Jump to content

HotRockets! Particle FX Replacement + Tutorial


Nazari1382

Recommended Posts

Open up hotrockets folder and zip or delete the CFG for NovePunch the new FX Novepunch used the hotrockets isn't wrote right to disable them so the both run like that 1 all the time and then 1 when you start the engine.

Ended up doing that. Was just wondering if maybe there was a fix.

Link to comment
Share on other sites

If you know how to edit the CFG files you can look at the NASA CFG in hotrockets and then look at NP CFG in hotrockets there was just a couple of engines that did that and edit them you will see the diffrant layout.

EDIT- Know it was both mother engines and thinking there was a 1 or 2 more that did that.

Link to comment
Share on other sites

There is nothing really wrong except for a bunch of cosmetic problems; the default configs don't always have the intended effect, as they haven't been updated in awhile. You can find an updated kw rocketry config somewhere in this thread No game corruption issues that I have run into, otherwise. Some people have complained of increased lag, though I currently find it tolerable, but I am not launching rockets with many engines running simultaneously at the moment.

Link to comment
Share on other sites

Can someone list all the currently known problems for the mod? I'd love to get back to using it but I'm wondering if there's anything to be wary of. Cheers.

Well I experienced a strange problem with intolerable lag involving a particular craft, see my comment on the previous page. I had to uninstall HotRockets and I miss it very much.

Link to comment
Share on other sites

is there any chance of adding a cfg for this? http://forum.kerbalspaceprogram.com/threads/31286-0-22-Ion-Hybrid-Electric-Pack-30-08-13-Soon-FKSP!!!-See-Development-Monitor?highlight=hybrid some lovely engines in that pack.

also when i tried this last i had an issue on KSPx64 0.24.2 where the FX was constant as in still there before the engine was fired and after the engine was turned off on some stock SRB and some LFO engines from KW, i'll install it and test it again. If the problem is still there i'll post the names of the engines effected.

Link to comment
Share on other sites

is there any chance of adding a cfg for this? http://forum.kerbalspaceprogram.com/threads/31286-0-22-Ion-Hybrid-Electric-Pack-30-08-13-Soon-FKSP!!!-See-Development-Monitor?highlight=hybrid some lovely engines in that pack.

also when i tried this last i had an issue on KSPx64 0.24.2 where the FX was constant as in still there before the engine was fired and after the engine was turned off on some stock SRB and some LFO engines from KW, i'll install it and test it again. If the problem is still there i'll post the names of the engines effected.

That happens when a mod use the new FX on there engine's and hotrockets is wrote for the old engine fx, in short some just need a little rewrite.

Link to comment
Share on other sites

Any chance someone could knock together a quick expanding exhaust .cfg for KW and RLA. I've been trying myself but with no luck.

I've also been trying to adapt FPSlacker's expansion FX to the RAPIER engine, to no avail.

Edited by Gryphorim
Link to comment
Share on other sites

Would the lack of this .CFG be why my rockets are permanently showing effects prelaunch, during operation after running out of fuel and after seperation? yet otherwise operate normally?

I had the same problem, it's tweakable everything, or at least it was for me.

Link to comment
Share on other sites

Is there a way to force the effects to stay all the way to 0% thrust? I want to have a KW SRB thrust curve down to near enough zero thrust prior to SRB separation, but the effects cut off around 5% from zero thrust. Which, in the case of a 2315 thrust SRB such as the small inline thor SRB, is 115 thrust... which is too much "go" for an SRB about to be let loose. I need to get that down to 40 thrust or less, but the only way is seemingly to cut the peak thrust number down in the cfg file. Can anyone help?

Link to comment
Share on other sites

Major weirdness:

I've got a vertical-lift SSTO (http://forum.kerbalspaceprogram.com/threads/90747-Kerbodyne-SSTO-Division-Omnibus-Thread?p=1374206&viewfull=1#post1374206) that I designed a few weeks ago. At the time I designed it, I had Hot Rockets installed (and FAR, so Ferram's engine nerf is in play). It launched just fine on air-breathers alone.

Yesterday, I got sick of constant computer crashes, so I completely scrubbed KSP from my computer and reinstalled from scratch. Initially, I had FAR reinstalled, but not Hot Rockets. When I tried to take the SSTO for a spin, I found that it was no longer able to get off the ground without turning the oxidiser on.

But when I reinstalled Hot Rockets, the SSTO went back to easy air-breathing liftoffs like it had been before.

Is there some known interaction between Hot Rockets and FAR? My first suspicion was that HR was somehow reversing the the FAR nerf, but the kN thrust values look the same with or without HR.

Any clues? Is it at all plausible for HR to be doing this? And if so, which version of the spacecraft is the "correct" one?

Link to comment
Share on other sites

Still can't get custom FX working :(

When "writing" only a model is written and no texture, putting the texture in manually doesn't help.

My Unity setup.

9f1d293a61.png

Write setup

7d96a31c2c.png

Effect Setup

EFFECTS
{
running_mono
{
AUDIO
{
channel = Ship
clip = sound_jet_deep
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
name = ParticleGasFX
modelName = Tantares/FX/Tantares_Mono_A
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 1.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 1.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_vent_large
volume = 1.0
pitch = 1.0
loop = false
}
}
}

But in game, nope.

050650027c.jpg

Link to comment
Share on other sites

Someone else had this issue before, can you post a pic of your material set up for the particle itself?

Sure :)

I went with KSP/Additive as the guide suggest, but maybe I've missed something

Material

460844698e.png

Texture

Tried with a transparent PNG and TGA with alpha.

74f37e1423.png

Edited by Beale
Link to comment
Share on other sites

What filetype are you using to import the texture into Unity? I'm using 3 channel PNG with transparency, and it doesn't have the "Alpha is Transparency" option on the import options. I'm also still using Unity 4.0.1f2 so that may be why that option isn't there for me.

You could also try using a non-transparent texture instead, the KSP/Particles/Additive shader makes the black areas transparent.

Link to comment
Share on other sites

What filetype are you using to import the texture into Unity? I'm using 3 channel PNG with transparency, and it doesn't have the "Alpha is Transparency" option on the import options. I'm also still using Unity 4.0.1f2 so that may be why that option isn't there for me.

You could also try using a non-transparent texture instead, the KSP/Particles/Additive shader makes the black areas transparent.

Hmm, trying both the transparency / non-transparent PNGs to no luck :(

Still does't write the texture / if I put the texture in manually it does not function.

EDIT I'm a huge idiot, using 0.22 Part Tools, which I think might be the problem

WORKED! :D

Thanks for the help! (In the end it was something quite silly)

3d0789e855.jpg

Edited by Beale
Link to comment
Share on other sites

Hey, B9 has a nifty plume expansion effect, I presume using Smokescreen. Any chance of this finding a way into HotRockets? I'd love to see this effect, it looks really awesome.

Link to comment
Share on other sites

Just to let you know, the latest NP doesn't really work with HotRockets. Neither does KW (it's using Squad effects). Squad effects are nice, but if HR could do the same thing as B9 does, with expanding plumes, I'd use it for everything. :)

Link to comment
Share on other sites

Awesome mod! Quick question, is there a known issue with NovaPunch? My engine exhaust effect works fine on launch and scales correctly with throttle, but when it cuts out the HR effect disappears and is replaced by a vectorless and thrustless stock exhaust. Same thing happened with the stock SRB available at the start of career. Would a screengrab help?

Link to comment
Share on other sites

Just to let you know, the latest NP doesn't really work with HotRockets. Neither does KW (it's using Squad effects). Squad effects are nice, but if HR could do the same thing as B9 does, with expanding plumes, I'd use it for everything. :)

Look back in the post alittle ways you will found a KW and stock and NASAmission parts with expanding plumes, Now maybe not KW but the Stock and new parts yes.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...