NoMrBond 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.I must try for this effect [Saturn V launch footage - E8 camera footage @ 500FPS - 2 minutes in)I rate my chances ~0%, but hell if I ain't gonna try. Link to comment Share on other sites More sharing options...
BahamutoD Posted February 27, 2014 Share Posted February 27, 2014 I had an idea to animate the settings of the emitter (like random velocity and size), then write a plugin to scroll through the animation (this affecting the settings of the emitter) depending on atmo pressure to make it so the exhaust expands, but KSP didn't even recognize the file exists as long as there was an animation in it. Deleted the animation and it worked just fine. Link to comment Share on other sites More sharing options...
stubbles Posted February 27, 2014 Share Posted February 27, 2014 I'm wondering what the deal is with the smoke, actually. The stock particles look like the scale and slow down as they get further from the spawner, but there are no such options in the emitter. Do you have any ideas about that, Nazari? Link to comment Share on other sites More sharing options...
Bodog999 Posted February 27, 2014 Share Posted February 27, 2014 That particles look absolutely awesome. Link to comment Share on other sites More sharing options...
chaoko99 Posted February 27, 2014 Share Posted February 27, 2014 do these particles collide with meshes?because I like the idea of tooons of smoke billowing out onto the launch pad during my lifter stage Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 27, 2014 Author Share Posted February 27, 2014 I'm wondering what the deal is with the smoke, actually. The stock particles look like the scale and slow down as they get further from the spawner, but there are no such options in the emitter. Do you have any ideas about that, Nazari?Yeah, there is no parameter for growth in the current one, but you can simulate it by animating color and decreasing alpha on each step.do these particles collide with meshes?because I like the idea of tooons of smoke billowing out onto the launch pad during my lifter stageNot at the moment. Link to comment Share on other sites More sharing options...
Piwa Posted February 28, 2014 Share Posted February 28, 2014 Or maybe create a flame effect of Saturn, so that the flames do gaining scale for some time.This can be done???? Link to comment Share on other sites More sharing options...
sarbian Posted February 28, 2014 Share Posted February 28, 2014 Not at the moment.Soon(for real this time ) Link to comment Share on other sites More sharing options...
chaoko99 Posted March 2, 2014 Share Posted March 2, 2014 how would one implement smoke collision, and if it is as complex as it sounds, is it possible to only make it collide with the planets? Link to comment Share on other sites More sharing options...
NoMrBond Posted March 2, 2014 Share Posted March 2, 2014 how would one implement smoke collision, and if it is as complex as it sounds, is it possible to only make it collide with the planets?Sarbian and Nothke were working on exactly that from memory Link to comment Share on other sites More sharing options...
mushroomman Posted March 3, 2014 Share Posted March 3, 2014 Oh man! I love the new poodle effect! Link to comment Share on other sites More sharing options...
Shrike99 Posted March 3, 2014 Share Posted March 3, 2014 Has anyone else had the issue that when this mod is installed engines no longer propel other objects away from them?I.e spent stages, debris, capsules, kerbals etc?I uninstalled and my engines behaved normally again.if anyone knows what to change in the config file to re enable this it would be appreciated, as my Minmus cannon is currently out of order Link to comment Share on other sites More sharing options...
JT2227 Posted March 4, 2014 Share Posted March 4, 2014 I still have no idea how to install these effects, can someone explain? Link to comment Share on other sites More sharing options...
Mecripp Posted March 4, 2014 Share Posted March 4, 2014 (edited) I still have no idea how to install these effects, can someone explain?What engine are you trying to put them on ?EDIT LOL Tell me about it hard to keep them strait have like close to 20 installs of KSP Edited March 4, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
JT2227 Posted March 4, 2014 Share Posted March 4, 2014 (edited) Well... As many as I can, they look truly fantastic.I am an idiot... I was using a different KSP install from the mod folder I put them in. Edited March 4, 2014 by JT2227 I am a complete failure. Link to comment Share on other sites More sharing options...
stubbles Posted March 4, 2014 Share Posted March 4, 2014 In regards to the particle system, Nazari, have you had luck counter-acting this affect?Where the particles seem to pull apart a LOT, when at higher speed? I've tried pushing insane particles, like 15,000 particles, but it still does that blobby separation, it's aggravating! >_< Link to comment Share on other sites More sharing options...
Nazari1382 Posted March 4, 2014 Author Share Posted March 4, 2014 The pic is with "simulate world space" on right? That's causing bugs in its current form, so I wouldn't recommend it. I'm not sure what the best way to fight that will be, cause you see it in the stock stuff also. Link to comment Share on other sites More sharing options...
stubbles Posted March 4, 2014 Share Posted March 4, 2014 Yeah, simulate world space is on for that one. But if it's off, the smoke moves with the rocket in a very stuff manner.I'd probably be okay using the default FX node setup for the smoke, but that doesn't seem to work correctly if you've also got EFFECTS node setups. Link to comment Share on other sites More sharing options...
Nazari1382 Posted March 4, 2014 Author Share Posted March 4, 2014 The tutorial in the OP covers how to set up the stock effects as part of your effect module, but I'm only using them as a placeholder until there's a method to use everything together without the bugs. Link to comment Share on other sites More sharing options...
erona Posted March 4, 2014 Share Posted March 4, 2014 (edited) I can't tell you how much I love this mod but can't bring myself to use it due to a bug. Engineer Redux doesn't calculate anything for the 2 stock solid boosters. Both the Rockomax BACC and RT-10 Solid Fuel Booster do not have any value calculated when Hot Rockets is installed. As soon as I remove it they calculate just fine. Any advice on how to resolve this? All the other stock engines calculate fine with Hot Rockets at least.I should mention I am using the latest version of Kerbal Engineer which said it was fixed to support engines with FX added to them. Also using the latest Hot Rockets release. Excellent update on the poodle engine by the way. Hoping to see some cool smoke effects in future updates. Edited March 4, 2014 by erona Link to comment Share on other sites More sharing options...
Nazari1382 Posted March 4, 2014 Author Share Posted March 4, 2014 HotRockets makes the same changes to solid fuel engine CFGs as it does to liquid fuel engines, so the difference has to be in the way Engineer works with each engine type under ModuleEnginesFX. Link to comment Share on other sites More sharing options...
erona Posted March 4, 2014 Share Posted March 4, 2014 Thanks for the reply Nazari. That totally makes sense since I didn't see anything in your config that would suggested SRBs were different than liquid engines. Hopefully engineer works that out. Keep up the good work! Link to comment Share on other sites More sharing options...
Nazari1382 Posted March 6, 2014 Author Share Posted March 6, 2014 OK, I've added the first version of some basic smoke effects with Sarbian's new SmokeScreen plugin. Leave me some feedback on them. They don't do anything crazy like collisions right now; I am going to try to keep HotRockets as performance-friendly as possible. Link to comment Share on other sites More sharing options...
smunisto Posted March 6, 2014 Share Posted March 6, 2014 So does anyone have configs for the KW Engines? A number of posts back there was a config, but it mentions that something is not tuned, so I guess it's not complete. Searching for fully working ones, in case someone has done it before As a side note - cfgs for the FTmN nuclear engines would also be cool Link to comment Share on other sites More sharing options...
Raptor831 Posted March 6, 2014 Share Posted March 6, 2014 After testing the new smoke effects, I do really like them. They don't seem to lag at all, unless I switch collision on in the cfgs. The SRB plumes look amazing now. Well done Nazari!Pics:(rocket is at the very top of this image)(with collision on, only time I noticed framerate issues) Link to comment Share on other sites More sharing options...
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