View Poll Results: Do you like it?

Voters
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  • No. It slows down my machine at launch. I need my CPU cycles elsewhere.

    4 3.10%
  • No. I don't like the engine effects.

    4 3.10%
  • No. I don't like the tank effects.

    4 3.10%
  • Yes. I especially like the engine effects.

    67 51.94%
  • Yes. I especially like the tank effects.

    48 37.21%
  • Yes. It even runs smoothly.

    46 35.66%
  • What is this all about?

    10 7.75%
  • I'd like to use this in my mod.

    16 12.40%
  • I'd like to contribute somehow.

    11 8.53%
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Thread: [.24.2] DISCONTINUED CoolRockets! Cryo and Launch Particle FX

  1. #1

    Question [.24.2] DISCONTINUED CoolRockets! Cryo and Launch Particle FX

    After one year of developing and maintaining mods for KSP, it is time to move on for me.

    I will release the code and models into the public domain if anyone is interested. Please just drop me a message if you are interested in taking over the development and maintenance for this mod or if you would like to use its code or models in other mods.

    It was a pleasure to work with you guys!

    dtobi


    This is an early release of a visual enhancements for stock engines and stock tanks. I am doing this early release because I would like to have some feedback on this mod.

    There are two kinds of effects: a) cryogenic engine boiloff and b) ice falling off the tanks.

    The mod consists of a module manager config, a plugin dll and 2 models for the particle effects. The mod allows to try out the particle effects and effects parameters in the vab in order to do so, you have to set the debug flag in the config. Here is a short description of the effects in case you want to change these or add tehm to other mods (be aware that this is an early release. The syntach and meaning of the parameters might change at some point).

    PS: Nazari, sorry for being a copycat on the name... HotRockets Particle effects and CoolRockets just fits too well to call this differently!




    Pre-Launch-Effect (starts before launch)
    Code:
    	MODULE
    	{
    		name = KM_PreLaunchEffect // the name of the plugin. Don't change!
    		effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names.
    		checkBottomNode = true // deactivate if something is attached at the bottom node (for engines)
                    debug = false // show or don't show the debug context menu in the VAB tweakables.
    		width = 0.1 // width of the particle system
    		height = 6 // height or lifetime of the particles
    		xOffset = 0 // move the whole thing on the xyz achsis
    		yOffset = 0
     		zOffset = 0
    		numP = 20 // number of active particles in the system	
    		speedX = 0 // direction of the particles
    		speedY = -0.2
    		speedZ = 0
    		size = 1.5 // sizeof the particles. It ranges from x/2 to x
                    rndVelocity = 0.1 // random movement in all directions
                    runningTime = 0.5 // stop x seconds after launch
    
    	}
    Post-Launch-Effect
    Code:
    	MODULE
    	{
    		name = KM_PostLaunchEffect // the name of the plugin. Don't change!
    		effectName = PreLaunchEffectIce1 // the name of the particle system in the .mu. You can have several systems with same or different names.
    		checkBottomNode = true // deactivate if something is attached at the bottom node (for engines)
                    debug = false // show or don't show the debug context menu in the VAB tweakables.
    		width = 0.1 // width of the particle system
    		height = 6 // height or lifetime of the particles
    		xOffset = 0 // move the whole thing on the xyz achsis
    		yOffset = 0
    		zOffset = 0
    		numP = 20 // number of active particles in the system
                    softDecrease = true	// reduce the number of particles over the lifetime of runningTime
    		speedX = 0 // direction of the particles
    		speedY = -0.2
    		speedZ = 0
    		size = 1.5 // sizeof the particles. It ranges from x/2 to x
                    rndVelocity = 0.1 // random movement in all directions
                    runningTime = 0.5 // stop x seconds after launch
    
    
    	}



    Installation:
    -----------------
    Important! Please follow the steps EVERY TIME you update a Klockheed Martian Mod! All public releases are located here:
    https://www.dropbox.com/sh/r93q90vpb...4h1_WtfFGa/KSP

    a) Download the latest version of the base Klockheed Martian Mod from here. It is just called "Klockheed_Martian".
    b) Download the desired Klockheed Martian mods (e.g., Klockheed_Martian_SSE for Space Shuttle Engines).
    c) Delete the Klockheed Martian base folder (GameData\Klockheed_Martian).
    d) If you update mod, delete its folder too (e.g., GameData\Klockheed_Martian_SSE)
    d) Unzip both files and copy the GameData folders to your GameData Folder.


    The base folder is required for common plugin functionality that is shared by all Klockheed Martian mods.

    Get KW Rocketry configs for RSS here: http://forum.kerbalspaceprogram.com/...=1#post1089185

    Just put it into your GameData folder (yes, both folders. CoolRockets and Klockheed_Martian)

    Changelog

    V.02 Added Scripto23's Laztec config (thanks for sharing it)
    V.03 Added four particle systems to engine effects (numbered 1 to 4) and updated KM_Lib
    V.04 Fixed four nozzle bug. Now engines with up to four fx should work.
    V.05 Toggle button now vanishes from context menu after launch. Launch smoke does not follow rocket any more.

    Credits:

    This mod uses and distributes module manager in an unchanged form. Credits go to sarbian and ialdabaoth .


    HELP WANTED

    If you have a favorite mod with engines or tanks, consider making the launch effects and upload these. I'll gladly include any third party configs.
    Last edited by dtobi; 12th October 2014 at 03:25.

  2. #2
    Not-so-skilled Modder blackheart612's Avatar
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    Niiiiice. Looking into it now

    Edit:

    Okay, so I downloaded it and put it in GameData. I didn't see anything?
    Am I dumb or am I dumb? XD
    Last edited by blackheart612; 2nd February 2014 at 07:56. Reason: Put edit cause I forgot to put edit when I edited yo dawg

  3. #3
    Quote Originally Posted by blackheart612 View Post
    Niiiiice. Looking into it now >
    I just changed a tiny thing in the download. Please update once more.

  4. #4
    Quote Originally Posted by blackheart612 View Post
    Niiiiice. Looking into it now

    Edit:

    Okay, so I downloaded it and put it in GameData. I didn't see anything?
    Am I dumb or am I dumb? XD
    I am the one being dumb. I forgot to include module manager. It's coming.

  5. #5
    OK, Module Manager 1.5.6 is now in the download zip. It shoudl (fingers crossed) work now. Please re-download. Thanks for your patience.

  6. #6
    Not-so-skilled Modder blackheart612's Avatar
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    Pacific Ocean
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    1,528
    I copied my modulemanager before the fix was uploaded. It worked.
    It looks pretty cool and it's compatible with hot rockets.
    Cool = Cryo and derived from HotRockets. Damn you're a genius.

    The Tank effects could use some more work though

    Edit: Runtime of Postlaunch ice seems fast to me. I observed launches and it looks like it lasts for a couple of seconds. (I know I can edit it but just sayin)
    Last edited by blackheart612; 2nd February 2014 at 08:43.

  7. #7
    Would that be possible to have it check with RealFuels? Just think of how awesome it'd be to have the effects automatically applied to cryogenic fuel tanks and appropriate engines...

  8. #8
    dtobi, this looks really great!

    Dragon01, it looks like it just uses module manager to patch in the necessery fx to specific engines. After work today I'm going to see if I can whip up a cfg that applies it to the appropriate engines in the RealEngines.cfg of RO

  9. #9
    Except it doesn't work like that. RO has customizable fuels for many engines, meaning you can have a keroLOX engine which should display cryo effects, but can also be reconfigured to hypergolics, which shouldn't have them. Also, ice doesn't appear on tanks that don't have cryogenic fuels, meaning the "ice falloff" should be restricted to tanks that have a substantial amount of cryogenic fuels.

  10. #10
    I think it looks quite weird to have the cryo effects come out of the main nozzles. It might be how it works IRL, but I think it looks weird. Is there a way to make it emit through the "side nozzles" (the small things on the lv-t engines) only?

    EDIT: Or maybe it's just because there's a LOT of it coming out of the LV-T engines, almost the same amount as from the Mainsail. Maybe it should be reduced a bit?
    Last edited by wasmic; 2nd February 2014 at 10:51.
    Do you want an electromagnetic catapult for launching spacecrafts? Skykooler (who also made Extraplanetary Launchpads) made one.
    Quote Originally Posted by TehGimp666 View Post
    It appears that your game menu is undergoing atmospheric re-entry... on the Mun...

    Only with KMP folks!
    I just realized that Copenhagen_Suborbitals has only 14 reputation points. Give them all of your rep, guys!

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