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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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Anyone? :(

I'm referring to the file nasa_hotrockets.cfg - you need to use a different method because the nasa engines use the new system, the other stock engines use the old one:

@PART[size3EngineCluster] //

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/nasa4engine

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.75 1.25

emission = 1.0 1.75

speed = 0.0 1.55

speed = 1.0 1.65

energy = 0.0 0.24 // Same for energy

energy = 1.0 1.33 // Same for energy

size = 0.0 1.33 // Rescale the particles to +0%

size = 1.0 1.45 // Rescale the particles to +0%

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

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 1.2 // 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 0.11 // 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 1.0 // Rescale the particles to +0%

size = 1.0 1.22 // 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

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

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The NASAmission massiveSRB config is already based on the new ModuleEnginesFX so if you want to transplant the HotRockets! BACC effects to it, you'll need to copy the non audio parts (or all) of the EFFECTS section (@PART[solidBooster1-1] of the squad_hotrockets.cfg) to their corresponding parts of the MassiveSRB part.cfg

You'll also need to set the effects attributes under ModuleEnginesFX to point to the transplanted EFFECTS, so runningEffectName = running_closed will need to be changed to runningEffectName = powersmoke to match the HotRockets! PARTICLE sections you've just put in, you'll also need to add directThrottleEffectName = powerflame to the module as well since that's not there.

Since the massiveSRB also has a smokePoint transform (as well as thrustPoint), you can change the transformName = parts for the smoke effects to point there instead of thrustTransform

If you find the exhaust scale to be off, since the parts are different sizes, you'll need to adjust the scales of the various effects

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collide = false // Collision active or not

could this line be edtited to:collide = true // Collision active or not

smoke screen already includes "off" button

Edited by sebi.zzr
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Thanks MrBond!! I really appreciate your help. I'm starting to get an idea of how this all works now, but alas, I still haven't managed to get it working. I followed your steps, but I am unsure of how exactly to:

copy the non audio parts (or all) of the EFFECTS section (@PART[solidBooster1-1] of the squad_hotrockets.cfg) to their corresponding parts of the MassiveSRB part.cfg
and so I suspect this is where I went wrong. The red code below are the lines I added in.

I was also unsure of what you meant by:

you can change the transformName = parts for the smoke effects to point there instead of thrustTransform
These changes are highlighted in bold black.

EFFECTS
{
[COLOR="#FF0000"]powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamebooster2
transformName = [COLOR="#000000"][B]parts[/B][/COLOR]
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.12
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.88 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = KSPRC/Sounds/SRB_B
volume = 0.0 0.0
volume = 0.8 0.8
pitch = 0.0 0.0
pitch = 1.0 1.0
loop = true
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#000000"][B]parts[/B][/COLOR]
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 0.4 // Same for energy
energy = 1.0 2.8 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.1 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.2 // 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 1.0 // Rescale the particles to +0%
size = 1.0 1.4 // 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
}
}
// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = MP_Nazari/FX/smokebooster
transformName = parts
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.05 0.0 // Curve for emission like stock
emission = 0.2 0.5 // Curve for emission like stock
emission = 1.0 1.7 // Curve for emission like stock
energy = 0.0 0.5 // Same for energy
energy = 1.0 4.0 // Same for energy
speed = 0.0 90.0 // And speed
speed = 1.0 0.3 // And speed
grow = 0.0 0.0
grow = 1.0 0.05
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.52 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0.0 // 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 = 55 // 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 = 550.0 0.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}

//additional settings

initialDensity = 0.6
physical = true
stickiness = 1
dragCoefficient = 0.4
logarithmicGrowth = 5
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 5
}[/COLOR]

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = [COLOR="#000000"][B]parts //thought I'd try changing this as well, but it didn't do anything[/B][/COLOR]
engineID = S1SRB
runningEffectName = [COLOR="#FF0000"]powersmoke[/COLOR]
[COLOR="#FF0000"]directThrottleEffectName = powerflame[/COLOR]
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 650
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}

}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationSRB
}

MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}

RESOURCE
{
name = SolidFuel
amount = 2500
maxAmount = 2500
}

}

With this massiveSRB part cfg, the SRB doesn't want to launch, but it appears to be emitting fumes as if it were launched.

I also tried some other things, which got me as far as the rocket launching with no exhaust fumes (which actually looked surprisingly cool).

Anyways, I'm definitely missing something obvious here.

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I meant change the "transformName =" parts, not change them to transformName = parts

i.e. change those lines in the smoke particle parts to transformName = smokePoint, while the energetic exhaust effects would remain transformName = thrustTransform

Similarly thrustVectorTransformName under ModuleEngine would remain thrustVectorTransformName = thrustTransform

Sorry about not being quite so clear, I was trying to get that up before I left for work (where I'm presently stuck for a while)

Edited by NoMrBond
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I meant change the "transformName =" parts, not change them to transformName = parts

i.e. change those lines in the smoke particle parts to transformName = smokePoint, while the energetic exhaust effects would remain transformName = thrustTransform

Similarly thrustVectorTransformName under ModuleEngine would remain thrustVectorTransformName = thrustTransform

Sorry about not being quite so clear, I was trying to get that up before I left for work (where I'm presently stuck for a while)

Aargh, I'm still being stupid! Now there's no premature exhaust effects, however it still won't launch. Below are the changes I made to the last cfg highlighted in red.

EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamebooster2
transformName = [COLOR="#FF0000"]thrustTransform //I think this is the energetic exhaust effect?[/COLOR]
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.12
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.88 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = KSPRC/Sounds/SRB_B
volume = 0.0 0.0
volume = 0.8 0.8
pitch = 0.0 0.0
pitch = 1.0 1.0
loop = true
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#FF0000"]smokePoint //I also tried smokePoint = thrustTransform[/COLOR]
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 0.4 // Same for energy
energy = 1.0 2.8 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.1 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.2 // 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 1.0 // Rescale the particles to +0%
size = 1.0 1.4 // 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
}
}
// launchpad smoke
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokelaunch
modelName = MP_Nazari/FX/smokebooster
transformName = [COLOR="#FF0000"]smokePoint //I also tried smokePoint = thrustTransform[/COLOR]
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.05 0.0 // Curve for emission like stock
emission = 0.2 0.5 // Curve for emission like stock
emission = 1.0 1.7 // Curve for emission like stock
energy = 0.0 0.5 // Same for energy
energy = 1.0 4.0 // Same for energy
speed = 0.0 90.0 // And speed
speed = 1.0 0.3 // And speed
grow = 0.0 0.0
grow = 1.0 0.05
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.52 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = true // Collision active or not
collideRatio = 0.0 // 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 = 55 // 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 = 550.0 0.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.25
mach = 0.05 0.0 // don't display until mach .8
mach = 1.0 0.0
}

//additional settings

initialDensity = 0.6
physical = true
stickiness = 1
dragCoefficient = 0.4
logarithmicGrowth = 5
fixedEmissions = true
randomInitalVelocityOffsetMaxRadius = 5
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = smokePoint [COLOR="#FF0000"]//I assumed I needed to leave this as is[/COLOR]
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = [COLOR="#FF0000"]thrustTransform[/COLOR]
engineID = S1SRB
runningEffectName = powersmoke
directThrottleEffectName = powerflame
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 650
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, 0.35
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 230
}

}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimationSRB
}

MODULE
{
name = FlagDecal
textureQuadName = FlagTransform
}

RESOURCE
{
name = SolidFuel
amount = 2500
maxAmount = 2500
}

}

In case you meant change transformName to smokePoint I tried that as well in the powersmoke section, but that had the same result.

Are the powersmoke and powerflame sections otherwise copied correctly?

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Just go to MassiveSRB folder and replace *.cfg with this.

PART

{

// --- general parameters ---

name = MassiveBooster

module = Part

author = Squad

// --- asset parameters ---

mesh = MassiveSRB.mu

rescaleFactor = 1.0

// --- node definitions ---

node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1

node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, 1.0, 0.0, 1

node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0

// --- editor parameters ---

TechRequired = heavyRocketry

entryCost = 3000

cost = 800

category = Propulsion

subcategory = 0

title = S1 SRB-KD25k

manufacturer = Kerbodyne

description = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,0

// --- standard part parameters ---

mass = 3.0

dragModelType = default

maximum_drag = 0.3

minimum_drag = 0.2

angularDrag = 2

breakingForce = 200

breakingTorque = 200

crashTolerance = 7

maxTemp = 3900

stagingIcon = SOLID_BOOSTER

EFFECTS

{

running_closed

{

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

}

PREFAB_PARTICLE

{

prefabName = MP_Nazari/FX/smokebooster

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

}

MODEL_MULTI_PARTICLE

{

modelName = MP_Nazari/FX/flamebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.5

speed = 1.0 1.2

}

MODEL_PARTICLE

{

modelName = MP_Nazari/FX/smokebooster

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.5

speed = 1.0 1.2

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

PREFAB_PARTICLE

{

prefabName = fx_exhaustSparks_flameout_2

transformName = smokePoint

oneShot = true

}

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

MODULE

{

name = ModuleEnginesFX

thrustVectorTransformName = thrustTransform

engineID = S1SRB

runningEffectName = running_closed

throttleLocked = True

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 650

heatProduction = 400

useEngineResponseTime = True

engineAccelerationSpeed = 8.0

allowShutdown = False

fxOffset = 0, 0, 0.35

PROPELLANT

{

name = SolidFuel

ratio = 1.0

DrawGauge = True

}

atmosphereCurve

{

key = 0 250

key = 1 230

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = HeatAnimationSRB

}

MODULE

{

name = targetPart

targetMaterial = aluminum2

}

MODULE

{

name = FlagDecal

textureQuadName = FlagTransform

}

RESOURCE

{

name = SolidFuel

amount = 2500

maxAmount = 2500

}

}

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Just go to MassiveSRB folder and replace *.cfg with this.

PART

{

// --- general parameters ---

name = MassiveBooster

module = Part

author = Squad

// --- asset parameters ---

mesh = MassiveSRB.mu

rescaleFactor = 1.0

// --- node definitions ---

node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1

node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, 1.0, 0.0, 1

node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0

// --- editor parameters ---

TechRequired = heavyRocketry

entryCost = 3000

cost = 800

category = Propulsion

subcategory = 0

title = S1 SRB-KD25k

manufacturer = Kerbodyne

description = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,0

// --- standard part parameters ---

mass = 3.0

dragModelType = default

maximum_drag = 0.3

minimum_drag = 0.2

angularDrag = 2

breakingForce = 200

breakingTorque = 200

crashTolerance = 7

maxTemp = 3900

stagingIcon = SOLID_BOOSTER

EFFECTS

{

running_closed

{

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

}

PREFAB_PARTICLE

{

prefabName = MP_Nazari/FX/smokebooster

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

}

MODEL_MULTI_PARTICLE

{

modelName = MP_Nazari/FX/flamebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.5

speed = 1.0 1.2

}

MODEL_PARTICLE

{

modelName = MP_Nazari/FX/smokebooster

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.5

speed = 1.0 1.2

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_vent_medium

volume = 1.0

pitch = 2.0

loop = false

}

}

flameout

{

PREFAB_PARTICLE

{

prefabName = fx_exhaustSparks_flameout_2

transformName = smokePoint

oneShot = true

}

AUDIO

{

channel = Ship

clip = sound_explosion_low

volume = 1.0

pitch = 2.0

loop = false

}

}

}

MODULE

{

name = ModuleEnginesFX

thrustVectorTransformName = thrustTransform

engineID = S1SRB

runningEffectName = running_closed

throttleLocked = True

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 650

heatProduction = 400

useEngineResponseTime = True

engineAccelerationSpeed = 8.0

allowShutdown = False

fxOffset = 0, 0, 0.35

PROPELLANT

{

name = SolidFuel

ratio = 1.0

DrawGauge = True

}

atmosphereCurve

{

key = 0 250

key = 1 230

}

}

MODULE

{

name = ModuleAnimateHeat

ThermalAnim = HeatAnimationSRB

}

MODULE

{

name = targetPart

targetMaterial = aluminum2

}

MODULE

{

name = FlagDecal

textureQuadName = FlagTransform

}

RESOURCE

{

name = SolidFuel

amount = 2500

maxAmount = 2500

}

}

Thanks sebi!! The SRB now gives off similar fumes to the BACC!

The only big issue I have with this is that the launch smoke is missing. Here's a screenshot of what I'm aiming for:

screenshot14.png

On a side note; the smoke trail seems to disappear quicker with the massiveSRB. How could I extend it?

Once again, thank you everyone for your help so far!

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Here is MM.cfg for massiveSRB

@PART[MassiveBooster] //

{

//!MODEL_MULTI_PARTICLE

@EFFECTS

{

@running_closed

{

@MODEL_MULTI_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

@PREFAB_PARTICLE

{

@emission,0 = 0.0 0.0

@emission,1 = 0.5 0.0

@emission,2 = 0.7 0.0

@emission,2 = 1.0 0.0

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.75 1.25

emission = 1.0 1.75

speed = 0.0 1.98

speed = 1.0 1.12

energy = 0.0 0.33 // Same for energy

energy = 1.0 0.99 // Same for energy

fixedEmissions = false

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster

transformName = thrustTransform

emission = 0.0 0.0 // Curve for emission like stock

emission = 0.07 0.0 // Curve for emission like stock

emission = 0.2 0.5 // Curve for emission like stock

emission = 1.0 1.9 // Curve for emission like stock

energy = 0.0 0.2 // Same for energy

energy = 1.0 3.2 // 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 0.5 // 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 1.0 // Rescale the particles to +0%

size = 1.0 1.9 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch

collide = true // 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

}

}

}

}

@MODULE[ModuleEngineConfigs]

{

%type = ModuleEnginesFX

}

}

I see you use toolbar plugin(by the way,you need to update it),click the down pointing arrow and chose smoke screen icon to show,now you can edit smoke effects ingame.

it's up to you what efect you whant.:cool:

Edited by sebi.zzr
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Ah Sebi, you don't understand how much I love you right now!!! I can't do much to say thank you, but the least I can do is name a character after you in the video I needed this for :)

I always just kept the toolbar plugin for distant object enhancement. But if I can edit smoke effects in game that'll be real handy! However I can only see the action groups extended plugin as an option after updating.

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After you updated toolbar you should also update SmokeScreen.The newest version will add button to toolbar,but it will only appear on launch pad(see bottom left corner).after click on button you should get the interface to play with effects.

pCyMj6w.jpg

P.S.:please PM the link to video.

Edited by sebi.zzr
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@Nazari1382: do you know why your FX description are different from stock FX ?

Could it be possible to use what Squad does to create our own FX or tweak the existing ones ?

I have compared both and stock FX looks... to be kind of witchcraft (even the basic jet engine with the simple smoke trail) :huh:

I know this way works but I just wonder why they are different.

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I'm not sure what you mean

I think NoMrBond ninja'ed you ;), I just mean stock FX use a way (which I don't really understand yet, with all those fx_exhaustLight_blue, fx_smokeTrail_light, fx_exhaustSparks_flameout, which looks like to be hardcoded somewhere) whereas you choose a completely different way with a lot more control and tuning.

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is S3 KS-25x4 Engine Cluster's exhaust trail suppose to look like the blue, like KSO's main engines? i think the ones in picture has a classic yellowish exhaust, also the smokes left behind is way a bit thinner then vanilla.

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I think NoMrBond ninja'ed you ;), I just mean stock FX use a way (which I don't really understand yet, with all those fx_exhaustLight_blue, fx_smokeTrail_light, fx_exhaustSparks_flameout, which looks like to be hardcoded somewhere) whereas you choose a completely different way with a lot more control and tuning.

Squad added a new method to create them, but the smokescreen mod gives the ability to fine tune settings and make fx do more stuff.

is S3 KS-25x4 Engine Cluster's exhaust trail suppose to look like the blue, like KSO's main engines? i think the ones in picture has a classic yellowish exhaust, also the smokes left behind is way a bit thinner then vanilla.

yep. If you want the squad ones back remove the nasa_hotrockets config in the mod folder.

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Squad added a new method to create them, but the smokescreen mod gives the ability to fine tune settings and make fx do more stuff.

Ok thanks, does the tutorial on 1st post is still up to date ? There is nothing about the MODEL_MULTI_PARTICLE_PERSIST for example and many parameters are not really explained (looks like many of them, claimed to be "unity only" on this tutorial have been finally and successfully added in SmokeScreen).

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