Nazari1382 Posted March 6, 2014 Author Share Posted March 6, 2014 Ty Raptor. I am looking for bugs/suggestions on these 3 effects of course so check out all of the engines. The Poodle and the Nuke do not have smoke. Link to comment Share on other sites More sharing options...
Raptor831 Posted March 7, 2014 Share Posted March 7, 2014 Ty Raptor. I am looking for bugs/suggestions on these 3 effects of course so check out all of the engines. The Poodle and the Nuke do not have smoke.I checked out the other 2 smoke effects on my system. Nothing gave me any extra noticeable lag. I don't think it's helping my overall stutter (my system stops for a split second every so often then resumes), but this happens with or without HotRockets/SmokeScreen installed.Oh, and just in case, my specs for reference:Mac OS X 10.9, 2.8 GHz quad-core i7, 4 GB RAM, 512 MB oldish videoThe effects "feel" right to me. Which is what you were going for, I think. The jet flame effects are my favorite, I think, simply because it improves so much from stock. Now I just wish my mod parts had these same effects! Guess I'll be tinkering with .cfg files now... Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 7, 2014 Share Posted March 7, 2014 Anyone done a MM config for the AIES engines that they would like to share Link to comment Share on other sites More sharing options...
chaoko99 Posted March 7, 2014 Share Posted March 7, 2014 (edited) I think I broked it http://imgur.com/a/BNp4tconfig pastehttp://pastebin.com/AjRTm8R6 Edited March 7, 2014 by chaoko99 Link to comment Share on other sites More sharing options...
ThiagoX Posted March 7, 2014 Share Posted March 7, 2014 I'm sorry for this stupid question, but how to install? English is not my native language and I do not quite understand, please answer me so I can enjoy these beautiful effects. Link to comment Share on other sites More sharing options...
chaoko99 Posted March 7, 2014 Share Posted March 7, 2014 drag the MP_nazari folder into your gamedata folder Link to comment Share on other sites More sharing options...
ThiagoX Posted March 8, 2014 Share Posted March 8, 2014 I've done that but nothing has changed Link to comment Share on other sites More sharing options...
chaoko99 Posted March 8, 2014 Share Posted March 8, 2014 bug reort, 3 posts upcheck it please Link to comment Share on other sites More sharing options...
chaoko99 Posted March 8, 2014 Share Posted March 8, 2014 correction, drag the gamedata folder to your ksp root directory, if it asks if you want to replace anything, press yes Link to comment Share on other sites More sharing options...
ThiagoX Posted March 8, 2014 Share Posted March 8, 2014 yes I've done that but nothing happened Link to comment Share on other sites More sharing options...
Raptor831 Posted March 8, 2014 Share Posted March 8, 2014 yes I've done that but nothing happenedYou need to make sure you have a ModuleManager_1_5_6.dll in your GameData folder, and you need both the MP_Nazari folder and the SmokeScreen folder in your GameData folder. These only replace the stock engine FX, so if you're looking at a mod engine it won't be any different. So:GameData/-ModuleManager_1_5_6.dll-MP_Nazari/--FX/---(bunch of files)--MP_Nazari.cfg-SmokeScreen/--SmokeScreen.dllIf you've got other ModuleManager configs that change the stock engines for other mods, they may conflict with this. Not likely, but possible. Link to comment Share on other sites More sharing options...
ThiagoX Posted March 8, 2014 Share Posted March 8, 2014 (edited) I did this on a clean install and it worked, I believe that is incompatible with some modThanks! : DEDIT: is not working again Edited March 8, 2014 by ThiagoX Link to comment Share on other sites More sharing options...
erona Posted March 8, 2014 Share Posted March 8, 2014 What do you guys think of this for the SRB smoke? Link to comment Share on other sites More sharing options...
NoMrBond Posted March 8, 2014 Share Posted March 8, 2014 Nooks very nice, maybe offset it back a little though so the smoke isn't starting at the nozzle but around/behind the flame Link to comment Share on other sites More sharing options...
Guiltyspark Posted March 9, 2014 Share Posted March 9, 2014 (edited) I just installed the newest version of this plugin along with the KW rocketry additions and everything looks great except for a few engines. I did a test with all the engines and saw that the poodle's exhaust wasn't displaying like the image on the front page of the mod. Also, the 1.25 fx look a bit disconnected.Smokescreen and module manager 1.5.6 are both installed. I also tried upping the render quality, but that didn't do anything. Maybe it's because I have half texture quality? I know it shouldn't matter, but I'm on a Mac with NVIDIA GeForce 9400.Also, the KW rocketry fx are all detached from the engine nozzle. They look epic, so please fix I'll try it myself, but I'm new to KSP's config style.(Wow I'm stupid. I didn't even include the images of the problems with the engines. Can a mod combine my two posts?)Here are images of the exhaust flames for all of the liquid fuel engines:Javascript is disabled. View full albumEDIT: Tried to fix pictures, new to forum so I followed this guide, but I can't get it to work. So I guess click here to see the pictures? Hopefully?EDIT 2: Thx NoMrBond, got slideshow working. Edited March 9, 2014 by Guiltyspark How do picture? :) Link to comment Share on other sites More sharing options...
NoMrBond Posted March 9, 2014 Share Posted March 9, 2014 <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/v7LOq/embed"></iframe>You can frame an imgur album name (v7LOq) with IMGUR tags to embed an albumJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
BLUAV8R Posted March 9, 2014 Share Posted March 9, 2014 I just installed the newest version of this plugin along with the KW rocketry additions and everything looks great except for a few engines. I did a test with all the engines and saw that the poodle's exhaust wasn't displaying like the image on the front page of the mod. Also, the 1.25 fx look a bit disconnected.Smokescreen and module manager 1.5.6 are both installed. I also tried upping the render quality, but that didn't do anything. Maybe it's because I have half texture quality? I know it shouldn't matter, but I'm on a Mac with NVIDIA GeForce 9400.Also, the KW rocketry fx are all detached from the engine nozzle. They look epic, so please fix I'll try it myself, but I'm new to KSP's config style.(Wow I'm stupid. I didn't even include the images of the problems with the engines. Can a mod combine my two posts?)Here are images of the exhaust flames for all of the liquid fuel engines:http://imgur.com/a/kn0NAEDIT: Tried to fix pictures, new to forum so I followed this guide, but I can't get it to work. So I guess click here to see the pictures? Hopefully?EDIT 2: Thx NoMrBond, got slideshow working.Where did you get the KW rocketry addons? Link to comment Share on other sites More sharing options...
Guiltyspark Posted March 9, 2014 Share Posted March 9, 2014 Where did you get the KW rocketry addons?From Horus's post:KW Engines configs fixed (initial work by MeCripp). Flames not tuned.Read through the forum and apparently it caused by this bug. The solution probably involves mimicking the way Nazari1382 offset the flames. Link to comment Share on other sites More sharing options...
leops1984 Posted March 9, 2014 Share Posted March 9, 2014 Where did you get the KW rocketry addons?Post #316 has them here: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement-Tutorial?p=976035&viewfull=1#post976035I actually have a version based on that with working SmokeScreen configurations as well, although I haven't "tweaked" them to be optimal with the KW engines yet (they're basically copies of the equivalent stock engine configuration). Since I did base it on Horus's configurations, I've asked his permission to post them here.Getting the liquid engines to work is actually relatively easy, it's the solids that will be trickier. Link to comment Share on other sites More sharing options...
Guiltyspark Posted March 9, 2014 Share Posted March 9, 2014 (edited) I actually have a version based on that with working SmokeScreen configurations as well...Since your working on an update, can you fix the offset bug? The emission values under model_multi_particle and prefab_particle need to be tweaked. I would do it myself and tell you the values, but my KSP takes >3 minutes to load. Edited March 9, 2014 by Guiltyspark Link to comment Share on other sites More sharing options...
leops1984 Posted March 9, 2014 Share Posted March 9, 2014 Since your working on an update, can you fix the offset bug? The emission values under model-multi-particle and prefab_particle need to be tweaked. I would do it myself and tell you the values, but my KSP takes >3 minutes to load.I was going to ask how to fix that. Are these the values that need tweaking?emission = 0.0 0.0emission = 0.25 0.99emission = 0.75 1.21emission = 1.0 1.25emission = 0.0 0.0 // Curve for emission like stockemission = 0.07 0.0 // Curve for emission like stockemission = 0.2 0.4 // Curve for emission like stock Link to comment Share on other sites More sharing options...
Guiltyspark Posted March 9, 2014 Share Posted March 9, 2014 (edited) Actually, I just realized those are the emission curves, not the offset values. Apparently, Nazari used no offsets when making the flame. EDIT: Couldn't sleep, went config diving and found that under ModuleEnginesFX, there's something called fxOffset, which is bugged according to Horus. It's worth a try though since its still used in Nazari's config and in the stock config. Here's the portion of ModuleEnginesFX from Skipper name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = NozzleTransform ehxaustDamage = true ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4900 heatProduction = 680 fxOffset = 0, 0, 1.2EDIT: Noticed stock used fxOffset under ModuleEngines, HotRockets in general uses fxOffset under ModuleEngineFX. Is there even an fxOffset parameter for ModuleEnginesFX? Edited March 9, 2014 by Guiltyspark Link to comment Share on other sites More sharing options...
Chaosratt Posted March 9, 2014 Share Posted March 9, 2014 Is there a simple guide to replaceing the FX on mod engines? Link to comment Share on other sites More sharing options...
smunisto Posted March 9, 2014 Share Posted March 9, 2014 I would be so happy if you share the configs once they are done. Or if Horus does not give his permission for public sharing - just PM me with them, once you've fixed them. Unfortunately doing the configs for KW myself would mean a few days, since I don't even know what to tweak in all those parameters.Many thanks, live long and prosper in advance. Link to comment Share on other sites More sharing options...
leops1984 Posted March 9, 2014 Share Posted March 9, 2014 Actually, I just realized those are the emission curves, not the offset values. Apparently, Nazari used no offsets when making the flame. EDIT: Couldn't sleep, went config diving and found that under ModuleEnginesFX, there's something called fxOffset is bugged according to Horus. It's worth a try though since its still used in Nazari's config and in the stock config. Here's the portion of ModuleEnginesFX form Skipper name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = NozzleTransform ehxaustDamage = true ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4900 heatProduction = 680 fxOffset = 0, 0, 1.2I actually tried monkeying with the fxOffset value - it does appear to be bugged, unfortunately. Link to comment Share on other sites More sharing options...
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