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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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You can try to open ModuleManager.ConfigCache with text editor,then Ctrl+f and search for NB2mNuclearEngine,then scroll dow to see how engine is patched.If you see any MODEL_MULTI_PARTICLE_PERSIST,then engine uses hotrockets and you need to delete ModuleManager.ConfigCache .I tried with MM 2.6.5 and had no need to delete MM.ConfigCache.Also you can delete MRS_HotRockets.cfg from GameData/ModRocketSys/ and restart the game,letting MM to patch parts again.

http://imgur.com/a/kqj93

Ok, deleting MM cache and MRS hotrockets.cfg did it.

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Delete the launch smoke cfg in the hotrockets folder after you install.

I don't have that file, I have these in my MP_Nazari folder,

launch_hotrockets.cfg

nasa_hotrockets.cfg

squad_hotrockets.cfg

srb_hotrockets.cfg

zAtmo_hotrockets.cfg

no configs in the FX subfolder and no configs in the smokescreen folder

EDIT- I tried deleting the launch_hotrockets.cfg but that didn't seem to make any difference, the mod still worked and it still used the alternate smoke effects.

Edited by MartGonzo
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I don't have that file, I have these in my MP_Nazari folder,

launch_hotrockets.cfg

nasa_hotrockets.cfg

squad_hotrockets.cfg

srb_hotrockets.cfg

zAtmo_hotrockets.cfg

no configs in the FX subfolder and no configs in the smokescreen folder

EDIT- I tried deleting the launch_hotrockets.cfg but that didn't seem to make any difference, the mod still worked and it still used the alternate smoke effects.

You do know stock has launch smoke now too ? You not want any smoke at all ?

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Well as NathanKell has said you just delete ( launch_hotrockets.cfg ) and the stock smoke is already set in the engines and if your taking also about the smoke with the FX in flight you need to edit the cfg's.

As I said, that didn't work, I still have the new smoke effects

I tried deleting the module manager cache at the same time but that made no difference.

here's some pics (using the skipper engine) demonstrating:

Stock:

skey1Vi.png

HotRockets

Enysf4q.jpg

HotRockets with launch_hotrockets.cfg deleted

zi0Yski.jpg

As you can see deleting that file does not bring the stock smoke back.

Edited by MartGonzo
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And yes the smoke with the engines running you will need to edit all the cfg's

EDIT- Or write one to kill that part and add the stock would think.

EDIT- Lets see

@PART[engineLargeSkipper]:FOR[HotRockets] //Rockomax "Skipper"
{
!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 = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
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 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
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 45°
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
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = DEL

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

EDIT- I will send you a PM with a test cfg.

Edited by Mecripp2
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Care to explain what do you think is bad with the new smoke effect ? We could improve it if we had more feedback that "I don't want it".

If you want but it's purely subjective, so if you were to change it to my taste no doubt half the people or more would complain that it's not as good as it used to be.

don't take it personally, I just prefer the stock effect

it doesn't expand, it doesn't look shaded like the stock effect does and it looks very regular, no randomness like the stock effect.

Edited by MartGonzo
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Could anyone tell me what FX to use to replicate the effect on the OP above the picture above the Ion particle effect?

There are two ion engine effects: first(like in OP)"flameion"and second is "flameionK"(it gives a little a little distortion).

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Hey Guys,

I have a little issue here: when im in Vacuum the engine produces Smoke, like the Smoketrails when you launch the Rocket.

http://i.imgur.com/vKeeVKe.png

deinstalled & reinstalled already but it didn't fix'd it. Any Solutions for this?

Try to delete launch_hotrockets.cfg from \KSP_win\GameData\MP_Nazari ,ant look if problem still persists.

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What cfg files have been rendered redundant/unnecessary in the community config linked in the OP? I saw some saying the KW one is no longer needed is that the only 1? Thanks!

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