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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)


jrodriguez

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  • 4 weeks later...

Does anyone know how the settings file for this mod works? There isn't much in it:

 

DESettings
{
	LegacyEffect = True
	PartIgnoreList = tube,mortar,hedg
}

I'm wondering if it is possible to have this mod ignore some of the parts it normally adds fx to? I'd like to remove the fx from cockpits and wings, as there is already a lot of fx going on with re-entry particle fx. I'm not sure what "tube, mortal, hedg" are, but if anyone knows what field from a part .cfg those are, I'm hoping it may be possible to add the equivalents for the wings and cockpits.

Edited by Errol
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On 7/19/2020 at 6:15 PM, gap said:

 @jrodriguez

Just for your information: CKAN's metadata points to the old Destruction Effects thread rather than this one as the main mod thread

 

Thank you, I will do a request to update the link.

By the way, I just did a new release for KSP 1.10.1

https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.12.0

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  • 4 weeks later...
9 hours ago, dresoccer4 said:

'ello! quick q: does this mod enhance regular rockets/space stations/landers as well? i watched the vid and it was only planes, so wanted to see if it was worth it for just doing regular space stuff.

thanks!

Yeah. Everything.

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14 hours ago, IsaQuest said:

Is this mod compatible with real plume and smokescreen? and is this hard to run?

Yes because they are completely unrelated. This mod only shows some FX destruction particles when a joint between parts breaks. Real Plume/ Smokescreen provides a higher quality exhaust particles for engines. 

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