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  1. Originally written by @pizzaoverhead. The mod hasn't been updated since game version 1.6.1 and the author hasn't been around or replied to my email inquiry. I enjoy the mod so I'm adopting it. Original thread here: Features This mod adds code to display an unused stock particle effect for reentry, featuring a plasma trail and sparks. Pics: Video: Installation Unzip to \GameData Dependencies None Downloads Spacedock GitHub Source License Continued from orginal: GPLv2 To-do List Add ability for user to adjust visual options such as trail length, sparks only, etc. Change log Please report any issues here or on GitHub, thanks!
  2. Who else would love to see wakes (from ocean going vessels) on the seas of Kerbin, Laythe, and even Eve? there are literally no water effect wakes mods.
  3. This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag:
  4. Re-entry Particle Effect This mod adds code to display an unused stock particle effect for reentry, featuring a plasma trail and sparks. Downloads CurseForge | SpaceDock | GitHub Download packages, art and sound assets, binaries and libraries licensed All Rights Reserved. Source included, project also available on github licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v1.4 (2019-02-12) Recompiled and updated for KSP 1.6. Reduced the scale of the plasma trail. v1.3 (2018-08-24) Recompiled and updated for KSP 1.4 compatibility. v1.2 (2016-10-24) Recompiled for KSP 1.2. v1.1 (2016-07-04) Changed re-entry effects to activate only during harsh aerobraking. v1.0 (2016-07-03) Initial release.
  5. ShipEffects Continued is a continuation of @ensou04's ShipEffects mod. So, what does this mod do? Let me quote the original developer: DOWNLOAD Source licensed under a CC BY-NC-SA 4.0 license Version Simple compile for KSP 1.4.2 Creating your Own SoundPack: Simply replace the sound files in the sounds folder with your own, using the same file names. Format used for the sound files is .wav .OGG might work. Does not support other formats though. Loops are the best used for this. Make sure your peak db is around -6db, this ensures we dont clip the speakers. These are the default settings. Volume controls for this are of the same name. SHIPEFFECTS_SETTINGS { OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 1.0 stressVolume = 0.6 atmosphereVolume = 0.6 // Default is 1.0, exagerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.75 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0 }
  6. I am working on a part with RCS ports, so I can't use stock RCS effects (they appear to be multiparticle effects, and don't work well with the model in question). Unfortunately, KSP PartTools' particle emitter breaks my saved particle effects, and the "set up particle emitter" button does absolutely nothing. I'm going to see if I can get my effects to work without it, but I doubt KSP will support them. Help.
  7. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  8. Hey, I've been really interested in SpaceX and its live streams. I was fascinated by their speedometer and altimeter in the top right, and I really want a mod that can do this, and I'm sure others have been wanting something like it as well. For those who don't know what I'm talking about, I'm talking about this thing If you take the time to make it, thank you so much!
  9. The re-entry effects appear not to be sorted, but instead appear to be rendered last, resulting in them not being occluded by vehicle parts. The KSP build was stock 64bit, running on Windows 7 64bit, using a 670 GTX graphics card.
  10. Space effects? Hey guys,i've been working in a mod last days, called Star trek 2063 Warp mod... The engines already work, them can co really fast than light... now i wonder, how do i make effects just like reentry in space? Just like that... Or like this, but blue and in space? cmon guys, help me, im not a real nice modder like you are... Thank you!
  11. Hey all, i seriously need a second set of eyes to help me see where i'm going wrong here, or if what im doing is even possible (im assuming it is, it's just that im more of a modeller than programmer and i'm missing something utterly obvious.) To the quick! The problem. I'm trying to create a "Spacebus" a small 6 man shuttlepod to ferry kerbals around Kerbin/Mun/Minmus stations. Everything was going fine until i tried adding the engines and RCS. Now, i've done a good bit of modding before so i know the pitfalls here, and i tried to cover most of my bases. =I tried adding in RCS, and it worked fine. I tried adding the engines, and it all bust. =I tried adding in the engines, and it worked fine. I tried adding the RCS, and it all bust. =I tried using both sets of engines in one cfg without any effects at all included. Both work --perfectly-- without any effects being added. To make the point easy, here's a video. As i say, this isnt my first rodeo. I've made sure both RCS and the engines have different sets of transforms each, and none overlap or are incorrectly named (as the video proves). The problem boils down to the sodding EFFECTS module, or so i think. I first copy/pasted seperate effects modules, and that just breaks everything. I then tried to merge the two effects modules into one "EFFECTS" in the cfg, and it still buggers up. It's like the game is saying "You can have one set of effects on this part, but not two." Below ive included the main starting section of the CFG (incase ive overlooked something bloody obvious) here. And here are the two separate Effects modules that i cant seem to get to play nice together. Main Engines : And the RCS part I've tried using just fx_whatevers at the start of the cfg, but unless im adding them in wrong, they dont play nice with the RCS Effects module. Thanks for taking the time to read this, and if you've any helpful advice or can see where i've gone wrong i'll be so SO grateful (and make sure to mention you when i release my main mod, of course!)
  12. Does anybody know how you can convert the "flat" format of effects in engines to the effects node structure and visa versa? And is it possible? flat structure example from Skipper engine fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout Effects node structure example from small Jet Engine EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } }
  13. I've been working on fuel jettison nozzle mod. For now, I've done fuel subtracting plugin but now, I can't find way to add effect. Sound seems to be easy to add with fxgroup. but how do i add smoke and fire? My part is not a engine so moduleenginefx seems not appropriate and using KSPADDON seems too complicated. I just wanna know how to add default effects. What I'm gonna make is a fuel jettison nozzle with long smoke trail, and fire trail when heated. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MyKSPProject { public class HelloKerbinMod : PartModule { FXGroup fx = new FXGroup("smoke"); [KSPField(guiActive = true, guiActiveEditor = true, guiName = "Status", isPersistant = true)] string status; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F1", guiName = "Fuel Amount", guiUnits = "L", isPersistant = true)] double fuel; [KSPField(guiActive = true, guiActiveEditor = true, guiFormat = "F1", guiName = "Nozzle Size", guiUnits = "cm^2", isPersistant = true)] public float nozzleSize; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F0", guiName = "Tanks found", isPersistant = true)] public int tanks; [KSPEvent(active = true, externalToEVAOnly = false, guiActive = true, guiActiveEditor = false, guiActiveUncommand = false, guiActiveUnfocused = false, name = "toggleNozzle", guiName = "Toggle Nozzle")] public void toggleNozzle() { part.enabled = !part.enabled; if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } } public void consumeFuel() { foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel" && r.amount > 0) { r.amount -= nozzleSize / tanks; fx.setActive(true); } if (r.amount < 0) { r.amount = 0; } } } } public override void OnLoad(ConfigNode node) { nozzleSize = float.Parse(node.GetValue("nozzleSize")); if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } fx.name = "fx_smokeTrail_medium"; part.enabled = false; part.deactivate(); base.OnLoad(node); } public override void OnUpdate() { consumeFuel(); if (!status.Contains("TEMP") && part.temperature >= 1000) { status += " TEMP WARNING!!"; } base.OnUpdate(); } public void Update() { EstimateFuel(); } public void EstimateFuel() { double tmpfuel = 0; int tmptanks = 0; foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel") { tmpfuel += r.amount; tmptanks++; } } } fuel = tmpfuel; tanks = tmptanks; if (fuel <= 0) { part.enabled = false; } } } } here's the code. and let me ask one more thing.. why status is not refreshed at first time in flight scene? status field is blank when its started and starts to display something after when i activate KSPEVENT.
  14. Hello guys, i dont know how to disable the water effects of the water for example when something splashes into it. Is there anything obvious that i miss or isnt there a setting for it? Thanks for awnsering
  15. So, KSP modding community, I'll need to call upon you to help me search through the sea of mods out there. I swear that I remember getting a mod at one point that is similar to cool rockets, but instead of showing just the condensation plumes coming out of the engines, they would show sparks coming off of the craft as if they are from welder's torches. Does anyone know of a mod like this? If there isn't, and if any of you know how to mod, it would be cool if you could make that.
  16. I'm wondering if it's possible to add two particle emitter effects to a single engine. I think it's possible, because I think at least the turboramjet effect with hot rockets worked that way. However this happened to me when I tried (see image below). What I did was I added to particle emitter objects in Unity to the empty object that is exported as a .mu file. This generates one .mu and two texture files. But KSP doesn't like it? Is there another way? The effect coming out of the exhaust is how it's actually supposed to look, but I don't know where the diagonal flame came from. Also, the engine can't be turned off or on, and the effect is always running...
  17. Just a little recommendation: Is it possible to create an effect in KSP that allows for part charring? For example when we pass a rocket plume over a part the part becomes blackened where the flame hit. Same with reentry. Just an idea.
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