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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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on that do u cut out the effects?

cause when i did it like u have on there but left effects all that did was disable hotrockets.

can u post the exact .cfg for that engine so i can see if i messed up somewhere.

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So, I'm finally back(ish) and actually looking through stuff now.

So I have a request for Nazari, Nothke, and anyone else writing ModuleEnginesFX conversions: please, please, instead of nuking the old ModuleEngines node and rewriting it, use this form. We'll take the Skipper as the example.

...

This will make it compatible with DRE, and with other things that change the engine's stats.

Let me explain. Since ModuleEngines and ModuleEnginesFX take almost the same parameters, instead of replacing the whole module, you just change the name line to refer to the new module, and add the lines that the old module lacks (and do a remove for fxOffset, in case it exists and you want to clear it out). Further, this will occur on the :Final pass, which means it will occur *after* all other changes are made (like DRE's change to heatProduction).

1) I've edited the HotRockets config file in line with this post, but I'm not in a position to test it. If anyone is interested, replacing the file at

GameData\MP_Nazari\MP_Nazari.cfg

with the one from

https://dl.dropboxusercontent.com/u/2652591/MP_Nazari.cfg

should work fine with and without DREC.

2) HotRockets BUG report - while doing the above, I discovered a bug in the shipping MP_Nazari.cfg - the engine data for the BACC SRB has been used for both stock SRBs :) I've cleaned that up in the d/l above.

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I've edited the HotRockets config file in line with this post, but I'm not in a position to test it.

Works great. I was going to suggest to switch back to ModuleEngines because changing the stock game like that is never good programming etiquette especially for addons. (I refrained myself because I thought it would take something equivalent to a rewrite.)

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@Nazari, Those turbofans from B9 shouldn't have flames coming out with the exhaust. Just smokes should be enough. Seriously, good luck to anyone who sees that kind of fire coming out of an engine during flight

Also the SABREs are actually rockets so they should look like rockets

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Also the SABREs are actually rockets so they should look like rockets

When operating in atmosphere SABRE's run as pre-cooled jet engines

SABRE's switch to closed cycle 'rocket mode' once the vehicle is high in the atmosphere and at high speeds

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The jet engine flames are for simulating afterburners. I'm not a coder, so the flames are tuned to appear at the highest levels of throttle. Also, the SABRES have a different effect for the rocket engine mode. I'll repeat what I've said before: my goal with HotRockets is not to make everything look like it does in real life. There is a tutorial in the OP if you'd like to make something closer to what you've seen in real life.

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nazari does those include the changes to make it work with deadly reentry?

If you mean the fixes from Nathan's post, yes they're included. Release 5 also replaces the broken (in 0.23) config for B9 SABRES with the Rapier engine config from Squad. (The engines still use B9's stats)

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thats good cause following nathans thing i couldnt get it to work. either hot rockets would stop working or the smoke and fire would keep being put out even with engine off. gonna try the changes that crater made see if those work. only thing he did differnt was to get rid of the offset where thought nathan said keep the offset. spent 3 hours last nite trying to get it to work and still need to do it for the kw engines i have from somewhere else also lol

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top p of page says spaceport update march th might want to change that lol. and thanks now can play and not fight to get somethign to work.

looking at your .cfg see wher ei messed up i left the numbers beside the offset thats why it keep disabling hotrockets instead of working

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I was wondering something was trying out a few scripts on another stuff like KSO and noticed sometiems the NozzleTransform doesn't work for some.. there a reason? just keeps coming up with can't find NozzleTransform

So we gonna get any chance of any AIES/Nova/FASA configs soon? ;)

Edited by cardajowol
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Any idea why if the smoke puffs coming from KW's engines are intentionally very scarce or it's some bug?

For lack of screenshot I will describe them as follows:

^

||

|| = rocket

||

T

| - engine fire

|

0

0

0

0 - smoke

0

In regards to the particle system, Nazari, have you had luck counter-acting this affect?

https://dl.dropboxusercontent.com/u/1482056/horizon61.jpg

Where the particles seem to pull apart a LOT, when at higher speed? I've tried pushing insane particles, like 15,000 particles, but it still does that blobby separation, it's aggravating! >_<

PSA: I have submitted a pull request on the SmokeScreen repo containing a fix for this issue as well as a few new features.

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I have an issue where my jet FX seem to behave like rocket FX - i.e. engines have no visual and audio representation of spool up time, yet they still behave like regular jet engines. To put it simply, the effects make them look like rocket engines :S I've no idea why that is. Help :S

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