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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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You need to use:
localPosition = 0,0,0   // x,y,z

and delete "offset". Change the "y" value,if small values don't do what you want just use bigger number.

Thanks. I will give that a try. Are the units supposed to be in meters?

EDIT: That doesn't affect the flame position. I tried values as large as 0, -10, 0, and I can't see any difference in position. Hmm.

Edited by MOARdV
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Sorry i mislead you :blush: 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.

Edited by sebi.zzr
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there's a fxOffset line in ModuleEngineFX. that may be overriding the localPosition?

The original config is ModuleEngines, and the fxOffset is commented out there. The !fxOffset=dummy in my config should remove fxOffset if it were present.

Sorry i mislead you :blush: 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.

Thanks for the extended help. I've attached the ModuleEngines from the KOSMOS engine for reference; I will try moving Z and go bother sarbian et al. if I am still having trouble.

MODULE
{
name = ModuleEngines
thrustVectorTransformName = engine_thrust
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 425
heatProduction = 386
//fxOffset = 0, 0, 1.5
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 383
key = 1 333
}

}

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Do you need to this work with HotRockets or just to edit original *cfg? You can look here for how to configure *cfg.

I need either (or both :wink:):

1) Any instructions about exploiting NEW Squad FX-s in my own parts. (Old FX-s still work, but I cannot use the new ones. Specifically - "fx_exhaustFlame_yellow_tiny_Z". Maybe it's embedded in .mu?)

2) Detailed instruction or Unity example (preferably) of decent looking flame plume config, so that I can learn how to make my own flame plumes looking at it. I know how to make KSP particle emitters, but I have no idea how to make them look like flame plume.

It's better to avoid using external mods in both cases.

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If anyone has seen this Post http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents has some of the engines didn't look like they had the power they should so, I try'ed it and looks like, I got alittle power back so if, I wrote this right and you want to try https://dl.dropboxusercontent.com/u/72893034/Alittle_Engine_Boost.cfg.zip should get all engines with the setting hope it helps.

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Hi guys!

I'm using Ven's remodelled parts and hotrockets.

Ther problem is the size of the remodelled rocket engines is different from the original. So, if I'm using these two models, the flameout looks a bit bugged( becouse it isn't the right place).

Any help to correct?

Edit: I realized it just the LV-909 (no fairling) from the SHDI mod, the others are fine.

Edited by Noorbi
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Is there a way to fix some engines having "on" effects when they are off? I've found it on two engines so far - the stock PB-Ion and the Kingfisher in RLA Stockalike both appear to be on when they are shutdown/throttled down. I had a brief look at the config files but couldn't see anything obvious.

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Thought I'd share the AIES config I made that included the expansion effects we'd seen in Andon's Squad patch. It works pretty well for my tastes, though none of the engines do anything too special -- they all use the flamestandard effect for the most part.

All engines tested in a 6.4x Kerbin environment so YMMV I guess.

If anyone has any suggestions, I'm definitely open. All changes sourced directly by referencing Andon's tweaks. The rest of the config is unchanged from Nazari's original.


//HotRockets for AIES
//Expansion effects added by amo28
//


@PART[VR1vulcan] //VR1vulcan ////////////////
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.89
size = 1.0 1.95
offset = 0.0 0.52 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.52 // Move the particle emitter away from its default position by x meters
fixedEmissions = false
scale = 1.25
logGrow
{
density = 1.0 -1.0
density = 0.4 0.7
density = 0.07 6.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.5
density = 0.005 2.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.2
density = 0.07 0.03
density = 0.0 0.35
}
emission
{
density = 1.0 1.0
density = 0.05 0.9
density = 0.005 0.7
density = 0.0 0.5
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.25
density = 0.07 1.0
density = 0.01 0.6
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[liquidEngineorbit2] //liquidEngineorbit2 ////////////////
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.7
size = 1.0 1.85
offset = 0.0 0.1 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.1 // Move the particle emitter away from its default position by x meters
fixedEmissions = false
scale = 1.2
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.07 5.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.0
density = 0.005 3.0
density = 0.0 40.0
}
offset
{
density = 1.0 0.0
density = 0.07 0.4
density = 0.0 0.5
}
emission
{
density = 1.0 1.0
density = 0.07 0.9
density = 0.005 0.8
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.25
density = 0.07 1.0
density = 0.005 0.65
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[liquidEngineconstelacion] //Constellation-C6 ////////////////
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.59
size = 1.0 1.65
fixedEmissions = false
scale = 1.25
logGrow
{
density = 1.0 -1.0
density = 0.4 0.7
density = 0.07 6.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.5
density = 0.005 2.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.2
density = 0.07 0.03
density = 0.0 0.35
}
emission
{
density = 1.0 1.0
density = 0.07 0.9
density = 0.005 0.8
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.25
density = 0.07 1.0
density = 0.01 0.6
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[engineexper05] //Exper-05 Liquid Fuel Engine ////////////////
{
!fx_exhaustFlame_blue
//!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.5
size = 1.0 1.7
offset = 0.0 0.2 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.2 // Move the particle emitter away from its default position by x meters
fixedEmissions = false
scale = 1.25
logGrow
{
density = 1.0 -1.0
density = 0.4 0.7
density = 0.07 6.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.5
density = 0.005 2.0
density = 0.0 50.0
}
offset
{
density = 1.0 0.2
density = 0.07 0.03
density = 0.0 0.35
}
emission
{
density = 1.0 1.0
density = 0.07 0.9
density = 0.005 0.8
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.25
density = 0.07 1.0
density = 0.01 0.6
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[liquidEnginemogulmp1500] //mogul Liquid Fuel Engine ////////////////
{
!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!fx_exhaustFlame_yellow
!fx_exhaustLight_yellow
!fx_exhaustSparks_yellow
!fx_smokeTrail_light

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.79
size = 1.0 1.85
offset = 0.0 0.7 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.7 // Move the particle emitter away from its default position by x meters
fixedEmissions = false
scale = 1.5
logGrow
{
density = 1.0 -1.0
density = 0.4 0.0
density = 0.07 5.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.3
density = 0.005 2.0
density = 0.0 40.0
}
offset
{
density = 1.0 0.0
density = 0.07 0.4
density = 0.0 0.5
}
emission
{
density = 1.0 1.0
density = 0.05 0.9
density = 0.005 0.7
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.005 0.7
density = 0.0 0.6
}
size
{
density = 1.0 1.3
density = 0.07 0.8
density = 0.005 0.6
density = 0.0 0.5
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[liquidEngineprodulVR2] //Produl-VR2 Liquid Fuel Engine ////////////////
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout


!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout

!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.89
size = 1.0 1.95
fixedEmissions = false
scale = 1.5
logGrow
{
density = 1.0 -1.0
density = 0.4 0.5
density = 0.07 5.0
density = 0.005 40.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 0.0
density = 0.005 3.0
density = 0.0 30.0
}
offset
{
density = 1.0 0.0
density = 0.07 0.05
density = 0.0 0.15
}
emission
{
density = 1.0 1.0
density = 0.07 0.9
density = 0.005 0.7
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.005 0.8
density = 0.0 0.6
}
size
{
density = 1.0 1.25
density = 0.07 1.0
density = 0.005 0.6
density = 0.0 0.5
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{

MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster2
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50

// ***************
// From here the value are not the default anymore.
// ***************


angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45Ḟ
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
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
}
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}



@PART[galaxvr2] //galaxy-VR2 ////////////////
{
!fx_exhaustFlame_blue_small
!fx_exhaustLight_blue


!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamestandard
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.3 // Same for energy
energy = 1.0 0.9 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.0
size = 1.0 1.0
offset = 0.0 0.2 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.2 // Move the particle emitter away from its default position by x meters
fixedEmissions = false
scale = 0.5
logGrow
{
density = 1.0 1.0
density = 0.5 2.0
density = 0.07 4.0
density = 0.001 50.0
}
linGrow
{
density = 1.0 0.0
density = 0.07 1.0
density = 0.005 3.0
density = 0.0 80.0
}
offset
{
density = 1.0 0.2
density = 0.01 0.5
density = 0.0 0.7
}
emission
{
density = 1.0 1.0
density = 0.01 0.8
density = 0.0 0.6
}
energy
{
density = 1.0 0.8
density = 0.07 0.7
density = 0.0 0.5
}
size
{
density = 1.0 1.1
density = 0.01 0.53
density = 0.0 0.4
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{




}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}


@PART[enginelmodc] //modc-2 ////////////////
{
!fx_gasJet_tiny



!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamelarge
modelName = MP_Nazari/FX/flamelow
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.25 0.99
emission = 0.75 1.34
emission = 1.0 1.54
speed = 0.0 1.98
speed = 1.0 1.72
energy = 0.0 0.54 // Same for energy
energy = 1.0 1.22 // Same for energy
speed = 0.0 1.1
speed = 1.0 1.1
size = 0.0 1.89
size = 1.0 1.95
fixedEmissions = false
logGrow
{
density = 1.0 1.0
density = 0.01 50.0
}
linGrow
{
density = 1.0 0.0
density = 0.005 0.5
density = 0.0 80.0
}
offset
{
density = 1.0 0.0
density = 0.01 0.2
density = 0.0 0.4
}
emission
{
density = 1.0 1.0
density = 0.01 0.8
density = 0.0 0.6
}
energy
{
density = 1.0 1.0
density = 0.01 0.9
density = 0.0 0.75
}
size
{
density = 1.0 1.0
density = 0.01 0.53
density = 0.0 0.4
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{




}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
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[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

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  • 2 weeks later...
Is there a way to fix some engines having "on" effects when they are off? I've found it on two engines so far - the stock PB-Ion and the Kingfisher in RLA Stockalike both appear to be on when they are shutdown/throttled down. I had a brief look at the config files but couldn't see anything obvious.

This is usually due to multiple mods trying to add FX to an engine, in the PB-Ion's case I know NearFuturePropulsion adds FXs to it as well as patching the power of it. I would suggest finding the PB-Ion entry in the squad_hotrockets.cfg and deleting it, or delete the NFP patch for the PB-Ion. As far as the other engine goes there is a rla_hotrockets config, a more recent RLA update may have SmokeScreen FX already which is why you have issues with it, you can delete the config for RLA that came with Hotrockets, or if you prefer the hotrockets FX you will need to edit the rla_hotrockets.cfg file to remove the proper engine FX before it applies its own.

Hi guys!

I'm using Ven's remodelled parts and hotrockets.

Ther problem is the size of the remodelled rocket engines is different from the original. So, if I'm using these two models, the flameout looks a bit bugged( becouse it isn't the right place).

Any help to correct?

Edit: I realized it just the LV-909 (no fairling) from the SHDI mod, the others are fine.

Could you be a little more specific on what the issue is? Hotrockets currently wont have any effect on the LV-909 Fairingless engine from the SDHI mod as it doesn't target it.

does this add affects to the Near Future Propulsion engines? If so, then I'll be getting this soon!

Edit: and just to clarify, I mean that it comes with effects on install (I don't know how or have the time to make my own)

No it does not, but I believe NFP comes with SmokeScreen effects already, one issue you will run into if you run both is that the patch for the PB-Ion engine will conflict with the squad_hotrockets trying to apply FX to it, see above for options.

What's the best way to turn down/off jet smoke at low speeds? The smokescreen (and lag) make it very, very tough to land VTOLs.

If you are talking about the launch smoke like this delete the launch_hotrockets.cfg

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So before I give you a critique, I just want to say that I *love* this mod! I really appreciate the shock diamonds and pretty colors. Which is why I'm critiquing it - I don't want to have to turn it off!

EA6259B476B7349B50F8427CDD6F3E4FE628D0BB

Can you see the helipad? Me neither.

39EA3088E078BFAD386CBE4B26193301FA393736

SABRE tiltjets, on the other hand, land just great.

Landing a typical stock VTOL with a vertical Basic Jet engine is a nightmare. And, while I now empathize with helicopter pilots landing in brownouts, I don't think this is even realistic. Have you ever seen an airliner or a fighter jet create a thick smokescreen? As if they aren't hard enough to land already. In addition, the thick smoke can make our frame rates dip, right when we need them the most.

If we dialed back the smoke to the same level as the SABRE or removed it entirely, it would fix this issue.

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So before I give you a critique, I just want to say that I *love* this mod! I really appreciate the shock diamonds and pretty colors. Which is why I'm critiquing it - I don't want to have to turn it off!

<snip>

If we dialed back the smoke to the same level as the SABRE or removed it entirely, it would fix this issue.

I have the same issue. Not just with VTOLs, but even on the runway the jets produce so much smoke around the aircraft.

I managed to tweak the .cfg to get rid of the smoke entirely, but then it looks a bit silly. I'll have to play around with it some more. Unless someone else has a better fix, of course.

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Hey guys, I was about to comment on the jet launch smoke weirdness. Usually I have to disable it manually, but just now I was looking into the configs files for something obvious.

So I think this will solve the issue, though I haven't tested and may be horribly wrong:

On MP_Nazari/launch_hotrockets.cfg, I'm assuming is the one responsible to adding the Launch smoke to solid fuel booster. It begins with:

@PART[*]:HAS[@MODULE[ModuleEnginesFX],!PROPELLANT[Oxidizer]]:FINAL
{

Which I'm guessing is directed at rocket engines that don't have Oxidizer as propellant, thus the Boosters, but it mistakenly accepts the Jet engine that only has LiquidFuel as propellant.

So I think this will fix it, BUT again, I'm only guessing...

@PART[*]:HAS[@MODULE[ModuleEnginesFX],PROPELLANT[SolidFuel]]:FINAL
{

Please let me know if this works.

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I personally do not like this mod. I want to, believe me. It looks so cool in theory, but there is no proper explanation on how to integrate the added effects of the .MUs into the game. I've tried linking them to modules already written in the CFGs, I've tried re-writing whole new CFGs, and I've even resorted to adding a module section, which is risky.

Nothing works. Is an MU editor required? Because I have no idea what kind of software is needed to re-write .MUs.

Please give proper explanations in full detail about CFG modifications next time. I already lost my LV-N to this.

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I personally do not like this mod. I want to, believe me. It looks so cool in theory, but there is no proper explanation on how to integrate the added effects of the .MUs into the game. I've tried linking them to modules already written in the CFGs, I've tried re-writing whole new CFGs, and I've even resorted to adding a module section, which is risky.

Nothing works. Is an MU editor required? Because I have no idea what kind of software is needed to re-write .MUs.

Please give proper explanations in full detail about CFG modifications next time. I already lost my LV-N to this.

You trying to edit the .MU to change the looks ? or you just want to add the FX to your engines ? and by the looks they used unity you can find it here http://unity3d.com/

EDIT- And you might check out these FX http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=1326375&viewfull=1#post1326375

Edited by Mecripp2
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You trying to edit the .MU to change the looks ? or you just want to add the FX to your engines ? and by the looks they used unity you can find it here http://unity3d.com/

I can't edit the .MU, and I was trying to experiment with the new ones on my LV-N. Now, I can't even start up the game anymore. The CFG is perfectly fine, but my onboard AI gives me this message:

"Following .cfg corrupt: liquidEngineLV-N. Cause: Invalid remodulation. Unknown solution."

I went through every part of it, and the CFG is precisely as it was before. I suspect this mod had something to do with it, but that seems unlikely seeing as I have removed it. I can't exactly re install the game either, because all my personal addons will be lost.

Oh well. I suppose I'll try Unity to see if it works.

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Tried replacing the entire LV-N folder? Or the Squad folder? Not just overwrite, but delete then put the backup in.

I'll need to talk with my onboard AI about this one. As far as I know, I think the corruption is tailored to the name "liquidEngineLV-N, so making an entirely new space wouldn't help. I'll have to look into that though.

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Just an FYI, with the stock turbojet issue, you can remove the config with scaling to fix the node locations, but you can also comment out the first texture as well if you prefer the stock texture. I don't really care for the metallic texture it uses. I think the 2nd texture line keeps the new engine effect though.

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