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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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Thank you for the informative reasoning behind your appreciation for Hot Rockets over RealPlume. I'll admit that I never had to mess with the configs in RealPlume (I tried to in Hot Rockets, though I found them confusing as I was unable to find a guide that fluently explains the architecture and meaning of the Hot Rockets config). And is it true that RealPlume is built off of Hot Rockets? Not to sound argumentative, but I find this difficult to believe.

Well to your

And is it true that RealPlume is built off of Hot Rockets? Not to sound argumentative, but I find this difficult to believe.
believe or not but it's true and do you know hotrockets was first and it wasn't to someone post the expanding plum fx for hotrockets then people started more less branching out.

EDIT- O and have a good day

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Well to your believe or not but it's true and do you know hotrockets was first and it wasn't to someone post the expanding plum fx for hotrockets then people started more less branching out.

EDIT- O and have a good day

Thanks for the info, my friend! You have a good night, as well (or day, depending on your locale).

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Hot Rockets is better right now due to the fact Real Plume is not stable with Real Fuels. I know its ironic. I do like the engine config templates it has for certain fuels, it has that going for it. But it does not play real well with stock engines plus trying to run real world engines also. My 2 cents

BUT....

can some fellows help me with getting hot rockets to work with real fuels? Im using the included stock configs (squad hot rockets.cfg and nasa hot rockets.cfg) they do not work

Heres the issues

1. ALL stock engines will fire flames inside the VAB

2. ALL stock engines lose their engine configs for Real Fuels

3. When placing craft with stock engine on it, the engine fires smoke before it even launches

4. No matter if the engine is FX or not, these engines will not work.

TWISTS

4. I made my own config for any mods that have their own engines. These engines act correctly with regard to Real Fuels.

5. Mod engines do fire smoke at the pad before ignition, BUT they do show HotRockets effects and sounds(I did something right). This does not matter if the original part used moduleFX or not.

6. Why does my config seem to work 80% , but HotRockets works 0% ?

here is the config Hot Rockets gave me


// Andon's HotRockets! ModuleManager File
// HotRockets for Squad engines
// 3/13/2014
@PART[engineLargeSkipper]:FOR[HotRockets] //Rockomax "Skipper"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = 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 2.0
density = 0.01 5.0
}
}
}
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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = DEL

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[JetEngine]:FOR[HotRockets] //Basic Jet Engine
{

!EFFECTS
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // 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 = 0.2 0.0 // Curve for emission like stock
emission = 0.4 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.0 // 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

energy // Modulate energy from mach and density curve.
{

density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[moduleEnginesRF]
{
//@name = moduleEnginesRF
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[liquidEngine]:FOR[HotRockets] //LV-T30
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.70
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
engage
{
AUDIO
{
channel = Ship
clip = 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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[liquidEngine1-2]:FOR[HotRockets] //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 {}
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = 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 2.0
density = 0.01 5.0
}
}
}
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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[liquidEngine2]:FOR[HotRockets] //LV-T45
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.70
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
engage
{
AUDIO
{
channel = Ship
clip = 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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[liquidEngine2-2]:FOR[HotRockets] //Rockomax Poodle
{
!fx_exhaustFlame_blue_small
!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/flamelowlarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.70
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
}
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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = DEL

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[liquidEngine3]:FOR[HotRockets] //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/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.70
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[nuclearEngine]:FOR[HotRockets] //LV-N Atomic Rocket
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamenuke
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.22
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[toroidalAerospike]:FOR[HotRockets] //ToroidalAerospike
{
!fx_exhaustFlame_blue
!fx_exhaustSparks_flameout
!fx_exhaustLight_blue
!fx_smokeTrail_light
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{


MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet1
modelName = MP_Nazari/FX/flamejet
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.67 0.0
emission = 0.71 1.4
emission = 1.0 3.5
speed = 0.0 1.65
speed = 1.0 1.25
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}


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 = moduleEnginesRF
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = moduleEnginesRF
}
}
@PART[turboFanEngine]:FOR[HotRockets] //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 {}
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet1
modelName = MP_Nazari/FX/flamejet
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.54 0.0
emission = 0.70 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
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/afterburner_shock
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.97 0.0
emission = 0.98 0.2
emission = 1 1.0
speed = 0.7 0.05
speed = 0.9 0.16
speed = 1.0 0.24
}
}
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 = 0.2 0.0 // Curve for emission like stock
emission = 0.4 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

energy // Modulate energy from mach and density curve.
{

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
}
}
}

running_turbine
{
AUDIO
{
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.05 0.7
volume = 1.0 1.0
pitch = 0.0 0.5
pitch = 0.05 0.6
pitch = 1.0 1.2
loop = true
}

}
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
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}



}



@MODULE[moduleEnginesRF]
{
//@name = moduleEnginesRF
//engineID = rocketengine
%runningEffectName = powersmoke
//%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

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











@PART[RAPIER]:FOR[HotRockets] //rapier
{

!EFFECTS {}

EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}


MODEL_MULTI_PARTICLE_PERSIST
{
modelName = MP_Nazari/FX/KWflamesmall
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.2 0.0
emission = 0.9 0.8
emission = 1.0 2.5
speed = 0.0 0.2
speed = 1.0 0.87
size = 0.0 0.5
size = 1.0 0.5

}
}
power_open
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 0.05 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}


MODEL_MULTI_PARTICLE
{
modelName = MP_Nazari/FX/flamejet4
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.5 0.0
emission = 0.8 0.21
emission = 1.0 0.75
speed = 0.0 0.2
speed = 1.0 0.8
}

MODEL_MULTI_PARTICLE_PERSIST
{
modelName = MP_Nazari/FX/methanolflame
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.5 0.0
emission = 0.8 0.8
emission = 1.0 1.1
speed = 0.0 0.2
speed = 1.0 0.54
size = 0.0 0.44
size = 1.0 0.44

}
}
running_open
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.2 0.0 // Curve for emission like stock
emission = 0.4 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

energy // Modulate energy from mach and density curve.
{

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
}
}
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 0.05 0.6
volume = 1.0 1.0
pitch = 0.0 0.7
pitch = 1.0 1.4
loop = true
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

}













@PART[ionEngine]:FOR[HotRockets] //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
}
}
}
@MODULE[ModuleEngines]
{
@name = moduleEnginesRF
//engineID = rocketengine

%powerEffectName = powerflame
!fxOffset = DEL

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

now here is the custom one I made for all engines that are not stock

@PART
[*]:HAS[@MODULE[ModuleEngines*]]:HAS[#author[BobCat,Frizzank]]
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low


EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/nasaf1
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 1.65
energy = 0.0 0.12 // Same for energy
energy = 1.0 0.45 // Same for energy
size = 0.0 0.66 // Rescale the particles to +0%
size = 1.0 0.66 // Rescale the particles to +0%
offset = 0.0 1.7
offset = 1.0 1.7
fixedEmissions = false
}
}

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 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
//engineID = KSX
@runningEffectName = powersmoke
%powerEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}

Edited by lextacy
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cut

Take this out and try it

:FOR[HotRockets]
as really what is that part looking for there isn't anything in hotrockets folder or the folder it's self named HotRockets ? the folder is MP_Nazari .

EDIT- The only things that have HotRockets in the name are the cfg's and there lower case

squad_hotrockets.cfg
Edited by Mecripp2
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Take this out and try it as really what is that part looking for there isn't anything in hotrockets folder or the folder it's self named HotRockets ? the folder is MP_Nazari .

EDIT- The only things that have HotRockets in the name are the cfg's and there lower case

Do you know much about usage of the :FOR :AFTER commands? Like if I ever used the :FOR , does MM look for the resposible .dll .cfg ? Or can one just use :FOR[anything you want] and the :AFTER[anything you want] command will do "something" after it finds anythingyouwant?

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Do you know much about usage of the :FOR :AFTER commands? Like if I ever used the :FOR , does MM look for the resposible .dll .cfg ? Or can one just use :FOR[anything you want] and the :AFTER[anything you want] command will do "something" after it finds anythingyouwant?

This is explained here.just look at the bottom of 2nd OP poste.

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Ok, Ive got all my engines to produce sounds and flames. What a nightmare to get these to work with realFUELS. Now im having my final problem. The smokescreen settings are not saving.

Steps Ive done

1. Fire engine on pad

2. Run the GUI smoke screen thing and hit import.

3. Edit those values

4. Copy those values to clipboard

5. Pasted the GUI SmokeScreen values into the MMconfig I made for all FASA engines

6.CLicked save

7. Reloaded game and the engines revert back to the old settings !!

This totally should not be happening. Here is my config

@PART[FASA_Mercury_Redstone_Eng]
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_altloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/NPflamesmall
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 3.75
speed = 0.0 1.55
speed = 1.0 3.95
energy = 0.0 0.12
energy = 1.0 1.45
size = 0.0 0.66
size = 1.0 1.44
offset = 0.0 1.7
offset = 1.0 1.7
fixedEmissions = false


}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = RealPlume/MP_Nazari_FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
//engineID = KSX
@runningEffectName = powersmoke
%powerEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}

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What do you mean by " the engines revert back to the old settings "?Are you playing with RO?

Can you post your mod list.

I dont use RO. What I mean is that the flames and smoke that I tweak go back to original on flight revert.

mods list


000_Toolbar
000_USITools
AviatorArsenal
B9_Aerospace
BahaSP
BDArmory
BetterBuoyancy
BobCatind
CommunityResourcePack
DistantObject
DiverseKerbalHeads.cfg
engineRF_blanketTAG.cfg~
FASA
file.txt
Firespitter
G.A.S
global_HOTROCKETS_mm.cfg
global_HOTROCKETS_mm.cfg~
HullCameraVDS
JSI
Kaboom
KAX
KerbalEngineer
KerbalJointReinforcement
Kerbaltek
Klockheed_Martian_Gimbal
Kopernicus
KSCSwitcher
KWRocketry
MagicSmokeIndustries
Maritime Pack
MenuStabilizer.dll
mm_FASA_HOTROCKETS.cfg
mm_FASA_HOTROCKETS.cfg~
MM_ReflectionPluginWrapper.cfg
ModuleManager.2.6.8.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
MP_Nazari
North Kerbin Weaponry
PlaneMode
PlanetShine
ProceduralDynamics
ProceduralFairings
RealFuels
RealPlume
RealSolarSystem
RemoteTech
RN_R7
RN_Soviet_Probes
RN_US_Probes
RosterManager
RSS-Textures
scatterer
sceneJumper
SmokeScreen
SolverEngines
Soviet_Probes_TR.cfg
Squad
Stock Bug Fixes
TestFlight
TextureReplacer
toolbar-settings.dat
TweakScale
UmbraSpaceIndustries
US_Probes_TR.cfg
VesselMover

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There is one major flaw here!Either you use hotrockets and make your own *.cfg or you edit the Realplume effects.You can't use both(NathanKell already explayned that to you).Realplume will override everything you make.

I caught that, so I deleted Real Plume and the same problems are present. Plus yes, I have my own Hot Rockets config because nobody has released a community config for a real fuels version of FASA engines. Not like I have a choice.

Now I got the engine to finally save. I had to append a number after flame thrust like this:

name = flamethrust2

,but now im getting multiple instances of flares and smoke entries, but in the config as you can see, only has 1 entry for a flare and smoke even though I renamed it. Here is a picture to illustrate.....

Screenshot%20from%202015-11-08%20223150.png

Also the eninges that are only listing 2 items are not working, but the engines listing 4 itewms are working. This is a huge nightmare.

So I added mroe engines and have an updated config to show you guys. Also I left the Mercury Redstone engine alone from the last time cuz I know it works, but it also lists 4 smoke screen entries.

I did each engine other than the Redstone engine a bit different to see what results I would get.

@PART[FASAMercuryAtlasEngBooster]

{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_altloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust1
modelName = MP_Nazari/FX/NPflamesmall
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 2.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 2.65
energy = 0.0 0.12
energy = 1.0 3.15
size = 0.0 0.66
size = 1.0 3.06
offset = 0.0 1.3
offset = 1.0 0.5
fixedEmissions = false

randConeEmit
{
power = .1
density = .01
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust1
modelName = RealPlume/MP_Nazari_FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
@name = ModuleEngines*
//engineID = KSX
runningEffectName = powersmoke
powerEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}

@PART[Rocketdyne_S-3D]

{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_altloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust1
modelName = MP_Nazari/FX/NPflamesmall
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 2.25
emission = 1.0 1.75
speed = 0.0 1.55
speed = 1.0 2.65
energy = 0.0 0.12
energy = 1.0 3.15
size = 0.0 0.66
size = 1.0 3.06
offset = 0.0 1.3
offset = 1.0 0.5
fixedEmissions = false

randConeEmit
{
power = .1
density = .01
mach = 0
parttemp = 0
externaltemp = 0
time = 0
}
}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust1
modelName = RealPlume/MP_Nazari_FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
@name = ModuleEngines*
//engineID = KSX
runningEffectName = powersmoke
directThrottleEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}

@PART[FASA_Mercury_Redstone_Eng]
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_altloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust2
modelName = MP_Nazari/FX/NPflamesmall
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 3.75
speed = 0.0 1.55
speed = 1.0 3.95
energy = 0.0 0.12
energy = 1.0 1.45
size = 0.0 0.66
size = 1.0 1.44
offset = 0.0 1.7
offset = 1.0 1.7
fixedEmissions = false


}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust2
modelName = RealPlume/MP_Nazari_FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
@name = ModuleEngines*
//engineID = KSX
runningEffectName = powersmoke
directThrottleEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}


//////////////////////////////
/ Kerosene Engines
//////////////////////////////


@PART[FASADeltaMB3LFE,LR-79] // Thor
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_altloop2
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust3
modelName = MP_Nazari/FX/nasa4engine
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.25
emission = 1.0 1.95
speed = 0.0 1.55
speed = 1.0 1.95
energy = 0.0 0.12
energy = 1.0 3.45
size = 0.0 0.26
size = 1.0 1.15
offset = 0.0 1.7
offset = 1.0 0.0
fixedEmissions = false

}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust3
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.07 0.3
emission = 0.2 0.9
emission = 1.0 1.0
energy = 0.0 0.4
energy = 1.0 2.0
speed = 0.0 1.0
speed = 1.0 0.8
grow = 0.0 0.0
grow = 1.0 0.1
scale = 0.0 1.0
scale = 1.0 .5
offset = 0.0 0.0
offset = 1.0 4.0
size = 0.0 1.65
size = 1.0 1.05
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
emission
{
mach = 0.0 1.0
mach = 0.8 1.5
mach = 1.0 2.5
density = 1.0 1.0
density = 0.4 1.0
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0
}
size
{
density = 1.0 1.5
density = 0.01 0.2
}

}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
@name = ModuleEngines*
//engineID = KSX
runningEffectName = powersmoke
directThrottleEffectName = powerflame
}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesRF
}
}


//////////////////////////////
/ Hydrogen Engines
//////////////////////////////

@PART[FASAMercuryAtlasEng]
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_srbloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust5a
modelName = RealPlume/MP_Nazari_FX/ssmeflame2big
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.0
emission = 1.0 2.3
speed = 0.0 2.0
speed = 1.0 2.9
energy = 0.0 0.12
energy = 1.0 2.59
size = 0.0 0.26
size = 1.0 2.46
offset = 0.0 1.7
offset = 1.0 .1
fixedEmissions = false

}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust4
modelName = MP_Nazari/FX/smokebooster
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform
@name = ModuleEngines*
//engineID = KSX
runningEffectName = powersmoke
directThrottleEffectName = powerflame

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

@PART[LR89]
{
!fx_exhaustFlame_blue
!fx_smokeTrail_light
!fx_exhaustLight_blue
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low

!EFFECTS{}
EFFECTS
{
powerflame
{
AUDIO
{
channel = Ship
clip = RealPlume/KW_Sounds/sound_srbloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust5
modelName = RealPlume/MP_Nazari_FX/ssmeflame2big
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.75 1.0
emission = 1.0 2.3
speed = 0.0 2.0
speed = 1.0 2.9
energy = 0.0 0.12
energy = 1.0 2.59
size = 0.0 0.26
size = 1.0 2.46
offset = 0.0 1.7
offset = 1.0 .1
fixedEmissions = false

}
}

powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust4
modelName = MP_Nazari/FX/smokebooster
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.3 // Curve for emission like stock
emission = 0.2 0.9 // Curve for emission like stock
emission = 1.0 1.9 // Curve for emission like stock
energy = 0.0 0.4 // Same for energy
energy = 1.0 1.6 // 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 0.31 // 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 1.65 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

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

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
size
{
density = 1.0 3.0
density = 0.01 6.2
}
}
}
}
@MODULE[ModuleEngines*]
{
//thrustVectorTransformName = thrustTransform

@name = ModuleEngines*
//engineID = KSX
runningEffectName = powerflame



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

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  • 2 weeks later...
You might want to check your:
[CODE]
!fx_exhaustFlame_blue
!fx_smokeTrail_light
[/CODE]
...these might be syntax errors. I made this same mistake in MM, now i finally found the solution. You need to replace all the delete lines with:

[CODE]
!fx_exhaustFlame_blue = 123
!fx_smokeTrail_light = 123
[/CODE]

If in doubt, go in-game to the "space centre"(where you can choose which building to enter)
Press MOD+F11 there(Alt+F11), and MM window should show up to reload the parts database in game.
In the Alt+F12 window there is a debug/database tab. Follow that in all the way to parts, try to find your part you are interested in to see the kind of "cfg file" that is loaded into memory at the moment...compare to see what wasn't removed correctly.

I found this at:
[URL="https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax#delete----or--"]https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax[/URL]

[CODE]@PART[nodeDelete]
{
// Delete the first copy
-MODULE[module2] {}

// Indexed delete
-MODULE,2 { }

// Indexed delete from end
-MODULE,-2 { }

// Indexed delete off end
-MODULE,9999 { }

@MODULE[module1]
{
// Unindexed (remove all)
-multiVal = dummy

// Indexed
-multiVal2,0 = dummy

// Wildcard
-num*ic = dummy
}
}[/CODE]

P.S. My very first post, i have no idea how the formatting is going to turn out. Edited by Blaarkies
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  • 2 weeks later...
here is the culprits folks. I have looked at various community configs and have noticed a gross inconsistency of how they are writing these configs. Ill even point out the discrepancies here and where they originated from. These come from bottom portion of the configs where you patched the ModuleEngines to become ModuleEnginesFX.

[B][U]Squad engines by Nazari?[/U][/B]
%spoolEffectName = [COLOR=#0000cd][U]powersmoke[/U][/COLOR]
%powerEffectName = powerflame

[B][U]HotRockets OP[/U][/B]
runningEffectName = [U][COLOR=#0000cd]powersmoke [/COLOR][COLOR=#ff0000][B]WAIT! why did powersmoke get 2 different keys?![/B][/COLOR][/U]
directThrottleEffectName = powerflame
thrustVectorTransformName = thrustTransform


[B][U]NASA Engine Config by Nazari?[/U][/B]
@runningEffectName = powersmoke
%powerEffectName = powerflame
[U][B]
KW Rocketry Config by Nazari?[/B][/U]

*blank* [SIZE=3][COLOR=#ff0000][B] <---no joke[/B][/COLOR][/SIZE] , absolutely nothing is writen here, yet in another moduleEnginesFX (NASA see above) there is code !

This really makes a mess of the ModuleEngines/FX protocol when you can see in each config, the
values listed under the @name = ModuleEnginesFX are of completely different nature. One must use some sort of magic I guess to
write their own config right? I am not trying to discredit anyone here, but trying to make sense of these identifier keys that
seem to be made up? Lets start with these....

[I]spoolEffectName <------engine sound before startup?
powerEffectName <------ is this the smoke trigger?
runningEffectName <------ is this the flame coming out of engine nozzle?
directThrottleEffectName <------ im assuming this is the pitch change to sound when you throttle engine ?
thrustVectorTransformName[/I] <------ Is this an identifier in case you have a twin nozzle engine and you have to apply it?

Are these 5 items defined in the hardcode of the .dll ? Where do they come from? Why are these 5 keys used differently in all these configs?Do these trigger based on an engine action?
Are some of these sound trigger keys? Are these imbedded into the ModuleEnginesFX?

Please Id love to hear from MP_Nazari and he would be the only one to know and answer these important questions.
I must write a FASA engine config and need help. Edited by lextacy
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Hello Nazari,

I noticed that you didn't write any HR configs for the S1 KD25k SRB, or known as the Kickback. I tried to write one, but it didn't come well. I wrote one myself from scratch, and then I tried one modified from KW's HR patch, and none of them worked. The booster provided thrust as it should, though no FX was displayed at all. 

I've tried both of them on a PC and a Mac, so I guess it's not a hardware or OS problem.

Any idea what to do?

I can provide log and the configs if you need me to.

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1 hour ago, Wavechaser said:

Hello Nazari,

I noticed that you didn't write any HR configs for the S1 KD25k SRB, or known as the Kickback. I tried to write one, but it didn't come well. I wrote one myself from scratch, and then I tried one modified from KW's HR patch, and none of them worked. The booster provided thrust as it should, though no FX was displayed at all. 

I've tried both of them on a PC and a Mac, so I guess it's not a hardware or OS problem.

Any idea what to do?

I can provide log and the configs if you need me to.

There should be one done in a config called NASA. You can download that in the OP.

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1 hour ago, FlarpingFlipperFlapper said:

There should be one done in a config called NASA. You can download that in the OP.

I was not able to find any thread here called NASA. It will be very helpful of you if you have a link or something. :)

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8 hours ago, FlarpingFlipperFlapper said:

Its not in another thread , its built-in the Nazari_MP folder when you download the mod. Its called nasa_hotrockets.cfg. 

 

Nope it has everything but the Kickback SRB. Or else I would not try to make one myself.

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oh ok, careful about moduleEnginesFX as they are tricky to work with compared to the regular moduleEngines. With the NASA engines they are all enginesFX If I recall. They dont work the same way when applying engine effects. But here is my go at it, Go in your config and find this PART section:

@PART[Size2LFB]:FOR[HotRockets] //

{   

        "lots of stuff"

}

and copy and paste that into the bottom of your NASA config file.

Then swap what is at the very top @PART[Size2LFB]:FOR[HotRockets] //     

and replace this line:

[Size2LFB]
 and make it 
[MassiveBooster]

 

 

You will have to play around in smoke screen to get the flames and smoke to line up and to match scale.

Edited by FlarpingFlipperFlapper
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@Wavechaser What you also have to be careful with is that, unlike the rest of the SRBs, the Kickback natively uses ModuleEngineFX, so you'll have to delete the old code in a manner different than the stock SRB configs and the majority of existing configs. Basically, you want to have this at the beginning of your config instead the many lines at the beginning of the other SRB configs:

!EFFECTS {}

Also, what kept screwing up my own configs for myself was that I didn't set the transformName line on both the flame and smoke nodes to the proper value that the part uses, so make sure you grab the appropriate transformNames from the Kickback's config (MassiveSRB.cfg) and stick them into your own config (for this specific part, they would be fxPoint for the flame and smokePoint for the smoke).

Edited by mythbusters844
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23 hours ago, mythbusters844 said:

@Wavechaser What you also have to be careful with is that, unlike the rest of the SRBs, the Kickback natively uses ModuleEngineFX, so you'll have to delete the old code in a manner different than the stock SRB configs and the majority of existing configs. Basically, you want to have this at the beginning of your config instead the many lines at the beginning of the other SRB configs:


!EFFECTS {}

Also, what kept screwing up my own configs for myself was that I didn't set the transformName line on both the flame and smoke nodes to the proper value that the part uses, so make sure you grab the appropriate transformNames from the Kickback's config (MassiveSRB.cfg) and stick them into your own config (for this specific part, they would be fxPoint for the flame and smokePoint for the smoke).

Quote

 

oh ok, careful about moduleEnginesFX as they are tricky to work with compared to the regular moduleEngines. With the NASA engines they are all enginesFX If I recall. They dont work the same way when applying engine effects. But here is my go at it, Go in your config and find this PART section:

...more stuff...

 

Then this doesn't make any sense. Even if I happened to write my own patch against ModuleEngines, then when I tried to transplant configs from KW's patches (which, their solids use ModuleEnginesFX), same thing happens. If I at the part wrong, nothing should happen.

Here is the code:

Spoiler

@PART[MassiveBooster]:FOR[HotRockets]:NEEDS[HotRockets]		//S1 KD25k Kickback		//This happens regardless of the FOR or NEEDS I write
{
	@EFFECTS
	{
		@running_closed
		{
		
			!MODEL_MULTI_PARTICLE{}
		
			!PREFAB_PARTICLE{}
			
			!MODEL_PARTICLE{}
				
			MODEL_MULTI_PARTICLE_PERSIST
			{
				name = flamethrust
				modelName = MP_Nazari/FX/KWbooster
				transformName = NozzleTransform
				
				emission = 	0.0 		0.0
				emission = 	0.05 		0.0
				emission = 	0.075 		0.55
				emission = 	1.0 		1.75
				
				speed = 	0.0 		1.88
				speed = 	1.0 		1.24
				
				energy = 	0.0 		0.33
				energy = 	1.0 		1.33
				
				offset = 	0.0 		0.6
				offset = 	1.0 		0.6
				
				size = 		0.0 		2.0
				size = 		1.0 		2.0
				
				fixedEmissions = false
			}


			MODEL_MULTI_PARTICLE_PERSIST
			{
				name = smokethrust
				modelName = MP_Nazari/FX/smokebooster
				transformName = NozzleTransform
				
				emission = 	0.0 		0.0
				emission = 	0.07 		0.0
				emission = 	0.2 		0.4
				emission = 	1.0 		1.1
			
				energy = 	0.0 		0.2
				energy = 	1.0 		3.0
			
				speed = 	0.0 		1.0
				speed = 	1.0 		0.8
			
				grow = 		0.0 		0.0
				grow = 		1.0 		0.08
			
				scale = 	0.0 		1.0
				scale = 	1.0 		1.0
			
				offset = 	0.0 		0.0
				offset = 	1.0 		0.5
			
				size = 		0.0 		1.85
				size = 		1.0 		1.85
			
				renderMode = "Billboard"
				collide = true
				collideRatio = 0
				fixedScale = 1.0
				sizeClamp = 50
			
				emission
				{
					mach = 	0.0 		1.0 
					mach = 	0.8 		1.05
					mach = 	1.0 		1.0
					mach = 	2.0		0.8
				
					density = 1.0 		1.0
					density = 0.4 		1.0
					density = 0.3 		1.0 
					density = 0.005 	0.7
					density = 0.002 	0.2
					density = 0.001 	0.0
				} 
			}
		}
	}
}

 

 

Edited by Wavechaser
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5 hours ago, Wavechaser said:

Then this doesn't make any sense. Even if I happened to write my own patch against ModuleEngines, then when I tried to transplant configs from KW's patches (which, their solids use ModuleEnginesFX), same thing happens. If I at the part wrong, nothing should happen.

Here is the code:

  Hide contents



@PART[MassiveBooster]:FOR[HotRockets]:NEEDS[HotRockets]		//S1 KD25k Kickback		//This happens regardless of the FOR or NEEDS I write
{
	@EFFECTS
	{
		@running_closed
		{
		
			!MODEL_MULTI_PARTICLE{}
		
			!PREFAB_PARTICLE{}
			
			!MODEL_PARTICLE{}
				
			MODEL_MULTI_PARTICLE_PERSIST
			{
				name = flamethrust
				modelName = MP_Nazari/FX/KWbooster
				transformName = NozzleTransform
				
				emission = 	0.0 		0.0
				emission = 	0.05 		0.0
				emission = 	0.075 		0.55
				emission = 	1.0 		1.75
				
				speed = 	0.0 		1.88
				speed = 	1.0 		1.24
				
				energy = 	0.0 		0.33
				energy = 	1.0 		1.33
				
				offset = 	0.0 		0.6
				offset = 	1.0 		0.6
				
				size = 		0.0 		2.0
				size = 		1.0 		2.0
				
				fixedEmissions = false
			}


			MODEL_MULTI_PARTICLE_PERSIST
			{
				name = smokethrust
				modelName = MP_Nazari/FX/smokebooster
				transformName = NozzleTransform
				
				emission = 	0.0 		0.0
				emission = 	0.07 		0.0
				emission = 	0.2 		0.4
				emission = 	1.0 		1.1
			
				energy = 	0.0 		0.2
				energy = 	1.0 		3.0
			
				speed = 	0.0 		1.0
				speed = 	1.0 		0.8
			
				grow = 		0.0 		0.0
				grow = 		1.0 		0.08
			
				scale = 	0.0 		1.0
				scale = 	1.0 		1.0
			
				offset = 	0.0 		0.0
				offset = 	1.0 		0.5
			
				size = 		0.0 		1.85
				size = 		1.0 		1.85
			
				renderMode = "Billboard"
				collide = true
				collideRatio = 0
				fixedScale = 1.0
				sizeClamp = 50
			
				emission
				{
					mach = 	0.0 		1.0 
					mach = 	0.8 		1.05
					mach = 	1.0 		1.0
					mach = 	2.0		0.8
				
					density = 1.0 		1.0
					density = 0.4 		1.0
					density = 0.3 		1.0 
					density = 0.005 	0.7
					density = 0.002 	0.2
					density = 0.001 	0.0
				} 
			}
		}
	}
}

 

 

Try changing the transformName for both of the nodes from NozzleTransform to smokePoint for smoke and fxPoint for the flames.

Edited by mythbusters844
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On 12/3/2015, 8:45:39, mythbusters844 said:

Try changing the transformName for both of the nodes from NozzleTransform to smokePoint for smoke and fxPoint for the flames.

Thank you very much. That worked out nicely. Your help is appreciated. 

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