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Update HotRockets MM patch
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Lines changed: 138 additions & 141 deletions

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GameData/SDHI/Service Module System/Parts/MM_configs/SDHI_SMS_MMPatch_HotRockets.cfg

Lines changed: 138 additions & 141 deletions
Original file line numberDiff line numberDiff line change
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@PART[SDHI_Rockomax_LV-909_NoFairing]:NEEDS[MP_Nazari] //LV-909 (fairingless, SDHI)
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{
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!fx_exhaustFlame_blue
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!fx_exhaustLight_blue
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!fx_smokeTrail_light
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!fx_exhaustSparks_flameout
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!sound_vent_medium
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!sound_rocket_hard
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!sound_vent_soft
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!sound_explosion_low
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EFFECTS
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{
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powerflame
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{
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MODEL_MULTI_PARTICLE_PERSIST
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{
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name = flamethrust
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modelName = MP_Nazari/FX/flamestandard
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transformName = thrustTransform
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emission = 0.0 0.0
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emission = 0.05 0.99
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emission = 0.75 1.21
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emission = 1.0 1.25
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speed = 0.0 1.70
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speed = 1.0 1.65
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energy = 0.0 0.33 // Same for energy
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energy = 1.0 0.99 // Same for energy
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fixedEmissions = false
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}
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AUDIO
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{
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channel = Ship
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clip = sound_rocket_hard
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volume = 0.0 0.0
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volume = 1.0 1.0
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pitch = 0.0 0.2
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pitch = 1.0 1.0
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loop = true
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}
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}
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powersmoke
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{
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MODEL_MULTI_PARTICLE_PERSIST
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{
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name = smokethrust
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modelName = MP_Nazari/FX/smokejet
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transformName = thrustTransform
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emission = 0.0 0.0 // Curve for emission like stock
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emission = 0.07 0.0 // Curve for emission like stock
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emission = 0.2 0.4 // Curve for emission like stock
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emission = 1.0 1.1 // Curve for emission like stock
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energy = 0.0 0.2 // Same for energy
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energy = 1.0 3.2 // Same for energy
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speed = 0.0 1.0 // And speed
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speed = 1.0 0.8 // And speed
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grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
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grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
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scale = 0.0 1.0 // Rescale the emitters to +0%
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scale = 1.0 1.0 // Rescale the emitters to +0%
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offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
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offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
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size = 0.0 1.0 // Rescale the particles to +0%
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size = 1.0 1.1 // Rescale the particles to +0%
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renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
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collide = false // Collision active or not
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collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
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fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
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sizeClamp = 50 // Limits particle size. Default to 50
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// ***************
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// From here the value are not the default anymore.
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// ***************
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angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
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angle = 45.0 1.0
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angle = 50.0 1.0
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distance = 0.0 1.0 // Display if the distance to camera is higher than 110
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distance = 100.0 1.0
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distance = 110.0 1.0
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emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
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{
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mach = 0.0 1.0
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mach = 0.8 1.0 // don't display until mach .8
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mach = 1.0 1.0
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density = 1.0 1.0
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density = 0.4 1.0 // don't display over .4 atmo
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density = 0.3 1.0
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density = 0.002 1.0
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density = 0.001 0.0 // and stop under .001
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}
6+
!fx_exhaustFlame_blue
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!fx_exhaustLight_blue
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!fx_smokeTrail_light
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!fx_exhaustSparks_flameout
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!sound_vent_medium
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!sound_rocket_hard
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!sound_vent_soft
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!sound_explosion_low
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EFFECTS
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{
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powerflame
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{
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MODEL_MULTI_PARTICLE_PERSIST
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{
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name = flamethrust
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modelName = MP_Nazari/FX/flamestandard
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transformName = thrustTransform
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emission = 0.0 0.0
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emission = 0.05 0.99
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emission = 0.75 1.21
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emission = 1.0 1.25
27+
speed = 0.0 1.70
28+
speed = 1.0 1.65
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energy = 0.0 0.33 // Same for energy
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energy = 1.0 0.99 // Same for energy
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fixedEmissions = false
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}
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AUDIO
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{
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channel = Ship
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clip = sound_rocket_hard
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volume = 0.0 0.0
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volume = 1.0 1.0
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pitch = 0.0 0.2
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pitch = 1.0 1.0
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loop = true
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}
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}
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powersmoke
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{
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MODEL_MULTI_PARTICLE_PERSIST
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{
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name = smokethrust
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modelName = MP_Nazari/FX/smokejet
50+
transformName = thrustTransform
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emission = 0.0 0.0 // Curve for emission like stock
52+
emission = 0.07 0.0 // Curve for emission like stock
53+
emission = 0.2 0.4 // Curve for emission like stock
54+
emission = 1.0 1.1 // Curve for emission like stock
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energy = 0.0 0.2 // Same for energy
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energy = 1.0 3.2 // Same for energy
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speed = 0.0 1.0 // And speed
58+
speed = 1.0 0.8 // And speed
59+
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
60+
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
61+
scale = 0.0 1.0 // Rescale the emitters to +0%
62+
scale = 1.0 1.0 // Rescale the emitters to +0%
63+
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
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offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
65+
size = 0.0 1.0 // Rescale the particles to +0%
66+
size = 1.0 1.1 // Rescale the particles to +0%
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renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
69+
collide = false // Collision active or not
70+
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
71+
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)
72+
73+
sizeClamp = 50 // Limits particle size. Default to 50
74+
// ***************
75+
// From here the value are not the default anymore.
76+
// ***************
77+
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
78+
angle = 45.0 1.0
79+
angle = 50.0 1.0
80+
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
81+
distance = 100.0 1.0
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distance = 110.0 1.0
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84+
emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
85+
{
86+
mach = 0.0 1.0
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mach = 0.8 1.0 // don't display until mach .8
88+
mach = 1.0 1.0
89+
density = 1.0 1.0
90+
density = 0.4 1.0 // don't display over .4 atmo
91+
density = 0.3 1.0
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density = 0.002 1.0
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density = 0.001 0.0 // and stop under .001
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}
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}
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}
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engage
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{
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AUDIO
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{
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channel = Ship
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clip = sound_vent_medium
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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disengage
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{
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AUDIO
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{
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channel = Ship
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clip = sound_vent_soft
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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flameout
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{
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AUDIO
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{
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channel = Ship
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clip = sound_explosion_low
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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}
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@MODULE[ModuleEngines*]
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{
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@name = ModuleEnginesFX
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//engineID = rocketengine
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%spoolEffectName = powersmoke
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%powerEffectName = powerflame
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!fxOffset = del
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}
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@MODULE[ModuleEngineConfigs]
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{
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%type = ModuleEnginesFX
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}
98144
}
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}
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engage
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{
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AUDIO
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{
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channel = Ship
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clip = sound_vent_medium
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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disengage
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{
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AUDIO
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{
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channel = Ship
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clip = sound_vent_soft
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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flameout
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{
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AUDIO
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{
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channel = Ship
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clip = sound_explosion_low
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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}
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@MODULE[ModuleEngines]
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{
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@name = ModuleEnginesFX
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//engineID = rocketengine
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runningEffectName = powersmoke
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directThrottleEffectName = powerflame
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!fxOffset
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}
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@MODULE[ModuleEngineConfigs]
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{
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%type = ModuleEnginesFX
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}
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}

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