sebi.zzr
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Everything posted by sebi.zzr
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Sorry i mislead you just realized what i did wrong,i edited my post. It's good to delete offset line because offset is used in different format also "scale" line is wrong.The fxOffset line in ModuleEngine will be overwritten.Otherwise look at smokescreen to see how to proper format *cfg. I couldn't find this engine to help you with *cfg. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
You need to use: localPosition = 0,0,0 // x,y,z and delete "offset". Change the "z" value,if small values don't do what you want just use a larger number. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Do you need to this work with HotRockets or just to edit original *cfg?You can look here for how to configure *cfg. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Some of squad engines(including "rokomax 24-77") use new FX model.You need to delete *cfg for that engine or use original *cfg from Hotrockets. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sebi.zzr replied to nli2work's topic in KSP1 Mod Releases
NO, they aren't.I should mention,this is my favorite basic mod.I build everything around it(back to 32bit!).The pics. are from latest release(you mention it).I don't intend to use "Stowable Wheel" on other craft since i already balaceced that out,i'm more interesting about FX and parts that there are missing(Is it possible to add "wing mount adaptor A" shaped nose cone to fit retro cockpit.(Not looking for another B9 or FS)).Can do most of the work my self,just don't have talent for modeling(should i say lazy,but i'm not!!) I'm very aware of that,but if there is no drive and wheels are spinning freely,why should that mather? -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
It's really easy and i'm 99% sure this was already discussed and fixed on this thread.Go to GameData/MP_Nazari/FX/emissives,open emissivec.cfg and delete rescaleFactor = 1.125 and @scale = 1.125 .Now file should look like this: @PART[turboFanEngine]:FOR[HotRockets] { !mesh MODEL { model = Squad/Parts/Engine/jetEngineTurbo/model //position = 0.0, 0.0, 0.0 //scale = 0.8, 0.8, 0.8 //rotation = 0, 0, 0 //parent = anotherModelTransform texture = model000, MP_Nazari/FX/emissives/tfdiffuse //Squad/Parts/Engine/turboFanEngine/model000 texture = model001, MP_Nazari/FX/emissives/turbofan } } save and you'r good to go. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sebi.zzr replied to nli2work's topic in KSP1 Mod Releases
Have same issue on my scout aircraft: going straigt: starts to turn left at 50m/s: Also i should mention that starting position of "Stowable Wheel" is very -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sebi.zzr replied to nli2work's topic in KSP1 Mod Releases
Hello,i really like this mod,but i have question(request).Is it possible to add "wing mount adaptor A" shaped nose cone to fit retro cockpit.Thank you. like this: -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Here you go,i edited original part.cfg,since this was the fastest way for me (i had to be an expert in MM.cfg to be able to write MM patch,because the way original *cfg is written ) PART { // --- general parameters --- name = km_ssme_rs25s module = Part author = dtobi // --- asset parameters --- mesh = model.mu scale = 1.0 // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 24000 cost = 2320 category = Propulsion subcategory = 0 title = RX-25s Shuttle Main Engine manufacturer = Klockheed Martian description = Looks like the real thang! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 1.6 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 } EFFECTS { runnung_closed { MODEL_MULTI_PARTICLE_PERSIST { name = flame_thrust modelName = MP_Nazari/FX/flamelarge transformName = exhaust renderMode = Billboard localPosition = 0,0,-9 fixedScale = 1 fixedEmissions = false 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 energy = 1.0 0.99 } MODEL_MULTI_PARTICLE_PERSIST { name = smoke_thrust modelName = MP_Nazari/FX/smokebooster2 transformName = exhaust renderMode = "Billboard" collide = false collideRatio = 0 fixedScale = 1.0 sizeClamp = 50 emission = 0.0 0.0 emission = 0.07 0.0 emission = 0.2 0.4 energy = 0.0 0.2 energy = 1.0 3.2 speed = 0.0 1.0 speed = 1.0 0.8 grow = 0.0 0.0 grow = 1.0 0.11 scale = 0.0 1.0 scale = 1.0 1.0 offset = 0.0 0.0 offset = 1.0 0.5 size = 0.0 1.0 size = 1.0 1.1 emission { 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 } } 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 } } 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 { name = ModuleEnginesFX engineID = rocketengine runningEffectName = runnung_closed thrustVectorTransformName = exhaust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 400 heatProduction = 570 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 330 } } MODULE { name = KM_Gimbal gimbalTransformName = gimbal yawGimbalRange = 1 pitchGimbalRange = 11 enableRoll = true } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = ssme } } I hope this is what you wanted. -
HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Did you editet part.cfg for RS-25D or is this original part.cfg (i don't play with RSS so i don't know from wich pack this is),because you're using double fx effects and it's wrong.You can use old or new FX *cfg or you can build hotrockets directly in part.cfg.So if you want more direct help repost the original RS-25D.cfg and tell us what you want from thre options. -
You don't use this right!If you whant to use dependence of the particle from the time: timeModulo = 10 //set timeModulo 1=10s(i don't really know if this is in "s",serbian should explain that) size { time = 1 1 //first 10s size is 1 time = 2 0 //next 10s size is 0 } I don't recomed using timeModulo for what you want to achieve,rather use speed,energy and logGrow floatCurves.
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Go to GameData/MP_Nazari and delete b9_hotrockets.cfg. -
Nothing,you just need this plugin
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Particle Setup should be: EFFECTS { running_mono { MODEL_MULTI_PARTICLE { name = ParticleGasFX // i dont know if this is necessary modelName = Tantares/FX/ParticleGas 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 } } } -
I made some lunchpad effects for KWrocketery,now i need some advice (help). @PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL { @EFFECTS { @running_closed { // launchpad smoke MODEL_MULTI_PARTICLE_PERSIST { name = smokelaunch modelName = MP_Nazari/FX/smokelaunch transformName = NozzleTransform renderMode = Billboard collide = True collideRatio = 0 offsetDirection = 0,0,1 fixedScale = 1 sizeClamp = 50 initialDensity = 1 physical = False stickiness = 0.9 dragCoefficient = 0.1 randomInitalVelocityOffsetMaxRadius = 50 timeModulo = 10 emission { mach = 0.0 5.5 mach = 0.07 6.4 mach = 0.09 0.0 } energy { time = 0.0 1.5 time = 0.5 0.7 time = 1.0 0.6 } speed { time = 0.0 4.2 time = 0.6 2.2 time = 1.0 1.8 } linGrow { time = 0.0 0.3 time = 0.5 0.4 time = 1.0 9.3 } offset { mach = 0.0 1.5 mach = 0.05 5.5 mach = 0.08 7.9 } } } } @PART[*]:HAS[@MODULE[ModuleEnginesFX]]:FINAL { @EFFECTS { @running_closed { // launchpad flame MODEL_MULTI_PARTICLE_PERSIST { name = flamelaunch modelName = MP_Nazari/FX/KWflamelarge transformName = NozzleTransform renderMode = Billboard collide = True collideRatio = 0 offsetDirection = 0,0,1 fixedScale = 1 sizeClamp = 50 initialDensity = 5 physical = False stickiness = 0.7 dragCoefficient = 0.1 randomInitalVelocityOffsetMaxRadius = 40 timeModulo = 10 emission { mach = 0.0 5.5 mach = 0.07 8.4 mach = 0.08 0.0 } energy { time = 0.0 5.5 time = 0.5 2.2 time = 1.0 1.0 } speed { time = 0.0 8.2 time = 0.6 7.2 time = 1.0 4.8 } linGrow { time = 0.0 1.3 time = 0.5 3.4 time = 1.0 9.3 } offset { mach = 0.0 0.5 mach = 0.05 4.5 mach = 0.08 9.9 } } } 1st:What do i need to change(add) so effects will work only on launchpad?I can't figure out how the effects would last 5-10s and still remain dependant on mach cuve. 2nd:How can i join both effects in one MM.cfg? 3rd:Why smoke particles don't colide with lunchpad air wents?When i use older smokescreen plugin (pre 0.24) they do. Thank you for advice.
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
I made some lounchpad effects for KWrocketery,if any one can test and advise. -
I can help you with 2 and 3,for example for goocanister: MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 // here you chnge value for transmission from 0 to 1 in %. 1=100% FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 // here is the range you need to be if you whant to colect data( i think value is in meters) rerunnable = True // add this line if you whant to run it again after colecting data. } it applies to all other experiments. You could also look here and here.
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HotRockets! Particle FX Replacement + Tutorial
sebi.zzr replied to Nazari1382's topic in KSP1 Mod Development
Here is new *.cfg for KW Rocketery v2.6c: Replace the old *.cfg with this. (*.cfg don't change original sounds from KW) If there are some licence issue,(i'm not english speaking)please inform me.If you(Nazri1380) think this is good enough,you can include *.cfg in yours edition. -
Here: @PART[G120-XL_Generator] { TechRequired =largeElectrics entryCost = 0 } @PART[G60-M_Generator] { TechRequired = largeElectrics entryCost = 0 } @PART[HF-1000_Hybrid_Medium_Engine] { TechRequired = experimentalElectrics entryCost = 0 } @PART[HF-2500_Hybrid_Main_Engine] { TechRequired = experimentalElectrics entryCost = 0 } @PART[HF-85_Radial_Hybrid_Engine] { TechRequired = experimentalElectrics entryCost = 0 } @PART[IP-10_Medium_Ion_Engine] { TechRequired = ionPropulsion entryCost = 0 } @PART[IP-15_Radial_Ion_Engine] { TechRequired = ionPropulsion entryCost = 0 } @PART[IP-20_Medium_Ion_Engine] { TechRequired = ionPropulsion entryCost = 0 } @PART[MMI_Battery] { TechRequired = electrics entryCost = 0 } @PART[MMI_Large_Battery] { TechRequired = largeElectrics entryCost = 0 } @PART[SideAdapter] { TechRequired = precisionEngineering entryCost = 0 } @PART[X120-M_Xenon_Tank] { TechRequired = ionPropulsion entryCost = 0 } @PART[X240-L_Xenon_Tank] { TechRequired = ionPropulsion entryCost = 0 } @PART[X30_Xenon_Radial_Tank] { TechRequired = ionPropulsion entryCost = 0 }
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
sebi.zzr replied to pingopete's topic in KSP1 Mod Development
Try to replace RealSolarSystem.dll with this one and delete all *.obj files in RealSolarSystem/Plugins/PluginData.