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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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ModuleEngineFX is used by all the new 0.23.5 engines and where used by the rapier in .23 and a few mods just after that (like Kommitz nuclear engines). If some mods don't support the new module then those mods will be more and more "broken" with time. Asking people to stop making things because others can't keep up is an insult to those who work to bring those new things.

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I don't remember asking someone to "stop making things".

I was merely suggesting that the replacement of ModuleEngineFX in MM's configs seems to be the cause of a few issues with other mods. All of those issues are currently pending and have not been resolved, as far as I see it.

Nobody should stop doing mods, just because they don't interact well with each other, but perhaps working together in resolving the issues rather than "tossing the bone in the neighbour's yard" might be a better suggestion?

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Maybe the problem is the OTHER MODS though smunisto...that's what people are trying to tell you. If mods are still using ModuleEngine and not ModuleEngineFX, they are likely not using the new KSP "standard" for engine FX. These mods (as sariban says above) will only get more and more "broken" as time goes on and the ModuleEngineFX becomes the full-time standard.

In other words, perhaps "tossing the bone in the neighbour's yard" is the only real solution, as the "neighbour" (the creator of the "broken" mod) has the responsibility to fix their own issues, not Nazari.

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I don't remember asking someone to "stop making things".

I was merely suggesting that the replacement of ModuleEngineFX in MM's configs seems to be the cause of a few issues with other mods. All of those issues are currently pending and have not been resolved, as far as I see it.

Nobody should stop doing mods, just because they don't interact well with each other, but perhaps working together in resolving the issues rather than "tossing the bone in the neighbour's yard" might be a better suggestion?

You have to see if Stock is using ModuleEngineFX and mods don't work with it then the mod that brake with ModuleEngineFX will need to update to work so it would be Squad as tossed the bone and the modders get to fix there mods.

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I have a problem. The poodle has no flame effect anymore in 23.5. It's just the poodle that is missing it's effect, i've reinstalled the mod a few times. Anyone have a clue what is going on?

Try using this config in GameData/MP_Nazari : http://www./view/imndwi9jn8wqdie/squad_hotrockets.cfg

Make sure you don't have the old configs in there. Go ahead and delete MP_Nazari.cfg

If it doesn't resolve the issue I'll have to look at everything closer for the next release.

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I think I mentioned to you earlier I'm working on some ground effect particles.

As soon as I put some engine hooks into this, you could add some of this fun stuff to rockets as well:

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I think I mentioned to you earlier I'm working on some ground effect particles.

As soon as I put some engine hooks into this, you could add some of this fun stuff to rockets as well:

W-O-W

That looks simply perfect!

The same effect in related colors for planets and moons during the rocket landings would be awesome!

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I think I mentioned to you earlier I'm working on some ground effect particles.

As soon as I put some engine hooks into this, you could add some of this fun stuff to rockets as well:

Looks good, but shouldn't the ground effect particles be moving faster? Right now it almost looks slow-motion.

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Just downloaded this tonight, and it's truly a thing of beauty! Thanks for the mod! I would like to be able to revert to the stock sounds, however. I can't hear my jet engines starving for air, and they're nearly silent at 25% throttle. I searched the thread, but I'm not sure how to fix this. Thanks for any help! :)

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Just downloaded this tonight, and it's truly a thing of beauty! Thanks for the mod! I would like to be able to revert to the stock sounds, however. I can't hear my jet engines starving for air, and they're nearly silent at 25% throttle. I searched the thread, but I'm not sure how to fix this. Thanks for any help! :)

If you open up MP_Nazari folder and the stock.cfg find the engine you want and edit the all AUDIO back to stock you can use notepad or any text editor.

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No, it won't work. Stock has exactly the same problem, it's just that plenty of engines still use the legacy sound system, which actually worked pretty well. I hope it'll be improved on by Squad, there's not much Nazari can do.

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I liked the look of this mod but it's gone too far, it's a FPS killer.

going from 40 fps on launches to 5 fps means it's just not worth it. :(

That's because of collision-enabled smoke on the SRBs. You can go into the modulemanager file that comes with HotRockets!, find the line saying collision = true (use ctrl-f to search) and change it to collision = false. That should fix the lag that you're experiencing.

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That's because of collision-enabled smoke on the SRBs. You can go into the modulemanager file that comes with HotRockets!, find the line saying collision = true (use ctrl-f to search) and change it to collision = false. That should fix the lag that you're experiencing.

Thanks wasmic, I'll give that a try

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Try using this config in GameData/MP_Nazari : http://www./view/imndwi9jn8wqdie/squad_hotrockets.cfg

Make sure you don't have the old configs in there. Go ahead and delete MP_Nazari.cfg

If it doesn't resolve the issue I'll have to look at everything closer for the next release.

Trying now!

Edit:

I followed your instructions and there is no change. If it helps this is what the poodle looks like

x59FcOz.png

Edited by federally
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Try using this config in GameData/MP_Nazari : http://www./view/imndwi9jn8wqdie/squad_hotrockets.cfg

Make sure you don't have the old configs in there. Go ahead and delete MP_Nazari.cfg

If it doesn't resolve the issue I'll have to look at everything closer for the next release.

Thats what it was change to.

but it used to have a flame. This was on purpose? I must have missed something

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