I have two questions related to this.

Scaling a motor in the tinker panel or in xml doesn't change plume size, what can end up in ridiculous looking engines. Does anyone know a way to edit the xml files to make the plume bigger?

Second question. How do you think the game know where to play the smoke particles that show when you launch from the launch pad? Could it be possible to change the coordinates where that particles show?

Tags
Question

8 Comments

  • Log in to leave a comment
  • Profile image

    @AnotherFireFox
    Don’t mention the word "real" too many times because I'm the type of dude who will end up trying to make SR2 a molecular-based physic engine XD (I like realism a lot)
    Anyway here you go:

    +3 5.3 years ago
  • Profile image

    @Opise227 Let me know your Email ID and I'll send you an invitation :3 We basically do everything: making real solar system, real engines, real rcs and real whatevers!

    5.3 years ago
  • Profile image

    @pedro16797
    Ok so I was searching for the same property for quite long too XD
    @AnotherFireFox
    Hi, what can I do for you?
    Notice that even if I learned HTML, CSS, some JavaScript, a lot of Lua and XML, I’ve never done a mod before.
    So what’s your mod going to be about exactly?

    5.3 years ago
  • Profile image

    @Opise227 yayy, join us

    5.3 years ago
  • Profile image
    Dev Pedro

    @Opise227 try seed 1969, is the best I've found yet.
    If you want to join the modding team you should talk with @AnotherFireFox
    Plume is the exhaust fire of an engine

    5.3 years ago
  • Profile image

    @pedro16797
    I'll be honest, I don't know what plume means
    English is not my first langauge
    I tried to find the smoke effect too, but I found nothing
    I searched in the planets, the spawn locations, the game state, the flight state... nope.
    But yeah, I'm interested in your proposition. I already started to convert Droo into Earth :)

    5.3 years ago
  • Profile image
    Dev Pedro

    @Opise227 none of the atributes in the xml seems to modify the plume and I can't find the smoke location, I think it's harcode like the launch site. Do you want to help us with Real Engines mod and Real Solar System? We are currently sorking on xml mods until modtools are released and need some help

    5.3 years ago
  • Profile image

    here are some some xml values in
    <Config />
    massScale="Number": multiplier for the final part's weight WARNING: the fuel weight is multiplied, but not it's volume
    partScale="Vector3": this is for resizing ANY parts in the x, y and z axis
    <Engine />
    electricalConsumption="Number": how much battery the engine consumes (like ion engines)
    fuelConsumption="Number": how much of the specified fuel the engine consumes
    fuelConsumptionScale="Number": multiplies the fuel consumption and thrust
    gimbalRange="Number": multiplies the maxGimbalAngle
    maxGimbalAngle="Number": the angle (in degrees) the engine can tilt
    maxTorque="Number": the force the engine applies to tilt itself (can be affected by massScale)
    seaLevelEfficiency="Number": I'm not sure for this one, but because of the atmosphere, engines are a little less efficient at sea level, they reach their maximum potential in space
    supportsWarpBurn="Bool": if set to true (false by default, except for the ion engine) allows the engine to work while performing a time warp
    thrust="Number": sets the force (in Newtons Kg/m/s2) of the engine
    vacuumEfficiency="Number": I guess this one is the opposite of seaLevelEfficiency, the maximum potential of the engine in space, should work as a multiplier of thrust
    inspectorEnabled="Bool": I have no idea for this one

    for the smoke part, I don't know either, but it's probably located in the SolarSystem>default

    +3 5.3 years ago

No Upvotes

Log in in to upvote this post.