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T10M101

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    Bottle Rocketeer
  1. Blackrack, I just wanted to say thank you for such a beautiful mod. As with when the other great graphics mods were released, it feels unreal that we used to think the game had good visuals before their time. As with HD planet textures, as with clouds, and now with a true atmospheric effect.
  2. This looks great on a stock sized system (at least from ground level, which is the only place I have tested it. Incase anyone isn't sure, you need to put this line in the GameData/Atmosphere/Clouds.CFG file. Search for Sunset and it'll lead you right to the place where you have to drop in Yarbrough's numbers. I didn't find where to put the vec3 numbers, but a yellow sun is fine for me. RBray - your graphics overhaul is beautiful and you should feel beautiful. Playing stock was such an eyesore I couldn't do it. Thank you for all your work!
  3. @NathanKell: They're for RftS. @ dtobi: Cool! Thanks for the addition. Hopefully it'll mean just 1 .cfg for each engine pack (rather than my less than elegant 8 .cfgs). @ObsessedwithKSP: That effect placement is looking better than mine. Good luck with the quads in .3! If you want any settings from any of the cfgs I did, feel free!
  4. If the effects don't line up with the nozzles, you would need to change the x, y and z offsets (how much left/right, up/down, and forward/back the effects are generated). I don't know if realism overhaul changed any (if not all) sizes. I'd recommend you try a .cfg out anyway....the worst that can happen is that you need to change numbers, which is simply trial and error to get the effects placed correctly. The best that can happen is that it all matches stock sizing first time. BTW, can anyone (maybe dtobi) figure out why quad nozzles need two .cfgs to work? It would be neater (but not essential) to have less .cfg files if a way around it can be found. I've started on first stage engines for AIES aerospace. For some reason, adding the effects the normal way (referencing the part, then the cryo effect model, then the location for the effect) made the engines invisible and burning inside the VAB. I found that re-referencing the engines actual model fixes it (see below), but again.....does anyone know why it works this way? It could be interesting to have to learn a new way to set up .cfgs for each engine pack. @PART[liquidEngineorbit2] { MODEL { model = AIES_Aerospace/Parts/Engine/AIESengineorbit2/model scale = 1.0, 1.0, 1.0 } MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine1 checkBottomNode = true width = 0.2 height = 10 xOffset = 0 yOffset = -1.2 zOffset = 0 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 } }
  5. (Making a new post because I'm releasing) Configs for KW Engines are ready to go. The config files are intended for use with RSS, and might not line up correctly if used for stock sized games. Download Here! Install instructions: 1. Open the 7zip file. 2. Drag all the config files into your Gamedata/CoolRockets folder 3. Play! Notes: The single-nozzle Vesta has no effects. This is because it has poor ISP at sea level in RSS. Feel free to add it on if you need it. These are the prelaunch engine effects only. No tank effects included. If you can spot exhaust nozzles for the engines and feel I should put the effects there - show me and I'll see what I can do. I'm not good at making large engine effects look good - if anyone else knows a way, feel free to change it or let me know for an update. Try not to use more than one type of CoolRockets enabled engine at once - they can conflict and give you the wrong effects for each engine. The configs were split to make changing easier, and to allow for 4 nozzle engines. Thanks: A huge thanks to dtobi for creating this beautiful mod in the first place. A huge thanks to leops1984 for his three configs for KW engines on page 8. A huge thanks to Kickasskyle and Winston for KW Rocketry.
  6. Hi, I've been working on a KW config. Single and dual nozzle engines are working well, but has anyone been able to get four nozzles working? I'm trying different settings, but I can only get the first two prelaunch effects to be visible. I've been renaming the prelauncheffectengine to prelauncheffectengine1, 2, 3, and 4 respectively. I'll post the .cfgs I've got so far later tonight/tomorrow morning, after a bit more testing. Edit1: Quick update, the 4 nozzle problem has been solved. It turns out each part in a single cfg file can only create two pre-launch effects per part. However, each part can be given effects by more than one .cfg file. So to give a four nozzle engine (like the Griffon G8D) a cryo effect from each nozzle, you must create two .cfg files. Each file needs two pre-launch effect modules (1 and 2). I'm still testing to get particles looking right on each engine, but for now, I'd like to paste the .cfg(s) for the Girffon G8D to help anyone else working on engines with lots of nozzles. .cfg 1 of 2 @PART[KW2mengineGriffonG8D] { MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect // the name of the plugin. Don't change! effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. width = 0 // width of the particle system height = 20 // height or lifetime of the particles xOffset = -2 // move the whole thing on the xyz achsis yOffset = -2 zOffset = 2 numP = 20 // number of active particles in the system speedX = 0 // direction of the particles speedY = -0.2 speedZ = 0 size = 1 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0.1 // random movement in all directions runningTime = 0.5 // stop x seconds after launch } MODULE { name = KM_PreLaunchEffect // the name of the plugin. Don't change! effectName = PreLaunchEffectEngine2 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. width = 0 // width of the particle system height = 20 // height or lifetime of the particles xOffset = -2 // move the whole thing on the xyz achsis yOffset = -2 zOffset = -2 numP = 20 // number of active particles in the system speedX = 0 // direction of the particles speedY = -0.2 speedZ = 0 size = 1 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0.1 // random movement in all directions runningTime = 0.5 // stop x seconds after launch } } .cfg 2 of 2 @PART[KW2mengineGriffonG8D] { MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect // the name of the plugin. Don't change! effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. width = 0 // width of the particle system height = 20 // height or lifetime of the particles xOffset = 2 // move the whole thing on the xyz achsis yOffset = -2 zOffset = 2 numP = 20 // number of active particles in the system speedX = 0 // direction of the particles speedY = -0.2 speedZ = 0 size = 1 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0.1 // random movement in all directions runningTime = 0.5 // stop x seconds after launch } MODULE { name = KM_PreLaunchEffect // the name of the plugin. Don't change! effectName = PreLaunchEffectEngine2 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. width = 0 // width of the particle system height = 20 // height or lifetime of the particles xOffset = 2 // move the whole thing on the xyz achsis yOffset = -2 zOffset = -2 numP = 20 // number of active particles in the system speedX = 0 // direction of the particles speedY = -0.2 speedZ = 0 size = 1 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0.1 // random movement in all directions runningTime = 0.5 // stop x seconds after launch } }
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