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I love the new exhaust effects.


purple100

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Woah that\'s fantastic.

Quite brilliant of you Nova. Thank you for that!

There should be lots of ice falling off the rocket during launch too :D. Seems like Kerbal quality material.

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Thank you! I tried to make my first real contribution to KSP something that would be noticeable. Smoke effects and new explosions are upcoming, too.

Thanks Nova!!! I don\'t know if this is the right place for this, but; 1. Are you going to update your mod still?

And last question; Are any of your parts you\'ve made going to be implemented into the game?

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New smoke effects!??! I drool at the idea.

I wonder if some day we\'ll get actual smoke 'fluid' physics, like seen in some experimental (broken) stuff like in Hellgate London etc.

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if the explosions are getting updated can you make them like when planes crash for the space planes? example: Flame and pieces of debris is thrown forward and fuel tanks burning.

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I expected none less from Nova, this is exactly the sort of small detail that really manages to make a difference. Older games were/are good because there was time for all the little things too.

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I don\'t think the game has support for effects that change with altitude yet, i may be wrong though. either way these new ones are a big improvement.

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No but it might be possible to have a 'plume expansion' parameter in the cfg of the engines so that upper stage engines don\'t display the same effect as lea level engines.

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All you can really do at the moment is make the effect fade out with a change in atmosphere density. Maybe in the future it can be changed, but right now the exhaust plume serves as a handy, easily visible indicator of throttle.

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While playing your smoke trail will disappear when you are very high in the atmosphere. Maybe the smoke will disappear, followed by the fire effects to only display the 'realistic' ones in space.

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Awesome, and please tell me that these new particle effects are more optimized than the originals!?

Well, the issue with the explosions was the sheer number of objects it created - you can simulate lots and lots of particles with almost no performance overhead, but creating objects requires a lot more effort on the engine\'s part - and you need one object for every separate child effect in the explosions (fireballs, sparks, smoke, etc)

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