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Found 121 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. This guide is based around the propellor parts - specifically, variable pitch propellors. In @Brikoleur's guide to helicopters, he recommended using servos to change the pitch of the rotors, therefore changing the lift and allowing the helicopter to change vertical speed. The new propellors have built in servos. However I have found them a little hard to understand, so I created this guide. Here is the craft we will be using: The Lux aircraft is not a very good plane, but it is simple. It has 2 counter-rotating propellors. You can make planes with 1 propellor, but the torque from the propellor will cause the aircraft to roll, which makes it hard to control and also sometimes causes the wings to hit the ground and explode. Either you can use two rotors as I have done, which allows this plane to get up to 200m/s, or you can use a freewheeling servo as described in Brikoleur's guide. My craft has been set up so that [ I ] and [ K ] change the authority limiter of the propellors, changing their pitch. Now let's look at the craft pre-launch. Here you can see the propellor blades. The blade is deployed, but the Authority Limiter is at 0. This means that the blade will be at the limiter I set. At the moment, it is 0 - the propellor is perpendicular to how it will rotate. It will therefore cause no lift, but lots of drag. The throttle is also at 0. As I used Axis Groups to tie the turboshaft engines to the throttle, the propellors are not rotating. You can see that as the propellors rotate, they are producing only drag. This is because they are perpendicular to rotation. However, when I press [K]... While the propellors are not yet in the optimum position, they have rotated a lot. They are producing little drag, and the yellow and purple lines (representing lift) are long. (You cannot see the yellow lines from the rear propellors as they are inside the body). This lift moves the plane forwards. The plane is accelerating slowly as the propellors are not in the optimum position, however it can get up to 100m/s in around ten seconds as this particular plane is very light for the number of engines. I have now rotated the propellors into (currently) optimum position. There is little drag and a lot of lift. You can see here that the lift has decreased. This always happens - I think it is because we are reaching the limit of the props deployed as they are. You can also see that the red drag lines have increased in length as I rotate the blades. There is a balance to be struck between lift and drag, which determines the speed of the aircraft. Often (but not always) pressing [ I ] will increase speed and drag. There are a few different (and annoying) things which can happen with your aircraft when flying. Firstly, the propellors can rotate past 90 degrees, and cause increased drag (like at authority 0) or even for the plane to start flying backwards. Secondly, the lift from different rotors can cancel each other out if you set the axis groups wrong. Finally, it is very difficult to set the propellors exactly and this can mean that your plane has some unwanted behaviour. However, there are advantages to propellor planes. Without a specialised engine like the Wheesley, you can reverse thrust and land quickly. As well as this, the engines are very efficient, and even the electric motors do not draw much power. Finally, they are the fastest (if not the cheapest) option for exploring Eve, Duna and any other modded planets (such as Tekto in OPM) with a non-oxygen atmosphere. I hope this guide is useful and allows some more people to build their own propellor aircraft. Please do not copy the above aircraft, as it is not very stable and a pain to land. Copy this aircraft instead! Link to KerbalX.
  3. Tutorial covers the basics of the UI, how the timeline works, as well as examples & tips to make things far easier to work with. Breaking Ground - Robotics Tutorial on Youtube
  4. [Edit: For the updated stand-alone version of this tutorial, go here] So I started off getting my video recording & editing software back so I could make an animated GIF for reddit to showcase my robotics powered rover deployment system. But of course I ended up remembered how much fun doing videos can be, and wanted to share the method I found that took my programming time from 3+ hours to less than 1, so the 6+ hours I'd spent programming the arm & doing a comedy showcase GIF ended up spiraling into another 8+ hour editing session. I think it's my most polished video thus far; spent sooo much time working on the timing and ironically half way through editing I realised that if I used THE SAME METHOD that worked so well for the robotics programming I'd be done already. It was nice though, got the last bit done far faster ^^ Well, enjoy, I hope it is useful!
  5. I am a few months into KSP and I was not enjoying Career mode. I wanted to explore the Kerbol System in a logical way, but without the extra restrictions of Career mode. Science mode seemed like the answer, if I could do it without having to grind, or to do missions that were more science focused than exploration/progression focused. So here you have my “Logical Progression” Science Mode guide. There is minimal non-destination science or biome hopping, and each mission gets you progressively further into the Kerbol system. Part 1 – Kerbin and it’s Moons Mission 1 – Learn to Science! Mission 2 – Go to Space! Mission 3 – Orbit Kerbin! Mission 4 – Fly by the Mun! Mission 5 – Land a Probe on the Mun! Mission 6 – Land a Kerbal on Minmus! (and Return) Part 2 – Interplanetary Travel To be continued… *Note - This guide does not teach you how to play KSP. Use the in-game tutorials and/or watch Scott Manley videos on YouTube. Mission 1 – Learn to Science! - We don’t have the technology to get to space yet, so we’ll just learn how to science - In the VAB, build a ship with o Mk1 Command Pod o Mystery Goo Containment Unit - Name/Save the ship and Launch - From LaunchPad o Crew Report (1.5) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) - Recover Vessel (Mission 15.9/15.9 Total Science) - In the R&D Facility unlock o Basic Rocketry (5) o Engineering 101 (5) o 5.9 remaining - The liquid fueled engines and decouplers should help get us to space and back Mission 2 – Go to Space! - We should be able to use the liquid fueled engines to escape the atmosphere - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o TD-12 Decoupler (Stage 1) o 5x FL-T100 Fuel Tank o 4x Basic Fin o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) - Name/Save the ship and Launch - Launch! - In Space Near Kerbin o Crew Report (5.0) o EVA Report (8.0) o Observe Mystery Goo (10.0) o Log Temperature (8.0) - Decouple and Parachute down - From wherever you landed (try to save Kerbin’s Water for later missions) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) o Log Temperature (2.4) - Recover Vessel (8.0) (Mission 55.8/61.7 Total Science) - In the R&D Facility unlock o General Rocketry (20) o Stability (18) o Survivability (15) o 8.7 Remaining - Larger fuel tanks and radial decouplers should get us an orbit-worthy ship Mission 3 – Orbit Kerbin! - We don’t have an efficient enough engine to get to the Mun so we’ll settle for high orbit - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o 5x FL-T200 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) o 2x TT-38K Radial Decoupler (Stage 2) o 2x RT-10 “Hammer” Solid Fuel Booster (Stage 3) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space High Over Kerbin (250KM) o Crew Report (7.5) o EVA Report (12.0) o Observe Mystery Goo (15.0) o Log Pressure Data (18.0) o Log Temperature (12.0) - De-Orbit, Decouple and Parachute down - From wherever you landed, as long as it’s not the same place as before (Water gives more) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) o Log Pressure Data (3.6) o Log Temperature (2.4) - Recover Vessel (10.0) (Mission 94.9/103.6 Total Science) - In the R&D Facility unlock o Advanced Rocketry (45) o Basic Science (45) o 13.6 Remaining - The LV-909 “Terrier” is our ticket to the Mun Mission 4 – Mun Flyby! - Let’s try to get a closer look before trying to land (and some science for a nice probe) - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o SC-9001 Science Jr. o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o FL-T400 Fuel Tank o LV-909 “Terrier” Liquid Fuel Engine (Stage 2) o TD-12 Decoupler (Stage 3) o 3x FL-T400 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 4) o 2x TT-38K Radial Decoupler (Stage 4) o 2x BACC “Thumper” Solid Fuel Booster (Stage 5) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - For an extra challenge, go for a free return trajectory - In Space High Over The Mun o Crew Report (10.0) o EVA Report (16.0) o Observe Materials Bay (50.0) o Observe Mystery Goo (20.0) o Log Pressure Data (24.0) o Log Temperature (16.0) - De-Orbit, Decouple and Parachute down - If you happen to land somewhere new, grab some extra science - Recover Vessel (12.0) (Mission 148.0/161.6 Total Science) - In the R&D Facility unlock o Flight Control (45) o Electrics (90) (26.6 Remaining) - The OKTO, Photovoltic Panels, and Reaction Wheel will be essential to our probes Mission 5 – Land a probe on The Mun! - Time to try a landing…without putting any Kerbals at risk - In the VAB, build a ship with o Probodobodyne OKTO o 4x OX-SAT Photovoltic Panels o 4x Z-100 Rechargeable Battery Pack o Small Inline Reaction Wheel o Communotron 16 o 2x 2HOT Thermometer o 2x PresMat Barometer o SC-9001 Science Jr. o 2x Mystery Goo Containment Unit o FL-T200 Fuel Tank o 4x LT-05 Micro Landing Strut o LV-909 “Terrier” Liquid Fuel Engine (Stage 0) o TD-12 Decoupler (Stage 1) o 4x FL-T400 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) o 2x TT-38K Radial Decoupler (Stage 4) o 2x BACC “Thumper” Solid Fuel Booster (Stage 5) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space Near The Mun o Observe Mystery Goo (12.2) o Log Pressure Data (25.2) o Log Temperature (16.8) - Landed on The Mun o Observe Materials Bay (49.0) o Observe Mystery Goo (16.8) o Log Pressure Data (33.6) o Log Temperature (22.4) - Return to KSC (Mission 176.0/202.6 Total Science) - In the R&D Facility unlock o Fuel Systems (90) o Landing (90) (22.6 Remaining) - The external fuel duct will help us design a return vehicle for a Minmus mission Mission 6 – Land a Kerbal on Minmus! (and Return) - Finally it’s time to go where no Kerbal has gone before - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o FL-T100 Fuel Tank o LV-909 “Terrier” Liquid Fuel Engine (Stage 2) o TD-12 Decoupler (Stage 3) o SC-9001 Science Jr. o 2x FL-T200 Fuel Tank (Beside the Science Jr.) o 4x Aerodynamic Nose Cone (Top and Bottom) o 2x FTX-2 External Fuel Duct (Fuel tanks to Terrier) o LV-909 “Terrier” Liquid Fuel Engine (Stage 4) o 4x LT-1 Landing Struts o TD-12 Decoupler (Stage 5) o 3x FL-T800 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 6) o 4x TT-38K Radial Decoupler (Stage 6) o 4x BACC “Thumper” Solid Fuel Booster (Stage 7) o 4x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space Near Minmus o EVA Report (32.0) o Observe Mystery Goo (40.0) o Log Pressure Data (48.0) o Log Temperature (32.0) - Landed on Minmus o Crew Report (25.0) o EVA Report (40.0) o Take Surface Sample (150.0) o Observe Materials Bay (125.0) o Observe Mystery Goo (50.0) o Log Pressure Data (60.0) o Log Temperature (40.0) - Retreive Data from the Science Jr. - Decouple and Launch back to Kerbin - De-Orbit, Decouple and Parachute down - If you happen to land somewhere new, grab some extra science - Recover Vessel (37.5) (Mission 679.5/702.1 Total Science) This should be more than enough science to escape Kerbin’s SOI and go interplanetary!
  6. I'm playing on ps4. When I do the 3rd tutorial, Intermediate Construction, the game gets stuck as soon as I enter the VAB. Wernher Von says enter VAB. So I enter the VAB. Then once inside he tells me about all the wonderful things we'll be building so, I hit the X button for the next screen. The screen blinks, it says "saving..." in the top right corner but nothing else. I can keep hitting X and it's just more of the same, blink, saving... nothing. I shut down the console, reinstalled the game, nothing works... please help.
  7. Siguiendo con esta serie de mods de expansión, turno del "Base Planetary System". Este mod añade una serie de piezas para ayudarnos a montar nuestros puestos avanzados en la superficie de los planetas. Tenemos toda clase de módulos, desde habitacionales, hasta laboratorios, invernaderos, inventarios y demás..... BASE PLANETARY SYSTEM
  8. Muy buenas: Aquí dejo otra presentación del mod "Space Y Lifters", un mod que añade una serie de motores de elevación para ayudarnos con el diseño sobre todo de naves pesadas. Espero que os sirva de ayuda..... SPACE Y LIFTERS
  9. Bueno. Otro tutorial sobre lo que nos podemos encontrar dentro de la serie de mods Near Future Tecnologies….. NEAR FUTURE TECNOLOGIES
  10. Empezamos con la introducción poco a poco de mods. Aunque este es un tutorial para el juego de stock, creo conveniente de ir introduciendo o por lo menos presentando ciertos mods que si bien no dan ninguna ventaja en el sentido de hacer más sencilla la dificultad del juego, si que nos expanden la jugabilidad. Este mod lo que nos aporta básicamente, es un espacio de carga para piezas y objetos que podemos utilizar en órbita o en otros planetas..... KERBAL INVENTORY SYSTEM
  11. Le vamos a acoplar a la estación orbital de Muna unos módulos de procesamiento de material para así no tener que enviar combustible desde Kerbin..... ESTACIÓN MINERA
  12. Segunda oportunidad de envío de un rover a Minmus. Esta vez con las modificaciones pertinentes...... ROVER A MINMUS II
  13. Una vez tenemos localizado un asteroide que nos pueda interesar, vamos a ver que procedimiento seguimos para ello..... No hay un procedimiento estándar para todos ellos y muchas veces, depende de la trayectoria que sigan..... CAPTURA DE ASTEROIDE
  14. Nos acercamos al momento de capturar un asteroide, pero para ello debemos primero localizarlos. Para eso montaremos nuestro primer telescopio y lo pondremos en órbita alrededor de Kerbol…... MONTAJE DE TELESCOPIO
  15. Para abaratar costes y tener un plan de escape disponible, subimos un "bote salvavidas" a la estación orbital. Además nos puede servir para hacer rescates en órbita de algún náufrago que nos salga sin tener que hacer un lanzamiento más costoso.... SALVAVIDAS A LA ESTACIÓN
  16. Llegamos a la parte final de esta misión a Duna en la que tenemos contacto con el planeta, y llegan tanto la nave tripulada como el satélite. La primera pasará de largo, mientras que la segunda se va a quedar en órbita y además nos servirá de repetidor para cuando volvamos para bajar a la superficie..... LLEGADA A DUNA
  17. Toca hacer una actualización a la estación orbital..... SUMINISTRO A KLO
  18. Por aclamación popular, aquí tenemos como montar un rover para exploración planetaria..... Eso sí otra historia muy diferente es ponerlo en otro planeta, pero además damos a conocer algún secretillo del juego..... ROVER EXPLORER
  19. Vamos a tomar como excusa el rescate de la cápsula que se quedó en Minmus, para estrenar la "garra" o lo que es lo mismo, la pinza con la que hacer las capturas orbitales de cápsulas y asteroides..... CAPTURA ORBITAL
  20. Buenas. Seguimos con nuestro viaje a Duna. Esta vez con el lanzamiento de las naves que deben ir hacia allá: Una tripulada y un satélite que se quedará allí VIAJE A DUNA II
  21. Hey, I would like to make a mod (a parts pack to be exact) but I don't know how. I have some(ish) programming experience, but I don't know how to start, how to actually make the mod work and what software to use. It would be nice if one of you experts gave me a tutorial or something on how to get to modding. It would also help if you told me how to make textures.
  22. Con paciencia, todo llega. Y ha llegado el momento de dar el gran salto a otros planetas.... Y la opción más lógica y sencilla es Duna. En este primer vídeo vamos a ensamblar una nave que nos permita llegar hasta allí. Más adelante, veremos las mecánicas para hacer la transferencia planetaria y la inserción.... Pero no queremos hacer videos de 3 días de duración..... VIAJE A DUNA I
  23. Muy buenas: Seguimos con nuestro modo carrera haciendo contratos más ambiciosos. Esta vez en Minmus donde realizaremos un rescate masivo pero son sorpresa final...... RESCATE EN MINMUS
  24. Pues lo dicho. Nos toca ir a Muna a hacer un rescate en superficie, y pasan cosas...…. RESCATE EN MUNA
  25. Nuestro primer rover enviado a Minmus nos sale un poco rana...…. ROVER EN MINMUS