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Rapier-ish Engine graphics


KerikBalm

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So I've got a modded LV-N that has two modes wit two different specific impulses (one of which consumes only liquid fuel), based upon the Rapier concept.

The problem is, there are no effects associated with the engine running. All I see are the overheat effects.

Can someone tell me how to get the engine effects working?

Here's the relevant part of the cfg file:

mass = 2.75

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 12

maxTemp = 4000

fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running

fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

EFFECTS

{

running_closed

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 0.0 0.0

volume = 1.0 1.0

pitch = 0.0 0.2

pitch = 1.0 1.0

loop = true

}

PREFAB_PARTICLE

{

prefabName = fx_smokeTrail_light

transformName = smokePoint

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.25

speed = 1.0 1.0

localOffset = 0, 0, 1

}

MODEL_MULTI_PARTICLE

{

modelName = fx_exhaustLight_blue

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 0.5

speed = 1.0 1.2

}

}

power_open

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

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

{

modelName = fx_exhaustLight_blue

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 0.5

speed = 1.0 1.2

}

}

running_open

{

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

}

PREFAB_PARTICLE

{

prefabName = fx_smokeTrail_light

transformName = smokePoint

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.25

speed = 1.0 1.0

localOffset = 0, 0, 1

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_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

}

}

}

MODULE

{

name = MultiModeEngine

primaryEngineID = 1

secondaryEngineID = 2

}

MODULE

{

name = ModuleEnginesFX

engineID = 1

directThrottleEffectName = power_open

runningEffectName = running_open

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 60

heatProduction = 600

fxOffset = 0, 0, 1.6

PROPELLANT

{

name = LiquidFuel

ratio = 1.0

DrawGauge = True

}

atmosphereCurve

{

key = 0 800

key = 1 220

}

}

MODULE

{

name = ModuleEnginesFX

engineID = 2

runningEffectName = running_closed

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 180

heatProduction = 600

fxOffset = 0, 0, 1.6

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

key = 0 600

key = 1 280

}

}

MODULE

{

name = ModuleJettison

jettisonName = fairingL

bottomNodeName = bottom

isFairing = False

jettisonedObjectMass = 0.1

jettisonForce = 1

jettisonDirection = 1 0 0

}

MODULE

{

name = ModuleJettison

jettisonName = fairingR

bottomNodeName = bottom

isFairing = False

jettisonedObjectMass = 0.1

jettisonForce = 1

jettisonDirection = -1 0 0

}

MODULE

{

name = ModuleGimbal

gimbalTransformName = thrustTransform

gimbalRange = 1

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = overheat

}

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