33
44@PART[SDHI_Rockomax_LV-909_NoFairing]:NEEDS[MP_Nazari] //LV-909 (fairingless, SDHI)
55{
6- !fx_exhaustFlame_blue
7- !fx_exhaustLight_blue
8- !fx_smokeTrail_light
9- !fx_exhaustSparks_flameout
10- !sound_vent_medium
11- !sound_rocket_hard
12- !sound_vent_soft
13- !sound_explosion_low
14- EFFECTS
15- {
16- powerflame
17- {
18- MODEL_MULTI_PARTICLE_PERSIST
19- {
20- name = flamethrust
21- modelName = MP_Nazari/FX/flamestandard
22- transformName = thrustTransform
23- emission = 0.0 0.0
24- emission = 0.05 0.99
25- emission = 0.75 1.21
26- emission = 1.0 1.25
27- speed = 0.0 1.70
28- speed = 1.0 1.65
29- energy = 0.0 0.33 // Same for energy
30- energy = 1.0 0.99 // Same for energy
31- fixedEmissions = false
32- }
33- AUDIO
34- {
35- channel = Ship
36- clip = sound_rocket_hard
37- volume = 0.0 0.0
38- volume = 1.0 1.0
39- pitch = 0.0 0.2
40- pitch = 1.0 1.0
41- loop = true
42- }
43- }
44- powersmoke
45- {
46- MODEL_MULTI_PARTICLE_PERSIST
47- {
48- name = smokethrust
49- modelName = MP_Nazari/FX/smokejet
50- transformName = thrustTransform
51- 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
55- energy = 0.0 0.2 // Same for energy
56- energy = 1.0 3.2 // Same for energy
57- 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
64- 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%
67-
68- 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- // ***************
76- // From here the value are not the default anymore.
77- // ***************
78-
79-
80- angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
81- angle = 45.0 1.0
82- angle = 50.0 1.0
83- distance = 0.0 1.0 // Display if the distance to camera is higher than 110
84- distance = 100.0 1.0
85- distance = 110.0 1.0
86-
87- emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
88- {
89- mach = 0.0 1.0
90- mach = 0.8 1.0 // don' t display until mach .8
91- mach = 1.0 1.0
92- density = 1.0 1.0
93- density = 0.4 1.0 // don' t display over .4 atmo
94- density = 0.3 1.0
95- density = 0.002 1.0
96- density = 0.001 0.0 // and stop under .001
97- }
6+ !fx_exhaustFlame_blue
7+ !fx_exhaustLight_blue
8+ !fx_smokeTrail_light
9+ !fx_exhaustSparks_flameout
10+ !sound_vent_medium
11+ !sound_rocket_hard
12+ !sound_vent_soft
13+ !sound_explosion_low
14+ EFFECTS
15+ {
16+ powerflame
17+ {
18+ MODEL_MULTI_PARTICLE_PERSIST
19+ {
20+ name = flamethrust
21+ modelName = MP_Nazari/FX/flamestandard
22+ transformName = thrustTransform
23+ emission = 0.0 0.0
24+ emission = 0.05 0.99
25+ emission = 0.75 1.21
26+ emission = 1.0 1.25
27+ speed = 0.0 1.70
28+ speed = 1.0 1.65
29+ energy = 0.0 0.33 // Same for energy
30+ energy = 1.0 0.99 // Same for energy
31+ fixedEmissions = false
32+ }
33+ AUDIO
34+ {
35+ channel = Ship
36+ clip = sound_rocket_hard
37+ volume = 0.0 0.0
38+ volume = 1.0 1.0
39+ pitch = 0.0 0.2
40+ pitch = 1.0 1.0
41+ loop = true
42+ }
43+ }
44+ powersmoke
45+ {
46+ MODEL_MULTI_PARTICLE_PERSIST
47+ {
48+ name = smokethrust
49+ modelName = MP_Nazari/FX/smokejet
50+ transformName = thrustTransform
51+ 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
55+ energy = 0.0 0.2 // Same for energy
56+ energy = 1.0 3.2 // Same for energy
57+ 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
64+ 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%
67+
68+ 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
82+ distance = 110.0 1.0
83+
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
87+ 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
92+ density = 0.002 1.0
93+ density = 0.001 0.0 // and stop under .001
94+ }
95+ }
96+ }
97+ engage
98+ {
99+ AUDIO
100+ {
101+ channel = Ship
102+ clip = sound_vent_medium
103+ volume = 1.0
104+ pitch = 2.0
105+ loop = false
106+ }
107+ }
108+ disengage
109+ {
110+ AUDIO
111+ {
112+ channel = Ship
113+ clip = sound_vent_soft
114+ volume = 1.0
115+ pitch = 2.0
116+ loop = false
117+ }
118+ }
119+ flameout
120+ {
121+ AUDIO
122+ {
123+ channel = Ship
124+ clip = sound_explosion_low
125+ volume = 1.0
126+ pitch = 2.0
127+ loop = false
128+ }
129+ }
130+ }
131+ @MODULE[ModuleEngines*]
132+ {
133+ @name = ModuleEnginesFX
134+ //engineID = rocketengine
135+ %spoolEffectName = powersmoke
136+ %powerEffectName = powerflame
137+ !fxOffset = del
138+
139+ }
140+ @MODULE[ModuleEngineConfigs]
141+ {
142+ %type = ModuleEnginesFX
143+ }
98144}
99- }
100- engage
101- {
102- AUDIO
103- {
104- channel = Ship
105- clip = sound_vent_medium
106- volume = 1.0
107- pitch = 2.0
108- loop = false
109- }
110- }
111- disengage
112- {
113- AUDIO
114- {
115- channel = Ship
116- clip = sound_vent_soft
117- volume = 1.0
118- pitch = 2.0
119- loop = false
120- }
121- }
122- flameout
123- {
124- AUDIO
125- {
126- channel = Ship
127- clip = sound_explosion_low
128- volume = 1.0
129- pitch = 2.0
130- loop = false
131- }
132- }
133- }
134- @MODULE[ModuleEngines]
135- {
136- @name = ModuleEnginesFX
137- //engineID = rocketengine
138- runningEffectName = powersmoke
139- directThrottleEffectName = powerflame
140- !fxOffset
141-
142- }
143- @MODULE[ModuleEngineConfigs]
144- {
145- %type = ModuleEnginesFX
146- }
147- }
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