his version just adds on a bit to the colour control menu; go ahead and click that 'Adv Options' button

with supreme justice

to A) show the curve controls again and B) reveal the new saturation & value controls. If you're not sure about what these do, just check

the wiki page on HSV

.

v1.1.17 - This update adds the ability to individually change the gradient of the flamethrower effect used by each thruster and emitter you have, via a new 'Colour' menu. Smoke (fade to black) can be toggled on/off, the starting & ending colours can be changed, and the gradient's slope and start point can be changed via 2 sliders named 'Linear Offset' and 'Linear Scale'. The maths behind the gradient isn't particularly complex but it can be a bit hard to understand at first, so just take your time to experiment with it and maybe take a look at

this graph

.



Some of the builders requested a version of the thruster that has all of the effects but doesn't generate lag, so I put a new block into the mod: the emitter. I took the panels, gears, vectoring & thrust out, so the block generates significantly less lag during simulation (it was doing a lot of stuff every frame). I also put in sliders to control the particle amount, velocity, gravity, and light colour. You can also make the block turn invisible on sim start. I could go on about the other little changes & how stuff works, but it's probably better if you just figure it out yourself as the rest isn't particularly major.

Oh, just one more thing: Unity doesn't seem to like it if you have multiple light sources near the ground, so having more than 1 source of light nearby will cause weird flickering, like the spot can't decide which source it wants to be under. I'm pretty sure there's nothing I can do to fix this, although updates to the version of Unity that Besiege runs on might help.

- T- This is just an update to support Besiege v0.32, but good lord is it annoying to try and work with the code in the game instead of just writing fixes & workarounds... Anyways, now that that's all sorted there shouldn't be any major bugs in the mod, but as always please report anything unusual that you do find. As of writing there is one known bug - a small graphical glitch that causes mirrored block placement ghosts to not be as transparent as they should be, but it's such a minor issue that I'll probably leave it as-is in favour of working on new and exciting things.- With the high-G flight gif on Reddit doing well and the new ACM version being released, now's probably a good time to put out a new update! This one is largely more visual effects, and patching up stuff, including how the thruster was applying force (I made the exact same mistake I did with my laser mod's kinetic mode). The thruster can now make heatwave effects, alongside its afterburner and no effects. Keep in mind that none of these actually have any affect on gameplay (the thruster won't set anything on fire, don't worry). Also, if you install @wang_w571 's Cloud & Ground texture mod , you'll find that the afterburner also emits a small amount of light when night mode is enabled in the texture mod.- Patched some issues Lench found, including an NRE. Thanks Lench!- This update organises the keybind menu a bit, and adds partial support for @Lench 's scripter mod & ACM. It doesn't work yet, but will soon(tm).Also, @Redstoneman modified his F-15 Fighter Jet to accommodate my block. The results are spectacular - Mod Released.