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Hide Engine Farings in Editor
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
Thanks! [solved] -
At this point I am considering developing an application that generates .cfg files from a gui interface, which would make it easier to make a cfg. You could just add modules, effects, resources, and anything else the community suggests. It is at this point just a concept and I want to gauge the communities intrest as to if it would be useful or even appreciated. Any other input would be greatly appreciated as well. On a final note, I am also considering adding tutorials into it for how to use unity with KSP and maybe blender. This is all just concept at this point. Timeframe: 5-2-16 . Concept presented to Community
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Custom Engine Effects
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
So in basic terms, the default is multiplied by the second number when the atmospheric pressure is at the first value. If that's all good I'll give it a try -
Custom Engine Effects
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
Thanks that's exactly what I was looking for! -
Custom Engine Effects
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
Ok so if I just wanted to change the energy of the exhaust proportional to the throttle just using stock how would I do that? That I guess is the essence of my original question. On an unrelated note once I get the basic effect working I will check out smokescreen. -
@fusedbean89to be simple and concisely answer your question, you need to make an an empty game object in unity as a child of the part-tools object. For simplicities sake name it "thrustTranform". Rotate it so that the Z-Axis (blue one) points in the intended direction of thrust and position it so that it is at the intended position of said thrust. Then in your .cfg file in the moduleEnginesFX module set: thrustVectorTransformName = thrustTransform if u need anything explained in further detail don't hesitate to at mention me EDIT: If you want part of your engine to rotate with the thrust when the engine gimballs, then set the object as a child of the thrustTransform object.
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Custom Engine Effects
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
@sarbian I will definitely check out smoke screen but it seems to me that stock probably has everything I need. Could you point me to a tutorial about how to get those values to change with the throttle just using stock. -
Custom Engine Effects
robot_rover replied to robot_rover's topic in KSP1 C# Plugin Development Help and Support
This isn't plugin related I'm pretty sure. While I appreciate the help, the effect is already working in game. What I did need help on is how to change the size and/or color when the throttle is at say 10% so it isn't always exactly the same -
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I have a custom engine effect set up in unity using the ksp particle emitter, but how do I have it adjust when the throttle is higher or lower, just to clarify I have the effect .mu file in an effects module which is linked to the moduleenginesFX in the .cfg
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I am making an engine mod and I have everything working, but I would like to make a custom particle effect for my engine. I see that the stock parts all point to .mu files in the FX directory, but I have no idea how to make them. I tried messing around with the particle emitter in Unity, but to no avail. Part tools didn't recognize the emitter and thus didn't make an .mu for it. I have also looked on google, but usually, the only thing that comes up is the Hot Rockets mod. Can anyone tell me how to make custom engine effects, or point me to a forum post that can show me how? I have no clue. I was thinking it might have to do with using legacy particle effects, given that KSP used legacy animations (at one point?) (EDIT) I believe i found it. KSP has a KSP Particle Emitter in the Parttools package. Wow I look for hours then find the answer minutes after asking the question...
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thanks!