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Created December 20, 2025 23:35
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KSP Waterfall Concorde Afterburnewr
screenshot_2024-07-23--22-41-57

To use this afterburner, create the two cfg files listed below. This profile was optimized to work with a TUFX profile that leverages heavy auto exposure, combined with turning down ambient light boost (-70% tends to work well, the auto exposure will compensate).

Two TUFX profiles are provided below, one simple one optimized for deferred, and one heavy handed one without deferred.

waterfall_use_concorde_burner.cfg in GameData

@PART[turboJet]:NEEDS[Waterfall]:AFTER[StockWaterfallEffects]
{
	@MODULE[ModuleWaterfallFX]:HAS[#moduleID[pantherWet]]
	{
		RANDOMNESSCONTROLLER
		{
			range = 0,0
			noiseType = perlin
			scale = 1
			minimum = 0
			speed = 3
			name = perlin
			seed = 0
		}
		@TEMPLATE
		{
			@templateName = concorde-burner
			!overrideParentTransform = _
		}
	}
}

concorde_burner.cfg in GameData

EFFECTTEMPLATE
{
	templateName = concorde-burner
	EFFECT
	{
		name = refraction
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,-1.20000005
			rotationOffset = -90,0,0
			scaleOffset = 0.600000024,25,0.600000024
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Distortion (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _DistortionTex
					texturePath = Waterfall/FX/fx-katniss-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				FLOAT
				{
					floatName = _Highlight
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 2.0999999
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 3
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = -5
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.5
				}
				FLOAT
				{
					floatName = _Falloff
					value = 4
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 1
				}
				FLOAT
				{
					floatName = _Strength
					value = 0.300000012
				}
				FLOAT
				{
					floatName = _Swirl
					value = 4
				}
				FLOAT
				{
					floatName = _TileY
					value = 1.75
				}
				FLOAT
				{
					floatName = _TileX
					value = 1
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 15
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 1
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.31972298
				}
				FLOAT
				{
					floatName = _Blur
					value = 5
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0.0606665723
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -1
				}
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 0.5 0 1
				key = 1 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Strength
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tStength
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 1
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _FadeIn
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tFadeIn
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0.3 0 2
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = InternalStreaks
		parentName = model
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,-0.200000003,0
			rotationOffset = 0,0,0
			scaleOffset = 0.435000002,1.29999995,0.435000002
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-katniss-noise-1-blurred
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.337254971,0.680499136,0.988235295,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.996296287,0.237037033,0,1
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.800000012
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 0.560000002
				}
				FLOAT
				{
					floatName = _Falloff
					value = 1.16692364
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 5
				}
				FLOAT
				{
					floatName = _Brightness
					value = 2.66945577
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.38138652
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 164.208267
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.211009786
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.45986855
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.727998853
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 10
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0.472503692
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 0.300000012
				}
			}
		}
		ROTATIONMODIFIER
		{
			controllerName = gimbalX
			transformName = Waterfall/FX/fx-cylinder(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gxRotation
			combinationType = ADD
			xCurve
			{
				key = -1 -4 0 4
				key = 0 0 4 4
				key = 1 4 4 0
			}
			yCurve
			{
			}
			zCurve
			{
			}
		}
		ROTATIONMODIFIER
		{
			controllerName = gimbalY
			transformName = Waterfall/FX/fx-cylinder(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gyRotation
			combinationType = ADD
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = -1 -4 0 4
				key = 0 0 4 4
				key = 1 4 4 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = REPLACE
			xCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalX
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gxScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = -1 0.95 0 0.05
				key = 0 1 0.05 -0.05
				key = 1 0.95 -0.05 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalY
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gyScale
			combinationType = MULTIPLY
			xCurve
			{
				key = -1 0.95 0 0.05
				key = 0 1 0.05 -0.05
				key = 1 0.95 -0.05 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 8
				key = 1 3.5 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _SymmetryStrength
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tSymmetryStrength
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0.8 0 -2
				key = 1 0.47 0 0
			}
		}
	}
	EFFECT
	{
		name = InternalBlue
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,-1.20000005
			rotationOffset = -90,0,0
			scaleOffset = 0.449999988,2,0.449999988
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-katniss-noise-1-blurred
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.996296287,0.270370364,0,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.349019647,0.57147944,0.960784316,1
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.600000024
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 0.649999976
				}
				FLOAT
				{
					floatName = _Falloff
					value = 4.50322533
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.964878678
				}
				FLOAT
				{
					floatName = _Brightness
					value = 4.74206781
				}
				FLOAT
				{
					floatName = _Noise
					value = 1.62306547
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 164.208267
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.211009786
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 1
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.369698256
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 10
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0.116330996
				}
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalX
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gxScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = -1 0.949 0 0.051
				key = 0 1 0.051 -0.051
				key = 1 0.949 -0.051 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalY
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gyScale
			combinationType = MULTIPLY
			xCurve
			{
				key = -1 0.949 0 0.051
				key = 0 1 0.051 -0.051
				key = 1 0.949 -0.051 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 5
				key = 1 4.74 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _SymmetryStrength
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tSymmetryStrength
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 0.11 0 0
			}
		}
	}
	EFFECT
	{
		name = CoreVolumetric
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-volumetric-cones
			positionOffset = 0,0,-1.20000005
			rotationOffset = -90,0,0
			scaleOffset = 0.200000003,10,0.200000003
			MATERIAL
			{
				transform = Waterfall/FX/fx-volumetric-cones(Clone)
				shader = Waterfall/Additive Cones (Volumetric)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.337254971,0.502959073,0.988235295,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,0.508210003,0.32758972,1
				}
				FLOAT
				{
					floatName = _Stretch
					value = 0
				}
				FLOAT
				{
					floatName = _ConeLength
					value = 0.0703554302
				}
				FLOAT
				{
					floatName = _ExitLength
					value = 0
				}
				FLOAT
				{
					floatName = _ExitStart
					value = 0.5
				}
				FLOAT
				{
					floatName = _ConeExpansion
					value = 0.0757543519
				}
				FLOAT
				{
					floatName = _Asymmetry
					value = 0
				}
				FLOAT
				{
					floatName = _Seed
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFade
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFadeStart
					value = 0
				}
				FLOAT
				{
					floatName = _Smoothness
					value = 0.5
				}
				FLOAT
				{
					floatName = _LengthBrightness
					value = 0
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.77457428
				}
				FLOAT
				{
					floatName = _Falloff
					value = 7.21362448
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 2.29934287
				}
				FLOAT
				{
					floatName = _Noise
					value = 5.53211832
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 0
				}
				FLOAT
				{
					floatName = _TileY
					value = 6.184793
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.166815072
				}
				FLOAT
				{
					floatName = _NoiseFresnel
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.1190021
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 113.614594
				}
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 0.5 0 1
				key = 1 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Falloff
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tFalloff
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 5 0 -5
				key = 1 1 -2 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 7
				key = 0.2 1 0 0
			}
		}
	}
	EFFECT
	{
		name = ShockVolumetric
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-volumetric-cones
			positionOffset = 0,0,-0.699999988
			rotationOffset = -90,0,0
			scaleOffset = 0.449999988,10.5,0.449999988
			MATERIAL
			{
				transform = Waterfall/FX/fx-volumetric-cones(Clone)
				shader = Waterfall/Additive Cones (Volumetric)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.996296287,0.270370364,0,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.996296287,0.270370364,0,1
				}
				FLOAT
				{
					floatName = _Stretch
					value = 0
				}
				FLOAT
				{
					floatName = _ConeLength
					value = 0.0703554302
				}
				FLOAT
				{
					floatName = _ExitLength
					value = 2.70510936
				}
				FLOAT
				{
					floatName = _ExitStart
					value = 0.653289497
				}
				FLOAT
				{
					floatName = _ConeExpansion
					value = 1
				}
				FLOAT
				{
					floatName = _Asymmetry
					value = -0.26239562
				}
				FLOAT
				{
					floatName = _Seed
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFade
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFadeStart
					value = 0
				}
				FLOAT
				{
					floatName = _Smoothness
					value = 0.699999988
				}
				FLOAT
				{
					floatName = _LengthBrightness
					value = 0
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.306692034
				}
				FLOAT
				{
					floatName = _Falloff
					value = 4.46342993
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 1.30746949
				}
				FLOAT
				{
					floatName = _Noise
					value = 1.20394349
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 0
				}
				FLOAT
				{
					floatName = _TileY
					value = 6.184793
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.220917255
				}
				FLOAT
				{
					floatName = _NoiseFresnel
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 3.78715301
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 113.614594
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.392240852
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.0901703089
				}
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 0.5 0 1
				key = 1 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.3 0.8 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = atmosphereDepth
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = aBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 0
				key = 1 1 2 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = mach
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = mBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 1 0 -0.5
				key = 5 0 0 0
			}
		}
	}
	EFFECT
	{
		name = OuterVolumetric
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-volumetric-cones
			positionOffset = 0,0,-0.699999988
			rotationOffset = -90,0,0
			scaleOffset = 0.449999988,11,0.449999988
			MATERIAL
			{
				transform = Waterfall/FX/fx-volumetric-cones(Clone)
				shader = Waterfall/Additive Cones (Volumetric)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-2
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.337254971,0.502959073,0.988235295,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,0.508210003,0.32758972,1
				}
				FLOAT
				{
					floatName = _Stretch
					value = 0
				}
				FLOAT
				{
					floatName = _ConeLength
					value = 0.0703554302
				}
				FLOAT
				{
					floatName = _ExitLength
					value = 3.1559608
				}
				FLOAT
				{
					floatName = _ExitStart
					value = 0.5
				}
				FLOAT
				{
					floatName = _ConeExpansion
					value = 0.0712458417
				}
				FLOAT
				{
					floatName = _Asymmetry
					value = -0.300000012
				}
				FLOAT
				{
					floatName = _Seed
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFade
					value = 0
				}
				FLOAT
				{
					floatName = _ConeFadeStart
					value = 0
				}
				FLOAT
				{
					floatName = _Smoothness
					value = 0.5
				}
				FLOAT
				{
					floatName = _LengthBrightness
					value = 0
				}
				FLOAT
				{
					floatName = _Brightness
					value = 3.01625323
				}
				FLOAT
				{
					floatName = _Falloff
					value = 7.4390502
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.987421274
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.09752011
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 0
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.563564301
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.220917255
				}
				FLOAT
				{
					floatName = _NoiseFresnel
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 0.5
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 200
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.446343035
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.879160523
				}
				FLOAT
				{
					floatName = _TileX
					value = 0.112712897
				}
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 0.5 0 1
				key = 1 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 3
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Falloff
			controllerName = throttle
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tFalloff
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 2 0 -3
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _ConeExpansion
			controllerName = atmosphereDepth
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = aConeExpansion
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.07 0.14 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _ConeExpansion
			controllerName = mach
			transformName = Waterfall/FX/fx-volumetric-cones(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = mConeExpansion
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 1 0 -0.5
				key = 5 0 0 0
			}
		}
	}
	EFFECT
	{
		name = Sparks
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,-1.20000005
			rotationOffset = -90,0,0
			scaleOffset = 0.449999988,10,0.449999988
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.337254971,0.502959073,0.988235295,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,0.508210003,0.32758972,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 10
				}
				FLOAT
				{
					floatName = _Noise
					value = 3000
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 0
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 97.5158844
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.00700000022
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 2.84036469
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 1
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.5
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 1
				}
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = perlin
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = pBrightness
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 0
				key = 0.3 0 0 0
				key = 1 0.01 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 3
				key = 0.4 0.6 0.5 0.5
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = InternalSparks
		parentName = model
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,-0.200000003,0
			rotationOffset = 0,0,0
			scaleOffset = 0.435000002,1.29999995,0.435000002
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.337254971,0.502959073,0.988235295,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,0.508210003,0.32758972,1
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.800000012
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 0.560000002
				}
				FLOAT
				{
					floatName = _Falloff
					value = 4.64111948
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 5
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0
				}
				FLOAT
				{
					floatName = _Noise
					value = 3000
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 500
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.211009786
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.45986855
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.727998853
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 10
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0.439333409
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 0.300000012
				}
			}
		}
		ROTATIONMODIFIER
		{
			controllerName = gimbalX
			transformName = Waterfall/FX/fx-cylinder(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gxRotation
			combinationType = ADD
			xCurve
			{
				key = -1 -4 0 4
				key = 0 0 4 4
				key = 1 4 4 0
			}
			yCurve
			{
			}
			zCurve
			{
			}
		}
		ROTATIONMODIFIER
		{
			controllerName = gimbalY
			transformName = Waterfall/FX/fx-cylinder(Clone)
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gyRotation
			combinationType = ADD
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = -1 -4 0 4
				key = 0 0 4 4
				key = 1 4 4 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tScale
			combinationType = REPLACE
			xCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 0.765 0 0.6
				key = 0.8 1 0 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalX
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gxScale
			combinationType = MULTIPLY
			xCurve
			{
				key = 0 1 0 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = -1 0.95 0 0.05
				key = 0 1 0.05 -0.05
				key = 1 0.95 -0.05 0
			}
		}
		SCALEMODIFIER
		{
			controllerName = gimbalY
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = gyScale
			combinationType = MULTIPLY
			xCurve
			{
				key = -1 0.95 0 0.05
				key = 0 1 0.05 -0.05
				key = 1 0.95 -0.05 0
			}
			yCurve
			{
				key = 0 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tBrightness
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0 0 0.03
				key = 0.05 0.03 0 0
				key = 1 0.02 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _SymmetryStrength
			controllerName = throttle
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = tSymmetryStrength
			combinationType = REPLACE
			floatCurve
			{
				key = 0 0.8 0 -2
				key = 1 0.47 0 0
			}
		}
		FLOATMODIFIER
		{
			floatName = _Brightness
			controllerName = perlin
			transformName = Cylinder
			useRandomness = False
			randomnessController = RandomnessController
			randomnessScale = 1
			name = pBrightness
			combinationType = MULTIPLY
			floatCurve
			{
				key = 0 0 0 0
				key = 0.3 0 0 0
				key = 1 1 0 0
			}
		}
	}
}

Simple TUFX profile for deferred:

TUFX_PROFILE
{
	name = Default-Empty-2
	hdr = True
	Antialiasing
	{
		Mode = None
		TemporalAntialiasing
		{
			jitterSpread = 0.800000012
			sharpness = 0.280000001
			stationaryBlending = 0.899999976
			motionBlending = 0.649999976
		}
		SubpixelMorphologicalAntialiasing
		{
			quality = High
		}
		FastApproximateAntialiasing
		{
			fastMode = False
			keepAlpha = False
		}
	}
	SecondaryCameraAntialiasing
	{
		Mode = None
		TemporalAntialiasing
		{
			jitterSpread = 0.75
			sharpness = 0.25
			stationaryBlending = 0.949999988
			motionBlending = 0.850000024
		}
		SubpixelMorphologicalAntialiasing
		{
			quality = High
		}
		FastApproximateAntialiasing
		{
			fastMode = False
			keepAlpha = False
		}
	}
	EFFECT
	{
		name = Bloom
		Intensity = 0.100000001
		Threshold = 0.800000012
	}
	EFFECT
	{
		name = AutoExposure
		Filtering = 60,100
		MinLuminance = -4
		MaxLuminance = 9
		KeyValue = 0.5
		EyeAdaption = Progressive
		SpeedUp = 10
		SpeedDown = 10
	}
	EFFECT
	{
		name = ColorGrading
		GradingMode = HighDefinitionRange
		Tonemapper = Neutral
		ToneCurveToeStrength = 0.14509432
		ToneCurveToeLength = 0.276540905
		ToneCurveShoulderStrength = 1
		ToneCurveShoulderLength = 10
		ToneCurveShoulderAngle = 1
		ToneCurveGamma = 0.649999976
	}
}

Heavy handed TUFX for base KSP

Also includes motion blur as a personal preference, you can remove that part.

TUFX_PROFILE
{
	name = HB-HDR-Flight-AutoExposure-minus70%AmbientLight
	hdr = True
	antialiasing = None
	EFFECT
	{
		name = ColorGrading
		GradingMode = HighDefinitionRange
		Tonemapper = None
		Temperature = -4.55920792
		Tint = 11.2799997
		ColorFilter = 0.970000029,1,1,1
		HueShift = 4.52829838
		Saturation = -20
		PostExposure = -0.200000003
		Contrast = 8
		Lift = 0,0,0.00999999978,0
		Gamma = -0.0500000007,-0.0500000007,-0.0199999996,0.100000001
		Gain = 1.35000002,1.35000002,1.17999995,0.400000006
	}
	EFFECT
	{
		name = Bloom
		Intensity = 0.125786215
		Threshold = 0.811320722
		Clamp = 64000
		AnamorphicRatio = -1
		Color = 1.20000005,1.04999995,1,1
		FastMode = True
	}
	EFFECT
	{
		name = Vignette
		Mode = Classic
		Intensity = 0.32704401
		Smoothness = 0.271509439
	}
	EFFECT
	{
		name = MotionBlur
		ShutterAngle = 90
	}
	EFFECT
	{
		name = AutoExposure
		Filtering = 50,95
		MinLuminance = -3
		MaxLuminance = 4
		KeyValue = 0.5
		EyeAdaption = Progressive
		SpeedUp = 10
		SpeedDown = 10
	}
}
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