Nazari1382 Posted February 19, 2014 Author Share Posted February 19, 2014 Not a bug. It's the way the emission curve for the engine is set up in the cfg, which can be tweaked if you'd like to try something else. The aircraft engines are set up to only show an effect when they have high throttle. For whatever reason, the module wasn't set up to allow all properties to be in the cfg curve - the new plugin coming out will be more flexible. Link to comment Share on other sites More sharing options...
Proot Posted February 20, 2014 Share Posted February 20, 2014 Nazari1382 how you set and try the paremeters for flames and smoke? Do you use some program to it? Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 20, 2014 Author Share Posted February 20, 2014 The parameters are set in unity, you just can't control them as much in the cfg as you should be able to. Link to comment Share on other sites More sharing options...
NoMrBond Posted February 22, 2014 Share Posted February 22, 2014 Large scale HotRockets! abuse Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2014 Share Posted February 22, 2014 Nice. How did you get the nozzles to move? Link to comment Share on other sites More sharing options...
NoMrBond Posted February 22, 2014 Share Posted February 22, 2014 There is a Module for FXModuleAnimateThrottle which I linked to the throttle setting usingMODULE{ name = FXModuleAnimateThrottle animationName = thrustFlex dependOnEngineState = True responseSpeed = 0.2}I made the animation in Blender and imported it with the part into UnityFor the life of me I cannot get an emissive to work though (I think that's a current problem with the way Unity 4.3.3 creates animations though) Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2014 Share Posted February 22, 2014 Awesome. Though could you reverse it? On real planes, nozzle expansion ratio decreases as the throttle increases, not the other way around. Or at least on F-16 it works like that, dunno about the others. Link to comment Share on other sites More sharing options...
NoMrBond Posted February 22, 2014 Share Posted February 22, 2014 Awesome. Though could you reverse it? On real planes, nozzle expansion ratio decreases as the throttle increases, not the other way around. Or at least on F-16 it works like that, dunno about the others.I could swap the keyframes for the animation so they're reversed, the video's I've seen they seem to open up with afterburnerI put this together on a memories of watching a J58 spool up from a documentary I watched years ago, remixed with the way SABRES/RAPIERS look Link to comment Share on other sites More sharing options...
Horus Posted February 22, 2014 Share Posted February 22, 2014 I made a big mistakeI HAVE dr installed and is the last version 4.3. So I tried to play after uninstalling it and... WOW! I can see your fantastic mod in all his splendor!Then I tried to re-download, re-unpack and re-install dr... overheat exactly like yesterday... now I uninstalled it. Thank you for your help Do you have a FAR mod installed by chance? Increased through air passing might influence temperature as well and in summary cause your engines overheating. Link to comment Share on other sites More sharing options...
wasmic Posted February 22, 2014 Share Posted February 22, 2014 Do you have a FAR mod installed by chance? Increased through air passing might influence temperature as well and in summary cause your engines overheating.FAR doesn't model jet engine heating. KSPI does, though. Anyway, he said that removing DRE solved the problem, and it IS a known bug with the old versions of DRE. Link to comment Share on other sites More sharing options...
Scotius Posted February 23, 2014 Share Posted February 23, 2014 I don't have Deadly ReEntry installed at all, but i still got the same bug. It's like stock engines are duplicated, and both work at the same time - providing more thrust and overheating at insane rate. It affects SRB's and liquid engines alike. Stock ones, because engines from mods (Kommit Nucleonics and Near Future) work properly. Link to comment Share on other sites More sharing options...
BLUAV8R Posted February 24, 2014 Share Posted February 24, 2014 I don't have Deadly ReEntry installed at all, but i still got the same bug. It's like stock engines are duplicated, and both work at the same time - providing more thrust and overheating at insane rate. It affects SRB's and liquid engines alike. Stock ones, because engines from mods (Kommit Nucleonics and Near Future) work properly.I had this problem, it was because i still had the old version where you overwrote the stock configs manually for them, so if the stock config files are those then ModuleManager adds a second one hence why you have 2 engines basically, so i just reinstalled to get the default stock engine config files back and it worked Link to comment Share on other sites More sharing options...
Beetlecat Posted February 24, 2014 Share Posted February 24, 2014 (edited) In reading the last few comments I'm getting the sense why this doesn't work with Throttle Controlled Avionics. With this mod installed, TCA no longer recognizes the engines.This is a beautiful (and fun) mod, but I'm playing with VTOLs and really want to use TCA. Hopefully some module manager magic can happen? Edited February 24, 2014 by Beetlecat Link to comment Share on other sites More sharing options...
leops1984 Posted February 24, 2014 Share Posted February 24, 2014 KW Engines configs fixed (initial work by MeCripp). Flames not tuned.B9 Engines configs coming up.I've found a very curious issue with this. When the "shrinking parts" bug hits, the flames and sound both vanish. Link to comment Share on other sites More sharing options...
Horus Posted February 25, 2014 Share Posted February 25, 2014 I've found a very curious issue with this. When the "shrinking parts" bug hits, the flames and sound both vanish.What's 'the "shrinking parts" bug' ? Link to comment Share on other sites More sharing options...
Mecripp Posted February 25, 2014 Share Posted February 25, 2014 (edited) How is this mod making engine's loose thrust it's not much but alittle thrust is loss with this plugin, I made a launcher and it just makes orbit put in HotRocket's and it never will it just misses it use MJ for the test.My Bad the plugin,I had in the mod folder was the particleSizeChange but, I would just zip the whole folder up and the engine, I was using was a KW but yes my stock engine are all funny. Edited February 25, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 25, 2014 Author Share Posted February 25, 2014 (edited) How is this mod making engine's loose thrust it's not much but alittle thrust is loss with this plugin, I made a launcher and it just makes orbit put in HotRocket's and it never will it just misses it use MJ for the test.This isn't a plugin, it's a config file that assigns the engines the same module as the rapier engines for FX, instead of the old method. It uses modulemanager, but that's only replacing the modules within the config. Try reinstalling your squad engines folder then reinstalling HotRockets if you downloaded the old version of the mod. Edited February 25, 2014 by Nazari1382 Link to comment Share on other sites More sharing options...
Melange Posted February 25, 2014 Share Posted February 25, 2014 How is this mod making engine's loose thrust it's not much but alittle thrust is loss with this plugin, I made a launcher and it just makes orbit put in HotRocket's and it never will it just misses it use MJ for the test.Don't know for certain but is it possible that you now have overheating issues? Or perhaps they're more pronounced with HotRockets? MJ might be set to prevent overheat and is throttling down to keep your engines from blowing up and the reduced thrust might be keeping you from making it to orbit. Link to comment Share on other sites More sharing options...
Guest Posted February 25, 2014 Share Posted February 25, 2014 There are some bugs with ModuleEnginesFX, that's just something Squad needs to fix. Notably, throttling the engine doesn't affect the effect like it should, and sounds add differently. Still, I think the eyecandy is worth it, and Squad should fix those bugs soon. Link to comment Share on other sites More sharing options...
Mecripp Posted February 25, 2014 Share Posted February 25, 2014 Don't know for certain but is it possible that you now have overheating issues? Or perhaps they're more pronounced with HotRockets? MJ might be set to prevent overheat and is throttling down to keep your engines from blowing up and the reduced thrust might be keeping you from making it to orbit.If it was heat the the same would happen with or with out hotrockets and with hotrockets the heat was set lower when, I look to see if, I had the thrust set right change the heat to match but still the same, I will do a reinstall of this mod, I been using the first release 1 and just overriding the old and will see but it was a test any 1 can do and see if your losing alittle thrust and like, I said it's not much but, I was. Link to comment Share on other sites More sharing options...
Horus Posted February 25, 2014 Share Posted February 25, 2014 HotRockets just re-writes engines configs using the very same numbers for heat production as they are in original configs.If it bothers someone - just remove the corresponding lines in hotrockets configs. Or write a suppressing config using MM's "final" directive.For Kerb sake, people! Use your brains already.This mod DOES NOT add any additional heat production. Period. Check your DRE, FAR, whatever-hull-engine-etc mods. Full stop. Link to comment Share on other sites More sharing options...
cardajowol Posted February 25, 2014 Share Posted February 25, 2014 hmm this mod works by changing the ModuleEngine to another name which alot of mods may reference, I've noticed that this mod will not work with realfuel mod. Link to comment Share on other sites More sharing options...
leops1984 Posted February 26, 2014 Share Posted February 26, 2014 (edited) What's 'the "shrinking parts" bug' ?Since 0.23 it's been the case that with some mods (most notably, KW) there are cases where if you take a vessel out of focus, then reload, the fuel tanks shrink, like so:Note the gap between the engine and the fuel tank.I have a sneaking suspicion this has to do with root part issues, since I use subassemblies and SelectRoot extensively. Edited February 26, 2014 by leops1984 Added quote Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 27, 2014 Author Share Posted February 27, 2014 I've updated the OP with the first version of my guide for the use of custom engine FX. Link to comment Share on other sites More sharing options...
Proot Posted February 27, 2014 Share Posted February 27, 2014 I've updated the OP with the first version of my guide for the use of custom engine FX.Sir, you are awesome. Link to comment Share on other sites More sharing options...
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