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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)


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Hi, i already mentioned it in the B9 Threat, but i have a problem caused by smokescreen.

If i stat a ship from vab its OK, but after i switched vessel or switched to space center and back to the vessel, it´s invisible except of the engine. the Ship is not controllable and no kerbals are showing.

if i remove smokescreen, it works fine.

what should i do?

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Hi, i already mentioned it in the B9 Threat, but i have a problem caused by smokescreen.

If i stat a ship from vab its OK, but after i switched vessel or switched to space center and back to the vessel, it´s invisible except of the engine. the Ship is not controllable and no kerbals are showing.

if i remove smokescreen, it works fine.

what should i do?

Could you put the ship file somewhere so I can test ?

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Also worth mentioning:

NullReferenceException: Object reference not set to an instance of an object
at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0

at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0

at Vessel.Load () [0x00000] in <filename unknown>:0

at Vessel.MakeActive () [0x00000] in <filename unknown>:0

at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0

at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0

at FlightDriver.Start () [0x00000] in <filename unknown>:0

This is the bug that destroys entire ships bar the engine upon reload.

Pls fix :(

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Also worth mentioning:

NullReferenceException: Object reference not set to an instance of an object
at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0

at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0

at Vessel.Load () [0x00000] in <filename unknown>:0

at Vessel.MakeActive () [0x00000] in <filename unknown>:0

at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0

at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0

at FlightDriver.Start () [0x00000] in <filename unknown>:0

This is the bug that destroys entire ships bar the engine upon reload.

Pls fix :(

I have had this ship destruction event happen a few times myself, but only a few times, so I never bothered to try and run down the cause. Thinking back though, it was almost always with KW engines and the problems I had might have had something to do with the fan patched hotrockets KW config I had. (I have since updated to a newer fan patch, as well as updating the smokescreen dll) but I'll see if I can't get it to happen again and get a logfile for it. I would have never made the connection to smokescreen if I hadn't stumbled into this thread. (I'd have likely just shaken my fist and blamed KSP again)

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Also worth mentioning:

NullReferenceException: Object reference not set to an instance of an object
at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0

at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0

at Vessel.Load () [0x00000] in <filename unknown>:0

at Vessel.MakeActive () [0x00000] in <filename unknown>:0

at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0

at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0

at FlightDriver.Start () [0x00000] in <filename unknown>:0

This is the bug that destroys entire ships bar the engine upon reload.

Pls fix :(

I thought i was getting the same NRE but mine looks different.

This happens when i reload a destroyed craft.

Using 2.4.4.0

output_log.txt

NullReferenceException: Object reference not set to an instance of an object
at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0

at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0

at Vessel.Load () [0x00000] in <filename unknown>:0

at Vessel.Update () [0x00000] in <filename unknown>:0

Edited by The Space Man
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Hey guys, sorry for being the greenhorn around here but I'm trying to create some hot rocket/smokescreen configs for the RS-25D (SSME) & SSSRB for RSS to compliment some custom sounds I've produced for them. I'm new to scripting hotrockets and smokescreen, and there are some things I can't figure out.

1) No matter how hard I try I cannot get the rocket effect GUI options to appear for the SSME (KlockheadMartian) in game. I've added the required lines to its part config (it was already partially there) and created a hotrockets config for it in the HR folder, still nothing. Strangely I did the exact same for the SSSRB and I have all three options in the GUI: Launch smoke, smoke and flame.

2)I'm also somewhat unsure about how to permanently edit the configs for such engines, the GUI has a Rebuild button, which only brings up a different set of variables, which I understand even less :P Do I have to manually copy my values from GUI into the config outside of the game to make persistent changes to rocket effects?

I'm sorry if this was all stated somewhere I had a look through the OP and couldn't find anything on the in game GUI.

This is what my RS-25D part config looks like:

PART{
// Kerbal Space Program - Part Config
// Shuttle Engine
//


// --- general parameters ---
name = km_ssme_rs25ss
module = Part
author = dtobi


// --- asset parameters ---
scale = 1.0
mesh = model.mu






// --- FX definitions ---


fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout


// --- Sound FX definition ---


sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout


// --- editor parameters ---
TechRequired = veryHeavyRocketry
entryCost = 24000
cost = 2220
category = Propulsion
subcategory = 0
title = RX-25ss Straight Shuttle Main Engine
manufacturer = Klockheed Martian
description = Looks like the real thang! Is not bent.


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1


// --- standard part parameters ---
mass = 1.45
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600


stagingIcon = LIQUID_ENGINE

NODE
{
name = top
transform = node_top
}


NODE
{
name = bottom
transform = node_bottom
}

//MODULE
//{
// name = ModuleEngines
// thrustVectorTransformName = exhaust
// exhaustDamage = True
// ignitionThreshold = 0.1
// minThrust = 0
// maxThrust = 400
// heatProduction = 570
// fxOffset = 0, 0, 1
// PROPELLANT
// {
// name = LiquidFuel
// ratio = 0.9
// DrawGauge = True
// }
// PROPELLANT
// {
// name = Oxidizer
// ratio = 1.1
// }
// atmosphereCurve
// {
// key = 0 380
// key = 1 330
// }
//
//}


// START FX


EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet1
modelName = KSO/FX/thrustmax
transformName = flamePoint
emission = 0.0 0.0
emission = 0.1 0.0
emission = 0.71 1.8
emission = 1.0 2.35
speed = 0.0 1.97
speed = 1.0 1.97
size = 0.0 1.15
size = 1.0 1.15
energy = 0.0 0.0
energy = 1.0 0.6
grow = 0.0 1.75
grow = 1.0 1.75
fixedEmissions = false
}
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 = exhaust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 400
heatProduction = 570
fxOffset = 0, 0, 1
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 380
key = 1 330
}

}



// END FX




MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
trustTransformName = gimbal
yawGimbalRange = 5
pitchGimbalRange = 5
enableRoll = true
}


MODULE
{
name = KM_PreLaunchEffect
effectName = PreLaunchEffectEngine
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = ssme-straight
}


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

}
}

And this is the custom Hotrocket config file I made for both:

// Space Shuttle RSS HotRockets! ModuleManager File// HotRockets for SS engines in RSS


@PART[km_ssme_rs25s] //Rocketdyne RS-25 "SSME"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
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 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}




AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSME_Run
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/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 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 0.11 // 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 1.1 // 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 = Klockheed_Martian_SSE/Soundbank/SSME_Start
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

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


@PART[SSSRB] //ATK Launch Systems RT-20 "SSSRB"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
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 1.75
speed = 1.0 1.65
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}




AUDIO
{
channel = Ship
clip = Klockheed_Martian_SSE/Soundbank/SSSRB_Run
volume = 0.0 0.0
volume = 1.3 1.3
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
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 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 0.11 // 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 1.1 // 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 = Klockheed_Martian_SSE/Soundbank/SSSRB_Start
volume = 1.3
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

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

Thanks in advance for any help or ideas :)

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  • 2 weeks later...

I'm loving this mod! Only one question though...

Is there any way I can edit the squad MM cfg (I got Smokescreen from the Hot Rockets mod page) for the engines to produce a little less Smoke at ignition? The smoke particles while travelling are perfect, but at launch they are causing a little lag...

any help will be appreciated :)

Edited by ultraviolet150
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I'm loving this mod! Only one question though...

Is there any way I can edit the squad MM cfg (I got Smokescreen from the Hot Rockets mod page) for the engines to produce a little less Smoke at ignition? The smoke particles while travelling are perfect, but at launch they are causing a little lag...

any help will be appreciated :)

You can try do delete: launch_hotrockets.cfg in GameData/Mp_Nazari/

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  • 2 weeks later...

BUG REPORT: At multiple angles with KW Rocketry Rockets (I believe that is all that does this, so far.) Instead of thrust visuals (the actual fire) from the rockets, I see many, many spinning, transparent images of whatever FLAG file I'm using for that particular mission... I... have no idea.

When I take hot rockets out, it goes away. Not sure if that helps. Thanks for any insight!

-Gh0st_DovahJeb

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