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Found 7 results

  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. 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.
  3. Pretty much this: https://bugs.kerbalspaceprogram.com/issues/24221 I'm sure that I'm not the only one experiencing this, you can pretty much see this on every stream on twitch from time to time. I'm not the expert in Unity, but is there really no way this can be done? I highly doubt that.
  4. Hey guys, I've started a new install of 1.2.2 for a Realism Overhaul/Realistic Progression Zero career. My old install was RSS and Stockalike RF, also in 1.2.2. While playing this old install I discovered I could make the RealPlumes look much better by increasing maximumActiveParticles in the SmokeScreen config from 1,000 to 10,000. Problem is, when I change that number in my new install, it doesn't seem to work. The plumes look exactly the same, no matter how high I set it. Anyone know what could be overriding the SmokeScreen value in SmokeScreen or RealPlumes? I'll do a test a little later, replacing the SmokeScreen and RealPlume mods with the ones from my old install, but I believe they are all the same version anyway, so I doubt that will solve it. On a related note, what do you guys set your PHYSICS_FRAME_DT_LIMIT to when using RealPlumes? I've found anything above 0.03 will start to make the plumes look gappy and unrealistic. More like strings of beads than flames or exhaust trails. Thanks!
  5. How difficult would it be to add particles to rover wheels that could simulate the dust being kicked up on a sandy/dusty celestial body? Could it be applied by biome like CollisionFX does it?
  6. i have a little mini project to make a rather cool little engine (all hush for now) but i was wondering what the process is to create my own particle fx for then engine and import it into the game?
  7. 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...
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