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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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How do you actually install this? I know I have to replace the FX folder in the Squad folder with yours, but I'm not sure what to do with the MP_Nazari.cfg file.

Just put his mod in your gamedate the cfg will do the rest as long as you have ModuleManager_1_5_6.

Edit The cfg will change the stock engines.

Edit 2 Didn't think of letting his FX fold override the stocks like that don't no if that would be good or not.

Edit 3 sorry forgot there was a Squad folder in 1 of the downloads,I just moved it over to my gamedata fold and let it override rest left as is.

Edited by Mecripp2
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You can't do this right now, but you will be able to when Sarbian's plugin is out.

It could be done depending on how you're implementing this, you'd need multiple emitters. Have them step in/out like a stepped pyramid, one on top of another. If using world space would be tricky to align and have it look good.

You might be able to access the sub component that the ksp particle script is using and then mess with the particle animator grow variable directly - not sure, I haven't tried that.

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Just put his mod in your gamedate the cfg will do the rest as long as you have ModuleManager_1_5_6.

I already tried that; the new FX don't seem to be working. What's ModuleManager?

Edited by Mitchz95
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I already tried that; the new FX don't seem to be working. What's ModuleManager?

You need 1 ModuleManager in your gamedata so people can write there own cfg and did you see edit 3 of my post forgot the last download had a Squad folder in it just move it to gamedata and rest is good

ModuleManager comes with a lot of mod's but you just need 1 if you have 2 it can start to bug things.

Edit remember it's just going to change stock engines tell some 1 write a cfg for other mods.

here is a link to ModuleManger.

http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29

Edited by Mecripp2
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Thanks for the responses.

You need 1 ModuleManager in your gamedata so people can write there own cfg

But what IS Module Manager? And if this mod doesn't come with it, there should be a note in the OP and the Spaceport link telling people where to download it.

and did you see edit 3 of my post forgot the last download had a Squad folder in it just move it to gamedata and rest is good

I already tried that. It didn't work. And where do I put the cfg?

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The cfg file is a patch pointing to the engines by part name, you can simply duplicate it and replace what you need to with KW Rocketry names and stats.

You need the right part name, you need to block out the fx used in the normal engine, you need the right transform names, and you need the stats of the engine you are editing.

@PART[KW3mengineWildcarXR] //KW ROcketry Wildcat-XR

{

!fx_exhaustFlame_blue

!fx_smokeTrail_light

!fx_exhaustSparks_flameout

!fx_exhaustLight_blue

!sound_vent_medium

!sound_liq1

!sound_rocket_hard

!sound_vent_soft

!MODULE[ModuleEngines]{}

EFFECTS

{

powerflame

{

MODEL_MULTI_PARTICLE

{

name = flamelarge

modelName = MP_Nazari/FX/flamelarge

transformName = NozzleTransform

emission = 0.0 0.0

emission = 0.25 0.99

emission = 0.75 1.21

emission = 1.0 1.25

speed = 0.0 1.98

speed = 1.0 1.72

}

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

{

PREFAB_PARTICLE

{

name = flamethrust2

prefabName = fx_smokeTrail_light

transformName = smokePoint

emission = 0.0 0.0

emission = 0.05 0.0

emission = 0.075 0.25

emission = 1.0 1.25

speed = 0.0 0.45

speed = 1.0 0.88

localOffset = 0, 0, 1

}

}

engage

{

AUDIO

{

channel = Ship

clip = sound_liq1

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

{

name = ModuleEnginesFX

//engineID = rocketengine

runningEffectName = powersmoke

directThrottleEffectName = powerflame

thrustVectorTransformName = NozzleTransform

ehxaustDamage = true

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 1400

heatProduction = 400

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

key = 0 370

key = 1 275

}

}

}

Edited by Nazari1382
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here is a link to ModuleManger.

http://forum.kerbalspaceprogram.com/...-6-%28Jan-6%29

Did you get Mitchz95 ?

Thanks, but it says "File not found".

I couldn't find it on Spaceport either. Or even searching on the forums.

EDIT: Found the forum thread; trying it now. Fingers crossed...

Edited by Mitchz95
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Thanks, but it says "File not found".

I couldn't find it on Spaceport either. Or even searching on the forums.

EDIT: Found the forum thread; trying it now. Fingers crossed...

That's funny it should have went to there post so here let me know when you have it so, I can take it down.

Edit and fixed the top post about ModuleManger if you want to look at it.

Edited by Mecripp2
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