sumghai / SDHI_ServiceModuleSystem

Parts pack for Kerbal Space Program that consists of a stockalike Service Module and accessories inspired by NASA’s Orion MPCV, and designed specifically for use with the stock Mk1-3 Command Pod.
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HotRockets support for Rockomax LV-909 Engine - Fairingless Variant #9

Closed sumghai closed 10 years ago

sumghai commented 10 years ago

aristurtle kindly pointed out that the LV-909 variant bundled with SDHI does not include HotRockets support, and has provided the following patch:

@PART[SDHI_Rockomax_LV-909_NoFairing] //LV-909 (fairingless, SDHI)
{
    !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 = ModuleEnginesFX
        //engineID = rocketengine
        runningEffectName = powersmoke
        directThrottleEffectName = powerflame
    !fxOffset

    }
    @MODULE[ModuleEngineConfigs]
    {
    %type = ModuleEnginesFX
    }
}
sumghai commented 10 years ago

MM patch composed, ready for V2.0.