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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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  • 1 month later...

Hello, 

Im trying to understand the need for or use of this mod. Specifically, if I have Real Plume, Real Plum Stock Configs and Smoke Screen installed, what will HotRockets add or do more? Im just trying to understand if I ought to be installing this mod or not. 

Thanks,

CM

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1 hour ago, Calvin_Maclure said:

Hello, 

Im trying to understand the need for or use of this mod. Specifically, if I have Real Plume, Real Plum Stock Configs and Smoke Screen installed, what will HotRockets add or do more? Im just trying to understand if I ought to be installing this mod or not. 

Thanks,

CM

The information you are looking for is in the OP.

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On 6/2/2016 at 10:45 PM, Nazari1382 said:

The information you are looking for is in the OP.

<Imgur embed went nuts, snipped by moderation>

Hi @Nazari1382

I'm not sure if I've done something wrong during the installation process (I doubt though, I've got some 80 mods or so that I've successfully installed, so...) but, well, my SRB plume is nothing like yours. I'm not sure if I misunderstood what HR is suppose to be, but I was under the assumption that what it was was a ready made (so to speak) package of pre-configured plumes that once installed would change the plumes of all engines to match what you made them to be. So I'm not sure if I got that right or not, or if its meant to be a tool whereby every user has to then go in and update the plumes themselves. 

PS: the SRBs in that shuttle setup are not the default size. Tweakscale was used to bump them up to 1.875 [m] diameter. 

Thanks, and cheers!

CM

 

Edited by Red Iron Crown
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5 hours ago, Calvin_Maclure said:


I'm not sure if I misunderstood what HR is suppose to be, but I was under the assumption that what it was was a ready made (so to speak) package of pre-configured plumes that once installed would change the plumes of all engines to match what you made them to be. 

 

No, it changes stock engines, not all engines. Looks like you are using Realplume. Realplume is another fx mod that uses HotRockets assets. Don't use them at the same time, there is no reason to and they will not work correctly. This goes for any mods editing effects for any given engine at the same time, really.

edit: also, there won't be configs for newer engines like the stock shuttle SSME. But if you want to edit config files and add the plumes you see in the screenshots from the OP to any engine, it is an option.

Edited by Nazari1382
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9 minutes ago, Nazari1382 said:

No, it changes stock engines, not all engines. Looks like you are using Realplume. Realplume is another fx mod that uses HotRockets assets. Don't use them at the same time, there is no reason to and they will not work correctly. This goes for any mods editing effects for any given engine at the same time, really.

edit: also, there won't be configs for newer engines like the stock shuttle SSME. But if you want to edit config files and add the plumes you see in the screenshots from the OP to any engine, it is an option.

Ah, there we go. That's what I wasnt too sure about. Well this clears it up!

Thanks! 

CM

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  • 1 month later...
  • 1 month later...
2 hours ago, Tristan2004 said:

Does anyone have a solution to the smoke in space when using Hot Rockets in Stock KSP? It's bugging me so much because when ever I reach space LT series rockets like the LT-45 LT-30 etc produce a large amount of smoke in space. Anyone have a solution?

Look for folder ...KSP_win\GameData\MP_Nazari and delete "launch_hotrockets.cfg".

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  • 1 month later...

Hi, i bumped into bug with kickback srb, and found a cgf file, which almost solved this problem. After i modified my cfg file the srb started to act very weird. It seems there are 4 additional smoke trails. I dont understand any of these cfgs so i need your help guys.P.S. Sorry for my English 

image.jpg

Cfg file

Spoiler

@PART[MassiveBooster]:FOR[HotRockets]    //S1 KD25k Kickback        //This happens regardless of the FOR or NEEDS I write
{
    @EFFECTS
    {
        @running_closed
        {
        
            !MODEL_MULTI_PARTICLE{}
        
            !PREFAB_PARTICLE{}
            
            !MODEL_PARTICLE{}
                
            MODEL_MULTI_PARTICLE_PERSIST
            {
                name = flamethrust
                modelName = MP_Nazari/FX/KWbooster
                transformName = fxPoint
                
                emission =     0.0         0.0
                emission =     0.05         0.0
                emission =     0.075         0.55
                emission =     1.0         1.75
                
                speed =     0.0         1.88
                speed =     1.0         1.24
                
                energy =     0.0         0.33
                energy =     1.0         1.33
                
                offset =     0.0         0.6
                offset =     1.0         0.6
                
                size =         0.0         2.0
                size =         1.0         2.0
                
                fixedEmissions = false
            }


            MODEL_MULTI_PARTICLE_PERSIST
            {
                name = smokethrust
                modelName = MP_Nazari/FX/smokebooster
                transformName = smokePoint
                
                emission =     0.0         0.0
                emission =     0.07         0.0
                emission =     0.2         0.4
                emission =     1.0         1.1
            
                energy =     0.0         0.2
                energy =     1.0         3.0
            
                speed =     0.0         1.0
                speed =     1.0         0.8
            
                grow =         0.0         0.0
                grow =         1.0         0.08
            
                scale =     0.0         1.0
                scale =     1.0         1.0
            
                offset =     0.0         0.0
                offset =     1.0         0.5
            
                size =         0.0         1.85
                size =         1.0         1.85
            
                renderMode = "Billboard"
                collide = true
                collideRatio = 0
                fixedScale = 1.0
                sizeClamp = 50
            
                emission
                {
                    mach =     0.0         1.0 
                    mach =     0.8         1.05
                    mach =     1.0         1.0
                    mach =     2.0        0.8
                
                    density = 1.0         1.0
                    density = 0.4         1.0
                    density = 0.3         1.0 
                    density = 0.005     0.7
                    density = 0.002     0.2
                    density = 0.001     0.0
                } 
            }
        }
    }
}

 

Edited by TIkonOR
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  • 2 weeks later...
  • 5 months later...
2 hours ago, Kingkwik said:

This works with 1.2.2 but is there any way to disable the smoke fx but leave engine fx

It's been awhile since i messed with HR but there should be a launch_hotrockets.cfg file somewhere in the HR install, delete that and you should be good.

And welcome to the forums!

EDIT

Quote

Look for folder ...KSP_win\GameData\MP_Nazari and delete "launch_hotrockets.cfg".

from @sebi.zzr

Edited by Akira_R
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