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Found 7 results

  1. 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.
  2. 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 fea
  3. Hi, Basically I want to add dust particles to one of drill animations. When I import animations to unity from blender I cannot edit them (to add smoke to running drill animation), imported animations are displayed as read-only. Please help edit [Solved] couldn't include particles in animation (somehow cannot export particles in animation component - KSP doesn't show the part). However exporting just KSP particles with part works. However you need to write a custom code that activates and deactivates particle emission. Relevant code: private KSPParticleEmitter harvest
  4. Hi, folks. I've been dinking around making my own flame effects for an engine model I've been working on. Everything seems to be what I expect until I uncheck "simulate world space" and then the rotation is wrong. I have a root game object with part tools and an empty with the particle emitter script as it's only child. The engine is an entirely separate game object. With Simulate World Space checked: With world space unchecked: Why does the direction of the emit change? What's even weirder, to me, is that it to get it to emit in the expected direction, I
  5. I'm updating my fuel dump nozzle to 1.2 from 1.1.3. I was using unity 5.4 and in 1.1.3, I could compile my nozzle with ksp particle effect with part tools. but when i try to compile it like that and try in KSP, I cannot fine my part. Did part tools changed? how? Can't we complie the FX with part tools from now?
  6. 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 c
  7. In one of my recently released parts, I have an issue with my KSP Particle Emitters (KPE) disappearing when viewed from certain angles. As it's difficult to describe in text, I'll just post a screenshot: Those are 4 different instances of the same part, each with two 2D oval-shaped KPEs, a green one on the right and a blue one on the left (particles change color to a yellow/orange/red as they move to the center, where they disappear). As you can see from the image, I've pointed out three missing particle emitters, because of the angle from which they are viewed. Additionally,
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