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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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it'd be great if this could be applied to RCS aswell, but squad needs to upgrade the RCS module so you can call custom effects, i'm sick of building huge ships and having them maneuver with tiny puffs of smoke, i want biger rocket powered RCS effects

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I'm sure this has been mentioned, but in 63 pages, I wasn't able to find it. The effects are beautiful but I noticed teh length and strength doesn't scale with the thrust like the stock effects. Is there a fix for that or just the way it is? I am currently using stock effects because I like the visual feedback.

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Now this is compatible with real fuels, would there be anyway of varying the effects, both flame and smoke trail, depending on the fuels being used as well as the engine/thrust?

Examples:

LOx/Alcohol

ez-rocket-5.jpg

LOx/Methanol

mqdefault.jpg

LOx/Methane

nasatest.jpg

LOx/LH2

502052main_ssme_firing_226x170.jpg

NOx (Nitric Oxide - Low NOx combustor)

low_nox_combustor_l.jpg

LOx/Kerosene (F1 engine)

f1enginefire.jpg

And just out of interest NASA's LOx/Methane RCS engines

wstf0507e04102.jpg

N2O4/UDMH

Long-March-II-C-rocket.jpg

Although it's not as clear cut as every fuel having an entirely unique effect as atmospheric pressure, engine size and throttle all influence the flame BUT there are a few major trends:

Cryogenic fuels, burn clear/bluish with little or no smoke (I think LH2 makes white condensed water clouds during launch).

Hydrocarbon fuels burn bright orange and produce dirty smoke.

Hypergolic fuel typically burns clear/redish.

Most produce shock diamonds that slightly shrink/expand lengthways with throttle.

Edited by pingopete
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So i was wondering if you could make all the engines go from solid flame to spread flame like the new poodle effects at say 45000 km

45000 km is quite high up. Isn't it well past the orbit of Minmus?

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Well what i was basically stating was when in atmosphere make the flames look like normal flames and once in a vacuum make the flames spread out the altitude was just a reference

Yeah but I think you meant 45 km not 45 Mm :P But yes I'd like this to, also the rcs propelant fires out much faster, and can be seen going further irl.

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I think I mentioned to you earlier I'm working on some ground effect particles.

As soon as I put some engine hooks into this, you could add some of this fun stuff to rockets as well:

Ooh, looks nice!

I came here because my Ion engine only still had 0.5 thrust...

I take it that is all fixed now.

Any other known issues?

Edited by John FX
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So im trying to add effects to the Stretchy SRB. My attempts have only resulted in zero effects what so ever. Basically what I did was reverse engineered a .cfg I downloaded for KW ( I have no idea how to make my own ) and added in my own sound effects, changed the directories, names and titles, etc. Here what I have..


@PART[stretchyTankSRB] /////////////////////////////////////// KI-SRB Stretchable SRB
{
!fx_exhaustFlame_yellow
//!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_medium
!fx_exhaustSparks_flameout
!sound_srbloop
!sound_srb3
!sound_dis_bullettarp_v0100
!sound_flo_bullettarp_v0100
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/KWbooster
transformName = NozzleTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.55
emission = 1.0 1.75
speed = 0.0 1.88
speed = 1.0 1.24
energy = 0.0 0.33 // Same for energy
energy = 1.0 1.33 // Same for energy
offset = 0.0 0.6 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.6 // Move the particle emitter away from its default position by x meters
size = 0.0 2.0 // Rescale the particles to +0%
size = 1.0 2.0 // Rescale the particles to +0%
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = StretchyTanks/Parts/SRB/Sounds/sound_srbloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = NozzleTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.0 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.85 // Rescale the particles to +0%
size = 1.0 1.85 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
engage
{
AUDIO
{
channel = Ship
clip = StretchyTanks/Parts/SRB/Sounds/sound_srb3
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = StretchyTanks/Parts/SRB/Sounds/sound_dis_bullettarp_v0100
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = StretchyTanks/Parts/SRB/Sounds/sound_flo_bullettarp_v0100
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
//!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

But this is unsuccessful. Any tips? I am also concerned about the position of the effects. How do I tweak that should they be off?

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I'm lacking any sounds from the Squad JetEngine when Hot Rockets is installed. I believe this may have something to do with the fact that I'm using the Audio Replacement Project, but I'm not sure because I went into the Hot Rockets Squad .cfg file and changed the name of the audio clip to match the name of the audio clip used by ARP (diff than stock) and I'm still not hearing any sounds while flying:

(Ignore the Kraken that's a whole other issue I'm trying to work out)

Yea not even this works :/

@PART[JetEngine]:Final
{
!sound_jet_engage_bullettarp_v0100
!sound_jet_low_bullettarp_v0100
!sound_jet_hard_bullettarp_v0100
!sound_jet_disengage_bullettarp_v0100
!sound_jet_flameout_bullettarp_v0100

@clip,0 = sound_jet_low_bullettarp_v0100
@clip,1 = sound_jet_engage_bullettarp_v0100
@clip,2 = sound_jet_disengage_bullettarp_v0100
@clip,3 = sound_jet_flameout_bullettarp_v0100
}

Although I'm not sure if MM will find the clip variables as they are not in the main Part definition but in an AUDIO {} block. The MM docs don't make it clear if @var,# will find any variable in the whole PART{} or just variables defined outside of modules

Edited by Gaiiden
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Hi, I've been searching the thread for an answer but I'm lost, I just downloaded KW rockets and hated the original effects and I've been looking at HotRockets and finally got it to ease the pain buuuuuuuuuuuuut now don't have ANY effects at all? I read the tutorial and hurt my brain... I looked at the config files, closed it and played Doom and reverted to a child like state.

Do I need to move the config files? Change the paths in them? What did I do wrong?!

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