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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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EDIT: Ninja'd by Nazari with a working cfg.

MeCripp: Uh, no, no you can't. That's not even in module manager syntax (<> ????), and if it were (@MODULE[ModuleEngines] { @name = ModuleEnginesFX } it wouldn't do what you want. What you want, as I said in the original quoted post, is to update the DeadlyReentry patch file to notice the engines whose modules have been changed, not to change modules itself.

Got it thanks

Edited by Mecripp2
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I've solved the engine overheating mystery... for some reason, this mod doubles your engines while keeping the part count at 1, so you effectively have two engines for the price of one for everything it touches. For Mainsails, of course, this means instant death. For spaceplanes + FAR, it means instant Mach 1 speed which often kills the plane.

If you want to keep the mod, it can be solved by simply limiting thrust to 50 for every single engine every single time you make a new vehicle. I'm a bit disinclined to such busywork myself, so I have removed the mod for now :(

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I've solved the engine overheating mystery... for some reason, this mod doubles your engines while keeping the part count at 1, so you effectively have two engines for the price of one for everything it touches. For Mainsails, of course, this means instant death. For spaceplanes + FAR, it means instant Mach 1 speed which often kills the plane.

If you want to keep the mod, it can be solved by simply limiting thrust to 50 for every single engine every single time you make a new vehicle. I'm a bit disinclined to such busywork myself, so I have removed the mod for now :(

Turn 1 off before you takeoff ?

EDIT and if you added it to a engine it's your fault not the mod you put things in the wrong place as, I have done many time putting thing's in the wrong place but hay live and learn.

Edited by Mecripp2
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Can you PLEASE tell me how to make your own FX and get these things to work in the game, PLEEEEEEEEASE? And if it's plugin-powered, may I please use yours for my own mod's engines, Naten Innovations!? I want these so badly with my engines! :D :D

They're pure beauty... they're just... wow! :D

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I don't know if this is possible, but one thing I've always wanted is for the exhaust to expand as atmospheric pressure drops. For example, see this video:

At first the exhaust plume is very "tight", but as the rocket gains altitude the atmospheric pressure drops and the exhaust plume widens by a significant degree- by the time they drop stage 1 the exhaust is huge. Is it possible to implement this in KSP?

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This has already been requested, although I'm not sure if anyone actually started working on the plugin which would dynamically scale the exhaust effects to atmospheric pressure

[Edit] It would be awesome, if I had any C# programming skills at all I would give it a try

Edited by NoMrBond
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I don't know if this is possible, but one thing I've always wanted is for the exhaust to expand as atmospheric pressure drops. For example, see this video:

At first the exhaust plume is very "tight", but as the rocket gains altitude the atmospheric pressure drops and the exhaust plume widens by a significant degree- by the time they drop stage 1 the exhaust is huge. Is it possible to implement this in KSP?

Wow, it's unbelievable how much my typicall ascent profile follows the Saturn V.

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I take it you still can't have multiple FX per-engine with this? Say you had an engine cluster with several small engines and one large engine - is there a way to have the smaller engines use a different FX on them?

I imagine you could give them a different transform name in Unity, then specify a different exhaust effect for that transform in the part.cfg

So you have thrustTransform for your main one, where the thrust (and main effects) are tied to, and lesserTransform (for example) which only has exhaust effects directed to it.

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I imagine you could give them a different transform name in Unity, then specify a different exhaust effect for that transform in the part.cfg

So you have thrustTransform for your main one, where the thrust (and main effects) are tied to, and lesserTransform (for example) which only has exhaust effects directed to it.

Not atm. That's the problem I stated in the OP. Some plugin creators are fixing the issue though. @stubbles: you should be able to duplicate one type just by having extra thrustTransforms. (so multiple unique ones, not yet) edit again: the problem comes up when you try to use a different type of effect, like smoke, and when you revert flight it will break ksp.

Edited by Nazari1382
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