelarge
modelName = MP_Nazari/FX/KWflamesmall
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
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 40.0
}
offset
{
density = 1.0 1.1
density = 0.07 1.3
density = 0.0 1.5
}
emission
{
density = 1.0 1.0
density = 0.07 0.8
density = 0.005 0.4
density = 0.0 0.15
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.07 0.9
density = 0.005 0.8
density = 0.0 0.5
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.5
density = 0.01 0.7
density = 0.0 0.6
}
}
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 = 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
}
}
}
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[engineexper05] //Exper-05 Liquid Fuel Engine ////////////////
{
!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 = flamelarge
modelName = MP_Nazari/FX/KWflamesmall
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -1.0
density = 0.005 35.0
}
linGrow
{
density = 1.0 -1.0
density = 0.005 -0.5
density = 0.0 40.0
}
offset
{
density = 1.0 1.0
density = 0.005 1.3
density = 0.0 1.2
}
emission
{
density = 1.0 1.4
density = 0.005 0.5
density = 0.0 0.24
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.2
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.45
density = 0.01 0.7
density = 0.0 0.6
}
}
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 = 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
}
}
}
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[liquidEnginemogulmp1500] //mogul Liquid Fuel Engine ////////////////
{
!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 2.5
power = 1.0 1.1
}
logGrow
{
density = 1.0 -0.3
density = 0.4 1.0
density = 0.05 5.0
density = 0.005 70.0
}
linGrow
{
density = 1.0 -1.0
density = 0.07 -0.4
density = 0.005 3.0
density = 0.0 25.0
}
offset
{
density = 1.0 0.9
density = 0.07 1.0
density = 0.0 1.0
}
emission
{
density = 1.0 0.5
density = 0.05 0.45
density = 0.005 0.24
density = 0.0 0.12
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 2.21
power = 1.0 4.5
}
energy
{
density = 1.0 0.9
density = 0.07 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 1.5
}
size
{
density = 1.0 1.6
density = 0.07 1.0
density = 0.005 0.7
density = 0.0 0.6
}
}
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 = 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
}
}
}
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[liquidEngineprodulVR2] //Produl-VR2 Liquid Fuel Engine ////////////////
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout


!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 = flamelarge
modelName = MP_Nazari/FX/KWflamelarge
transformName = thrustTransform
fixedEmissions = false

speed
{
power = 0.0 1.5
power = 1.0 1.1
}
logGrow
{
density = 1.0 -0.3
density = 0.01 0.5
density = 0.07 5.0
density = 0.005 20.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 1.3
density = 0.005 4.0
density = 0.0 15.0
}
offset
{
density = 1.0 1.15
density = 0.07 1.25
density = 0.0 1.4
}
emission
{
density = 1.0 1.0
density = 0.07 0.5
density = 0.005 0.25
density = 0.0 0.1
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.3
density = 0.005 0.8
density = 0.0 0.5
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 0.8
density = 0.07 0.8
density = 0.005 0.5
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
{
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 = 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
}
}
}
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[galaxvr2] //galaxy-VR2 ////////////////
{
!fx_exhaustFlame_blue_small
!fx_exhaustLight_blue


!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/KWflamesmall
transformName = thrustTransform

fixedEmissions = false
speed
{
power = 0.0 1.98
power = 1.0 1.72
}
logGrow
{
density = 1.0 -0.5
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.5
density = 0.1 0.5
density = 0.005 6.0
density = 0.0 80.0
}
offset
{
density = 1.0 0.7
density = 0.01 0.9
density = 0.0 1.2
}
emission
{
density = 1.0 1.8
density = 0.07 1.0
density = 0.005 0.4
density = 0.0 0.2
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 0.7
density = 0.005 0.6
density = 0.0 0.35
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 0.8
density = 0.01 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 1.0 // 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
}
}
}
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[enginelmodc] //modc-2 ////////////////
{
!fx_gasJet_tiny



!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamelow
transformName = thrustTransform

fixedEmissions = false
speed
{
power = 0.0 1.98
power = 1.0 1.72
}
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 0.0
density = 0.01 0.2
density = 0.0 0.4
}
emission
{
density = 1.0 1.0
density = 0.005 0.6
density = 0.0 0.25
power = 0.0 0.0
power = 0.25 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.0
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 = 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
}
}
}
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
}
}

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So if im trying to use my own sound effects where exactly do I place the files? I see how and where to edit them in each .cfg, but I don't know where the plugin is pulling the files from. For instance the BACC10 stock SRB uses Sound_rocket_hard for the running effect yet I couldn't find this file..

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So if im trying to use my own sound effects where exactly do I place the files? I see how and where to edit them in each .cfg, but I don't know where the plugin is pulling the files from. For instance the BACC10 stock SRB uses Sound_rocket_hard for the running effect yet I couldn't find this file..

Them are stock sounds pretty sure look in KSP/GameData/squad/sound and if your using your own you just change the path of the sound to where you put them and what sound you want to play.

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So if im trying to use my own sound effects where exactly do I place the files? I see how and where to edit them in each .cfg, but I don't know where the plugin is pulling the files from. For instance the BACC10 stock SRB uses Sound_rocket_hard for the running effect yet I couldn't find this file..
Them are stock sounds pretty sure look in KSP/GameData/squad/sound and if your using your own you just change the path of the sound to where you put them and what sound you want to play.

MeCripp is correct, it defaults to looking in the GameData/Squad/Sounds directory, but you can put the sound files anywhere in your GameData folder as long as you specify the folder path in the cfg.

So you have two options, you can put your sound files in the squad directory and just call the file name, this is ok if it's just personal use but not really recommended.

Or the more prefered way, especially if there are any plans to share it, just make your own folder in GameData with your sound files and then specify the path in the cfg like so:

clip = GameData/MyAwesomeSounds/Cool_Sound_1

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@Akira_R and crew: I seem to have stumbled upon a bug (and a fix!) in your edited configs that you posted earlier (http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=1584571&viewfull=1#post1584571). Although I'm not entirely sure it's a general bug or just me having it.

Essentially for a couple of engines, the Rockomax 24-77 and Rockomax 48-7S specifically, the engines had their effect running at full blast even with the engines off. Now I know this have been seen before, and usually had to do with conflicts on other mods, but I tries exclusively with only Squad, SmokeScreen, ModuleManager, HotRockets and your squad config and it still happened.

Breaking down the issue, I tried removing your config. That obviously put the 24-77 and 48-7S engines back to normal but without any hotrockets effects (since they're not configured in hotrockets, duh!). So it was clear it had to do with your config.

So what was the solution? Well, after a lot of eagle eyed comparison between files, I realised that the 24-77 and 48-7S engines are written a little different, they already have a module "ModuleEnginesFX", but your config was looking for the typical "ModuleEngines" module in the part instead. By simply changing the line "@MODULE[ModuleEngines]" to "@MODULE[ModuleEnginesFX]" on those two engines I solved the issue. The engine effect for those engines are a bit.. simple, by default, but at least they work (I could edit the values properly with SmokeScreen inside the game).

Here's the updated config if anyone has the same issue:


// HotRockets for Squad engines
//Original config by FPSlacker
//Edited by Akira_R
// 7/12/2014


@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
fixedEmissions = false
scale = 0.5
offset = -0.5
speed
{
power = 0.0 1.75
power = 1.0 1.65
}
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
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 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
fixedEmissions = false

speed
{
power = 0.0 1.70
power = 1.0 1.65
}
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
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99


}
size
{
density = 1.0 1.0
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
fixedEmissions = false

speed
{
power = 0.0 1.75
power = 1.0 1.65
}
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
power = 0.0 0.0
power = 0.05 0.50
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.0
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
fixedEmissions = false

speed
{
power = 0.0 1.70
power = 1.0 1.65
}
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
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.0
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
offset = 1
size = 0.75
fixedEmissions = false

speed
{
power = 0.0 1.70
power = 1.0 1.65
}
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
power = 0.0 0.0
power = 0.05 0.99
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.01 0.9
density = 0.0 0.75
power = 0.0 0.33
power = 1.0 0.99
}
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
size = 0.75
offset = 0.93
fixedEmissions = false

speed
{
power = 0.0 0.7
power = 1.0 1.0
}
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
power = 0.0 0.2
power = 1.0 0.66
}
emission
{
density = 1.0 0.8
density = 0.01 0.4
density = 0.0 0.3
power = 0.0 0.0
power = 0.05 0.3
power = 0.75 0.8
power = 1.0 1.0
}
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
fixedEmissions = false

speed
{
power = 0.0 1.98
power = 1.0 1.22
}
energy
{
power = 0.0 0.33
power= 1.0 0.99
}
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
power = 0.0 0.0
power = 0.05 0.99
power = 0.75 1.21
power = 1.0 1.25
}
}
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
fixedEmissions = false

speed
{
power = 0.0 1.65
power = 1.0 1.25
}
energy
{
power = 0.0 0.33
power = 1.0 0.99
}
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
power = 0.0 0.0
power = 0.67 0.0
power = 0.71 1.4
power = 1.0 3.5
}
}
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/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]:NEEDS[!NearFuturePropulsion]:FINAL //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
fixedScale = 0.4
offset = -0.45
fixedEmissions = false


speed
{
power = 0.0 0.4
power = 1.0 0.6
}
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
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.5
power = 1.0 0.75
}
}
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[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
fixedScale = 0.4
offset = -0.45
fixedEmissions = false


speed
{
power = 0.0 0.4
power = 1.0 0.6
}
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
power = 0.0 0.0
power = 0.05 0.25
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.5
power = 1.0 0.75
}
}
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[ModuleEnginesFX]
{
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

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Someone can tell me what I'm doing wrong here?:

@PART[solidBooster1-1]:FOR[HotRockets] //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
renderMode = Billboard
collide = True
collideRatio = 0
localRotation = 0,0,0
localPosition = 0,0,0
offsetDirection = 0,0,0
fixedScale = 1
sizeClamp = 50
initialDensity = 10
physical = True
stickiness = 0.2
dragCoefficient = 0.5
timeModulo = 10
singleEmitTimer = 0
randomInitalVelocityOffsetMaxRadius = 0
angle = 1
distance = 1
emission
{
power = 0.0 2
density = 0.0 2
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
energy
{
power = 0.0 0.9
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
speed
{
power = 0.0 2
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
grow
{
power = 0.0 3
density = 1
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
scale
{
power = 0.0 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
size
{
power = 0.0 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
offset
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
force
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logGrow
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
linGrow
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logGrowScale
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
alpha
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
linAlphaDecay
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logAlphaDecay
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 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
renderMode = "Billboard"
collide = True

collideRatio = 0

localRotation = 0,0,
0

localPosition = 0,0,0

offsetDirection = 0,0,0

fixedScale = 1

sizeClamp = 75
initialDensity =1

physical = False

tickiness = 0.1

dragCoefficient = 0.1

timeModulo = 10
singleEmitTimer = 0
randomInitalVelocityOffsetMaxRadius = 1

angle = 1
distance = 1
emission
{
power = 0.0 1

density = 0.0 1
.5
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
energy
{
power = 0.0 0.5

density = 0.0 1.5

mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
speed
{
power = 0.0 9

density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
grow
{
power = 0.0 1
density = 0.0 0.1

mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
scale
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
size
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
offset
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
force
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logGrow
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
linGrow
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logGrowScale
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
alpha
{
power = 1
density = 1
mach = 1
parttemp = 1
externaltemp = 1
time = 1
}
linAlphaDecay
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
logAlphaDecay
{
power = 0
density = 0
mach = 0
parttemp = 0
externaltemp = 0
time = 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
}
}

Edited by Proot
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What are you trying to achieve?

Nothing special right now lol, just to make it work. If possible under the new smokescreen system, to be able to work it ingame, using the SS GUI. The config works fine when I rebuild it and I do the tunnings. But when I restart the game and try to use that config the fx is wrong and On from the begining, and turns to stock when I launch it.

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It doesn't work like that and this was discussed in smokescreen thread."Import" will show you your current config of the engine,"rebuild" will give you all parameters so you can add them if you want or if you don't have config you can make one,"Apply" will apply changes you made.Everything you change in game you need to change manually in *cfg.The things you can't change in game are [modelName = ],[transformName =],[shaderFileName = ] and [renderMode = ].

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