Jump to content

Search the Community

Showing results for tags 'fx'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 13 results

  1. A replacement for stock engine particle FX. If you are tired of seeing the same old effects, HotRockets is for you! Note: SmokeScreen + ModuleManager are required dependencies. Download the legacy version here (compatible with KSP 1.1): Download HotRockets Note that HotRockets is primarily my set of replacements for stock engines. I no longer support FX packs for mod engines, but you are able to use the HotRockets assets for your mods. Many mods now make use of HotRockets assets to improve engine FX; some will add support for mod engines, and some have additional features for stock and mod engines such as resized plumes or easily added preconfigured effects. Mods using HotRockets art assets Kerbin Shuttle Orbiter B9 Aerospace Space Shuttle System Realplume Realplume stock configs Mods with HotRockets support for new engine parts Vens Stock Revamp License: HotRockets Art Assets: http://creativecommons.org/licenses/by-nc/4.0/ Powered by SmokeScreen + ModuleManager(by Sarbian): http://opensource.org/licenses/BSD-2-Clause Screenshots of HotRockets effects in-game: -------------- Basic guide for getting custom particles functioning in the game The method for getting custom engine FX working is fairly simple with the new system, but unfortunately was not covered by an official tutorial on the forum. This will be a small guide for getting them working in game and it will leave the details of the effect up to you. Note: the effect being animated like a heat effect is not necessary with the ModuleEnginesFX system. 1) Game objects Create an empty game object at the origin that you will use for exporting. This will have a partTools component on it that you will use to write the .Mu file to your FX folder. Create an empty object as a child of the exporter object. This object will have the KSPParticle Emitter script on it. I call mine 'emit'. This allows you to easily tweak the position of the effect within the actual exported object. I also make an additional object and name it smokePoint so I am able to move the smoke transform away from the flame transform, but this is not required. 2)Texture Create a new material for each effect you make. This will ensure you don't overwrite the properties of another effect you have. I work with all of my effects in one unity scene by duplicating exporter objects and changing what I need to, so once I duplicate an effect, I create a new material in Unity and add a texture to it. Assign your material to the particle effect using the "Material" property on your KSPParticle Emitter. To create the appearance of a glowing flame, you will need to use the KSP/Particles/Additive shader. Create a 256x256 or smaller image file with alpha that you can use for the effect. Creating the actual image file is fairly straightforward if you look at the current files being used, but I will say that for a transparent additive effect even your strongest colors must have extremely low alpha, almost making the effect invisible. To create a smoke effect, you will want to use Alpha Blended instead of the additive shader. 3) Parameters on the KSPParticle Emitter This is how you will control the style of the effect you make. It will most likely require a lot of small changes and reloading the game to see your effect, because it will not look the same in Unity. So enjoy experimenting =). A couple important ones: Simulate World Space - this parameter, if unchecked, will keep your effect local to the transform it's on. This is how you create a flame that looks like one cohesive effect, and not something that sprays in every direction or curves. While you would use this for smoke, having an effect with the box checked in addition to one without it will cause HUGE errors in the current version of KSP, and is the reason my effects use stock smoke right now. Nothke and I spent tons of time trying every method to get around it, but a plugin or fix by Squad seems to be necessary, and I am not a plugin creator. Energy - the lifetime of your particles. With the current system, this seems to be one of the parameters along with growth that can only be changed in the Unity editor. Emission - amount of particles emitted. Use as low an amount as possible while achieving the effect you want. I have used ranges near 150 or as high as 350 for my FX. Shape - controls the shape of the emitter, mine use Ellipsoid. Local Velocity - you will want at least 10+ velocity on Z for a fast looking effect. Most of the other parameters are something that just needs be be experimented with to get the style you want. Try animating the color of your effect, and lowering the alpha as it progresses through each color. Shadows - all of my effects have Casting and Receiving unchecked. When you think you have the parameters set the way you want, select the PartTools object and click "write" to export the .Mu file and texture to your chosen folder. 4) Game configuration file For adding an effect into the part config for an engine, I will typically comment out each line of the old effects, preserving them if needed, then highlight the following lines in the config MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform and paste this to replace them: EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint 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 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform Edit the path to any effect files, change effect properties or add modules as needed. -For the method to add this to an existing engine with ModuleManager, see the actual config file included with HotRockets. -Note that powersmoke and powerflame are simply what I wanted to name my effects for flames and smoke. You can create your own effect name. -If you use two flame particles in one effect, give them each a unique entry under "name" -Remember to make the thrustTransform in the effect match the transform you want in the engine. -EngineID is used for multiple-mode engines, check the rapier config to see the setup for that. -Emission curves within each effect: you may have seen curves used in a few other modules when modding KSP. This is also fairly simple. The first number is the level of engine power, the second is the percentage of emission/speed/etc divided by 100. I believe that covers everything needed to get a custom engine effect working.
  2. 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 } } }
  3. Hello to whoever may be reading this. As you may know by the title, I would like some help in installing a mod, or updating the mod to use myself. It is a rather old mod under the name of HotRockets! Particle FX Replacement. This mod was an engine effects replacer, and has not been updated since 1.1. This mod was one of my personal favorites, and it broke in version 1.2 and upwards. Whenever i try to install it, either i get permanent engine effects showing in the wrong location (E.G. Jet engine thrust effects firing sideways from the engine) or no effects at all. As i stated, this is one of my personal favorite mods and i really would like to use it again. I tried editing the game files a little to try and get the mod to work, but, while i know a good deal about computers and hardware, coding is not my strong suit, and as such i was unable to get it working. There are also no revisions of the mod to help get it working in newer versions like i have seen with some other mods.. If somebody could help me with this, I would be extremely grateful.
  4. I want to create new FX (like rocket flames), but I don't know how. Can I use GIMP? Is there a specific file format I need to use?
  5. Does anyone know how to add sounds to specific parts? I ask this cause I have a single hull ship with integrated landing gear, the ship has a custom engine sound, but I can't seem to get how to add a sound. Suggestions? For now I use the old siren mod, and swap the sound for mine. Kinda clunky, but it works.
  6. 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!
  7. Hi guys, After taking a lengthy absence from KSP I decided to start playing again. The last version I played was probably 1.1. Current version is 1.3.1. I've began to notice some issues with some of my aircraft, who'se aerodynamical aerodynamical effects are, well, a bit over the top. At first I thought the problems were caused by my mods, so I removed those. After that did not fix the problem I've reinstalled KSP by removing the entire folder except for my save games and screenshots. This did not fix the problem either. The one thing that removes the problem is by turning off the aero effects. After thorough testing I've noticed that this problem does not occur on every craft, which makes me believe that the aero calculations are at the root of the problem. I've linked to one of the craft that is displaying this problem, the S7 Mammoth: https://www.curseforge.com/kerbal/shareables/s7-mammoth-series-ssto-stock I'd like to hear if anyone else experiences such problems and how they can be solved.
  8. BDARMORY FX NOT WORKING PLS HELP my ksp is 1.3.0 and i have downlloaded all de bdarmory mods with kchan but the mods dont function as ive expected the effects of most bombs do not work
  9. Hi, I've had a Mod in 1.0.5 that added "Spark Emitters" they're parts which spray Sparks everywhere at launch (Like this: https://goo.gl/images/Yu9efs ) So I searched for the mod for ages but didn't seem to find it, so does anyone know the mod or something similar? Thanks in advance!
  10. How do you use the "EngineFX" module in an engine config with multiple nozzles? I can't seem to figure it out. Thanks
  11. Hello, I've been wtaching some ksp vids today, and I've seen in some of these vids that engines, while in space, make some weird thrust particles; they actually expand, not like the inline fx particles of the stock fx system. I suppose it comes from a plugin, a mod, so anyone know the name of it? these particles are so beautiful.. Thanks
  12. I'm creating an engine switcher, and now I'm looking af switch the effects along with engine stats. Now I've run into en issue where the fx does not update properly from "OnLoad()" event. Basically what I do is Load settings from custom module Identify engine module to change Use ConfigNode to replace values regarding Fx in the engine Load the new values to the engine. I only have one update function, which is called by the OnLoad() event as well as by my switch button in the right click menu. However, when loading (or starting) a flight scene, the animation is just running with the animation from the original part. The issue seems to be triggered when the fx intended is different from the original one.... The behavior is not affected by deactivating the engine... (full code can be accessed here) I guess there is some trick to get the fx changes to take effect, but I just can't figure out what it is. Does anybody out there know what is needed?
  13. Hi all, I'm having an issue with RCS effects pretty much disappearing in 1.0.5. Routed the issue to Realism Overhaul, so I tried a fresh install of KSP and CKAN installed RO with its dependancies, with no fix. Taken a screenshot with and without RO installed: http://imgur.com/8Nx5IY7 The FX don't completely disappear, but appear to be stuck on the 'lowest throttle' animation. I think it might be something to do with the RCSFX Module being incorporated into stock? I tried a load of troubleshooting but i can't seem to pin it down, The FX only come back when i remove RealFuels configs from parts. Playing on OSX 64bit. Anyone getting the same? ideas? Cheers!
  • Create New...