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Define separate FX for LV-N's LF and LH2 modes
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KSP apparently doesn't like sharing the same effect definitions between several
engine modules; only one of them actually plays the effect.  To get the effects
on both engine modes, they have to be defined twice, with different names.

To avoid duplicating all the effect properties, I've used ModuleManager's
whole-node copy-paste feature to copy the AUDIO and MODULE_MULTI_PARTICLE nodes
from the LH2 effects to the LF ones.
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Wyzard256 committed Nov 7, 2017
1 parent 320ad00 commit 6f8d28b
Showing 1 changed file with 13 additions and 2 deletions.
15 changes: 13 additions & 2 deletions GameData/KerbalAtomics/Patches/NTR/hydrogenNTRsSQUAD.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -73,6 +73,17 @@
speed = 1.0 1.0
}
}
fx-sc-lf-core
{
// Copy from the corresponding LH2 effect.
#../fx-sc-lh2-core/AUDIO {}
#../fx-sc-lh2-core/MODEL_MULTI_PARTICLE {}
}
fx-sc-lf-plume
{
// Copy from the corresponding LH2 effect.
#../fx-sc-lh2-plume/MODEL_MULTI_PARTICLE {}
}
}
MODULE
{
Expand Down Expand Up @@ -111,8 +122,8 @@
engineID = LF
thrustVectorTransformName = thrustTransform
exhaustDamage = True
runningEffectName = fx-sc-lh2-core
powerEffectName = fx-sc-lh2-plume
runningEffectName = fx-sc-lf-core
powerEffectName = fx-sc-lf-plume
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 60
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