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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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I' trying this out right now. It's fun and nice, but not very realistic. That's especially visible with LV-N in vacuum. It looks like a string of magenta spheres. I guess those are supposed to be Mach diamonds.

Anyway, it's fun to look at all the colors. :)

That's because of a bug, I think. It's not supposed to look like that. It sometimes happens to me, too, but mostly it's fine.

EDIT: Ooops, doublepost.

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Smoke is easy enough to make, and looks good with custom exhaust, its just that ksp likes to break after you fly around with both. The nuke exhaust is meant to differentiate those engines from the standard ones. I never stated realism was a goal with this replacement pack, but I have made a few changes based on what was in high demand.

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Javascript is disabled. View full album

Please, try my flames and smoke textures. Still work in progress...

[TABLE=width: 100%, align: center]

[TR]

[TD=align: center]Flame1:

LZ56m9R.png[/TD]

[TD=align: center]Flame2:

nrbyxi4.png[/TD]

[TD=align: center][/TD]

[/TR]

[TR]

[TD=align: center]Flame3:

MXQCHe0.png[/TD]

[TD=align: center]Flame 4:

1CcyNGk.png[/TD]

[TD=align: center][/TD]

[/TR]

[TR]

[TD=align: center]Flame5:

VPynEgk.png[/TD]

[TD=align: center]Smoke 1 & 2:

DS9aqd2.png

wJxI64w.png

[/TD]

[TD=align: center][/TD]

[/TR]

[/TABLE]

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Okaaaay...

I have tried seeting up my CFG to use these effects, but I can't get it to work for the life of me. I am probably missing something extremely obvious but can someone help me? This is the CFG, before I attempted to screw with HotRockets.


PART
{

name = DracoPod
module = Part
author = Deathsoul097


mesh = model.mu
scale = 1
rescaleFactor = 1.25



fx_exhaustFlame_blue_small = 0.7, -0.45, 0.7, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.7, -0.45, 0.7, 0.0, 1.0, 0.0, running
fx_smokeTrail_light = 0.7, -0.45, 0.7, 0.0, 1.0, 0.0, running

sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout


node_stack_bottom = 0.0, -0.6, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top1 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top2 = 0.0, 0.8, 0.0, 0.0, 1.0, 0.0, 1


TechRequired = heavierRocketry
entryCost = 8000
cost = 4000
category = Pods
subcategory = 0
title = D097 Star Industries "Draco"
manufacturer = D097 Star Industries
description = A new Command Pod, and suitable for direct descend landing on Duna. The inbuilt engines should provide enough thrust to land on Duna, but dont expect to return with it, this is a one way trip. A tiny inbuilt RTG should provide enough power to slowly recharge the onboard batteries during travel, but be conservative with manouvering, you may end up dead in space (Or worse, the atmosphere) for some time.

attachRules = 1,0,1,1,0

mass = 4
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 35
maxTemp = 4000

vesselType = Ship

CrewCapacity = 5

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 125
maxAmount = 125
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 0.01
}
}
MODULE
{
name = ModuleReactionWheel

PitchTorque = 5
YawTorque = 5
RollTorque = 5

RESOURCE
{
name = ElectricCharge
rate = 1.2
}
}

MODULE
{
name = ModuleEngines
thrustVectorTransformName = ThrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 50
heatProduction = 300
fxOffset = 0, 0, 0

PROPELLANT
{
name = MonoPropellant
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 300
key = 1 280
}

}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

RESOURCE
{
name = MonoPropellant
amount = 300
maxAmount = 300
}

stageOffset = 1
childStageOffset = 1

}

Edited by Deathsoul097
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http://imgur.com/a/0pvUV

Please, try my flames and smoke textures. Still work in progress...

[TABLE=width: 100%, align: center]

[TR]

[TD=align: center]Flame1:

http://i.imgur.com/LZ56m9R.png[/TD]

[TD=align: center]Flame2:

http://i.imgur.com/nrbyxi4.png[/TD]

[TD=align: center][/TD]

[/TR]

[TR]

[TD=align: center]Flame3:

http://i.imgur.com/MXQCHe0.png[/TD]

[TD=align: center]Flame 4:

http://i.imgur.com/1CcyNGk.png[/TD]

[TD=align: center][/TD]

[/TR]

[TR]

[TD=align: center]Flame5:

http://i.imgur.com/VPynEgk.png[/TD]

[TD=align: center]Smoke 1 & 2:

http://i.imgur.com/DS9aqd2.png

http://i.imgur.com/wJxI64w.png

[/TD]

[TD=align: center][/TD]

[/TR]

[/TABLE]

Is it possible to put a turbopump exhaust effect under the Mainsail like on the F-1 engine?

eande-f1-testfire.jpg

The dark exhaust that immediately turns into the blinding flame is what I'm talking about.

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Could you maybe add the Ion and Nuke from KSPX? :)

Or give some instructions how to adept these for different sized engines - if that is as simple as I make it sound? :D

Try'ed to found out how to rescale the FX with no luck on the ion engine maybe some 1 that know how to rescale the FX will help but here are the 2 engines cfg for KSPX mod just put them in KSP/GameData

https://www.dropbox.com/s/szrtwtp9pohu96y/KSPX.zip

and make sure you have 1 ModuleManager file in KSP/GameData

Edited by Mecripp2
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Try'ed to found out how to rescale the FX with no luck on the ion engine maybe some 1 that know how to rescale the FX will help be here are the 2 engines cfg for KSPX mod just put them in KSP/GameData

https://www.dropbox.com/s/szrtwtp9pohu96y/KSPX.zip

and make sure you have 1 ModuleManager file in KSP/GameData

Could you make a MM patch for my command pod to use these FX? I can't figure out how to set it up, so I just want to use a MM patch for better effects, so others don't have to download about five mods at once to play using mine.

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Without adding another transform for the effects to come off (possible with the co-operation of mod authors), you're stuck with the included thrustTransform (thinking stock here), which means you could add another exhaustEffect with an offset placing it at the gas-generator exhaust port, with the caveat that it would be pointing in the same direction as the main engine due since the fxOffset doesn't have a rotational argument (I think).

I could be completely wrong though and I can't really test it since I'm at work for at least three more hours

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Could you make a MM patch for my command pod to use these FX? I can't figure out how to set it up, so I just want to use a MM patch for better effects, so others don't have to download about five mods at once to play using mine.

Can you get me a part ? I'll try.

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Like,I said couple still need a little work but give it a try https://www.dropbox.com/s/qa0g8asvo5j8zsj/KW_Engines.zip

Did them all as singles was thinking of trying more FX for same engine so could just pick 1 out.

have you gotten around to finishing the KW configs? on that config you shared some of the flame effects on the engines are too far from the nozzle.. I tried fixing it myself but I really can't do it, fxoffset and localoffset doesn't seem to do anything

Edited by lyndonguitar
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have you gotten around to finishing the KW configs? on that config you shared some of the flame effects on the engines are too far from the nozzle.. I tried fixing it myself but I really can't do it, fxoffset and localoffset doesn't seem to do anything

Thats funny you asked now, I just started play with them again,put KW and NovaPunch in a install to play with them.

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