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HotRockets! Particle FX Replacement + Tutorial


Nazari1382

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As of right now the actual mod author has been away from the forums for quite some time now, currently some members of the community, myself included, have been maintaining a number of the configs that enable HotRockets, since that is all that HoRockets really is, just a bunch of MM patches and then some wonderful particle flame effects, the actual plugin that enables it all to happen is SmokeScreen which is still being maintained. So most of the work of making effects for an engine involves messing with MM cfgs which is something that is actually quite easy to learn.

I highly recommend you trying your hand at it, if you read the OP here and in the SmokeScreen thread, as well as reading up on MM documentation and then just look at the configs that are currently available one can figure out how it all works. If that isn't appealing to you then I am afraid your only option is to wait, at the moment I am in the middle of making configs for Vens Stock Revamp as well as a custom set for someones personal use, however that one only involves tweaking a couple of engines that are already set up. I generally tend to only wright these things for mods that I actually use because it is a very time consuming process, lots of making changes and reloading KSP to see how it looks.

If you decide to try and tackle these yourself I would be more than happy to answer any questions you might have.

My first suggestion would be to take my KW config and re-purpose that for your engines, by that I mean pick a space y engine to start with, and then look for a KW engine that is of similar size and fills a similar roll, find the entry for that KW engine in the KW_hotrockets cfg and copy it into your own cfg, change the necessary things to get it to work (specifically things like the PART name and then the thrustTransform name) load it up and then start tweaking values from there to get it to look good.

Truuust me, id rather not get into modding again, its too stressfull, i seem to do more bad than good, like bringing back the old wings and mk2 amd 3 parts and other stuff in the past

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lol I totally understand, although this is quite a bit different than making parts or anything like that, it is a lot harder to truly screw things up, that and unless you plan on providing it for other people it really only has to work on your machine right?

sorry trying to convince you to give it a go lol.

And FYI there is already HotRockets support for space y, I just took a look at it and it comes with a MM patch that if you have HR installed it will apply HR FX, although looking at it he hasn't set up the atmo expansion stuff, so half the work is already done for you :P

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Ah I found a bug! The Rockomax 24-77 (The small radial orange engine) spawns with full flame and doesn't cut out when staged or throttled down. Anyone know a fix other then removing the Hot Rockets effect from it?

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Ah I found a bug! The Rockomax 24-77 (The small radial orange engine) spawns with full flame and doesn't cut out when staged or throttled down. Anyone know a fix other then removing the Hot Rockets effect from it?

It's not a bug.

Some of squad engines(including "rokomax 24-77") use new FX model.You need to delete *cfg for that engine or use original *cfg from Hotrockets.

i can do better,but this is quick fix:

@PART[smallRadialEngine] //Rockomax 24-77

{

@EFFECTS

{

@running

{

!PREFAB_PARTICLE{}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

fixedScale = 0.4

offset = -0.45

fixedEmissions = false

speed

{

power = 0.0 0.4

power = 1.0 0.6

}

logGrow

{

density = 1.0 1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 45.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.15

density = 0.0 0.3

}

emission

{

density = 1.0 1.0

density = 0.005 0.4

density = 0.0 0.15

power = 0.0 0.0

power = 0.05 0.25

power = 0.75 1.21

power = 1.0 1.25

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

power = 0.0 0.5

power = 1.0 0.75

}

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.07 0.0

emission = 0.2 0.4

emission = 1.0 1.1

energy = 0.0 0.2

energy = 1.0 3.2

speed = 0.0 1.0

speed = 1.0 0.8

grow = 0.0 0.0

grow = 1.0 0.11

scale = 0.0 0.4

scale = 1.0 0.4

offset = 0.0 0.0

offset = 1.0 0.5

size = 0.0 1.0

size = 1.0 1.1

renderMode = "Billboard"

collide = false

collideRatio = 0

fixedScale = 1.0

sizeClamp = 50

emission

{

mach = 0.0 0.0

mach = 0.5 0.0

mach = 1.0 1.0

density = 1.0 0.0

density = 0.4 1.0

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

}

}

Edited by sebi.zzr
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It's not a bug.

i can do better,but this is quick fix:

@PART[smallRadialEngine] //Rockomax 24-77

{

@EFFECTS

{

@running

{

!PREFAB_PARTICLE{}

MODEL_MULTI_PARTICLE_PERSIST

{

name = flamethrust

modelName = MP_Nazari/FX/flamestandard

transformName = thrustTransform

fixedScale = 0.4

offset = -0.45

fixedEmissions = false

speed

{

power = 0.0 0.4

power = 1.0 0.6

}

logGrow

{

density = 1.0 1.0

density = 0.005 40.0

}

linGrow

{

density = 1.0 0.0

density = 0.005 0.0

density = 0.0 45.0

}

offset

{

density = 1.0 0.0

density = 0.005 0.15

density = 0.0 0.3

}

emission

{

density = 1.0 1.0

density = 0.005 0.4

density = 0.0 0.15

power = 0.0 0.0

power = 0.05 0.25

power = 0.75 1.21

power = 1.0 1.25

}

energy

{

density = 1.0 1.0

density = 0.005 0.8

density = 0.0 0.6

power = 0.0 0.5

power = 1.0 0.75

}

}

MODEL_MULTI_PARTICLE_PERSIST

{

name = smokethrust

modelName = MP_Nazari/FX/smokebooster2

transformName = thrustTransform

emission = 0.0 0.0

emission = 0.07 0.0

emission = 0.2 0.4

emission = 1.0 1.1

energy = 0.0 0.2

energy = 1.0 3.2

speed = 0.0 1.0

speed = 1.0 0.8

grow = 0.0 0.0

grow = 1.0 0.11

scale = 0.0 0.4

scale = 1.0 0.4

offset = 0.0 0.0

offset = 1.0 0.5

size = 0.0 1.0

size = 1.0 1.1

renderMode = "Billboard"

collide = false

collideRatio = 0

fixedScale = 1.0

sizeClamp = 50

emission

{

mach = 0.0 0.0

mach = 0.5 0.0

mach = 1.0 1.0

density = 1.0 0.0

density = 0.4 1.0

density = 0.3 1.0

density = 0.002 1.0

density = 0.001 0.0

}

size

{

density = 1.0 1.0

density = 0.01 4.0

}

}

}

}

}

That didn't seem to work. Can you paste the entire rockomax 24-77 engine entry (From the title to the end of the page)?

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That didn't seem to work. Can you paste the entire rockomax 24-77 engine entry (From the title to the end of the page)?

From look at your reputation bar,i assumed that you would know this is MM patch.I apology that was unclear.Remove any existing *cfg from hotrockets for rockomax24-77 and replace it with cfg from my previous post.

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From look at your reputation bar,i assumed that you would know this is MM patch.I apology that was unclear.Remove any existing *cfg from hotrockets for rockomax24-77 and replace it with cfg from my previous post.

I've been on the forum for a while, but I'm new to HotRockets :P. I added your patch (And double checked it with the original squad config) but it didn't work. I'm happy using the stock KSP effects for the 24-77 though so it's okay :). Have some rep yourself!

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Erp I thought that got fixed :huh:

Wait are you using the config I sent you Avera9eJoe? Because that would explain it, I made a .90 test install for doing all my HR tweaking and stuff and I just copied the HR config over from my old .24.2 career game which didn't have the change we made for the smaller engines in it, so that would be why it isn't working, my bad lol I'll make sure to change that. :blush:

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Erp I thought that got fixed :huh:

Wait are you using the config I sent you Avera9eJoe? Because that would explain it, I made a .90 test install for doing all my HR tweaking and stuff and I just copied the HR config over from my old .24.2 career game which didn't have the change we made for the smaller engines in it, so that would be why it isn't working, my bad lol I'll make sure to change that. :blush:

Ah! Yes xDDD That's funny xD

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I'm not sure I'm I'm the only one with this issue (I'm not patient enough to check) but the Turbojet Engine doesn't have a texture. I suspect this is because of the changed overheating textures or something, because I made a variant of it with afterburners that doesn't use HotRockets, and that one has perfectly normal textures.

Bork.png

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I'm not sure I'm I'm the only one with this issue (I'm not patient enough to check) but the Turbojet Engine doesn't have a texture. I suspect this is because of the changed overheating textures or something, because I made a variant of it with afterburners that doesn't use HotRockets, and that one has perfectly normal textures.

http://s27.postimg.org/752x6i8yr/Bork.png

Delete the emissives folder IIRC.

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I have never actually noticed this as my computer is a couple of potatoes hooked together, my settings are so low that I can't really tell the difference lol. I'll make sure I keep an eye out for this kind of thing moving forward.

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I'm not sure I'm I'm the only one with this issue (I'm not patient enough to check) but the Turbojet Engine doesn't have a texture. I suspect this is because of the changed overheating textures or something, because I made a variant of it with afterburners that doesn't use HotRockets, and that one has perfectly normal textures.

http://s27.postimg.org/752x6i8yr/Bork.png

Yeah. I had that issue and I was able to solve it by deleting the textures. Inside the FX folder there is another folder (which I forget the name of) that has two turbojet engine textures. Remove the entire folder and it should work for you. Back it up just in case though.

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  • 2 weeks later...
There's got to be a way to turn off the smoke for the jets, Tried fiddling with the .cfg and googling all over, but apparantly it doesn't bother anybody else as much as it does me?

The LaunchSmoke config needs to be altered, see this post for what you need to do. If you still have some problems let me know. :)

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Ah there it is. Appreciate it mate.

Edit : I saw the answer for this as i was looking for the answer to my previous question, and now I can't find it again *sigh*... Anyone know which setting to alter in the .cfg's to move the flame effect up/down to get it closer to the bell?

Edited by Subcidal
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Hey guys, I was about to comment on the jet launch smoke weirdness. Usually I have to disable it manually, but just now I was looking into the configs files for something obvious.

So I think this will solve the issue, though I haven't tested and may be horribly wrong:

On MP_Nazari/launch_hotrockets.cfg, I'm assuming is the one responsible to adding the Launch smoke to solid fuel booster. It begins with:

@PART[*]:HAS[@MODULE[ModuleEnginesFX],!PROPELLANT[Oxidizer]]:FINAL
{

Which I'm guessing is directed at rocket engines that don't have Oxidizer as propellant, thus the Boosters, but it mistakenly accepts the Jet engine that only has LiquidFuel as propellant.

So I think this will fix it, BUT again, I'm only guessing...

@PART[*]:HAS[@MODULE[ModuleEnginesFX],PROPELLANT[SolidFuel]]:FINAL
{

Please let me know if this works.

Actually this config change doesn't help a bit. I find it quite mind boggling that people reported back it works because when you do this no launchpad smoke gets applied to anything. Gfurst is wrong in his assumption here that the config is only for SRBs but I do understand how he arrived at that conclusion. Because when you look at the logic of the condition no launchpad smoke should be applied to any engine that has oxidizer as a propellant, but it did which made no sense to me. So I read up on the Module Manager thread and than noticed that MP_Nazari isn't using the right syntax here. So this part "!PROPELLANT[Oxidizer]" simply gets ignored and the smoke gets applied to anything that has the Module ModuleEnginesFX. When GFurst removed the ! it completely broke the whole thing and nothing was applied because there always has to be either @ or !.

I fixed the config now and it has to look like this:

@PART[*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]]]:FINAL

That of course will only add the smoke to engines which use oxidizer so for SRBs to work there needs to be another config like this:

@PART[*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[solidFuel]]]:FINAL

make a copy call that one launch_hotrockets_solids.cfg and things will be working properly from now on. :cool:

Edited by Flashblade
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Actually this config change doesn't help a bit. I find it quite mind boggling that people reported back it works because when you do this no launchpad smoke gets applied to anything. Gfurst is wrong in his assumption here that the config is only for SRBs but I do understand how he arrived at that conclusion. Because when you look at the logic of the condition no launchpad smoke should be applied to any engine that has oxidizer as a propellant, but it did which made no sense to me. So I read up on the Module Manager thread and than noticed that MP_Nazari isn't using the right syntax here. So this part "!PROPELLANT[Oxidizer]" simply gets ignored and the smoke gets applied to anything that has the Module ModuleEnginesFX. When GFurst removed the ! it completely broke the whole thing and nothing was applied because there always has to be either @ or !.

I fixed the config now and it has to look like this:

@PART[*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]]]:FINAL

That of course will only add the smoke to engines which use oxidizer so for SRBs to work there needs to be another config like this:

@PART[*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[solidFuel]]]:FINAL

make a copy call that one launch_hotrockets_solids.cfg and things will be working properly from now on. :cool:

Makes sense, hadn't notice i lost my launch smoke yet. IIRC @ Changes a value if it can find it, ! does the same, but if it can't find it it adds it. May be wrong about that though. Testing this now.

Edit : Confirmed Flashblade's .cfg alteration working. Launchpad smoke effects are back for both liquid fuel and solid fuel, jet engines not producing smoke. Good eye.

Edited by Subcidal
Confirmation of working .cfg
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Whats the difference between the first and second numbers? Also can they go negative? Doesn't seem to be effecting it when its negative.

Depends where in the config they are coming up. Allow me to explain.


MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
...
...
//here the offset is given in relation to power, basically throttle position, this is true for any parameter that is defined like this
//it always defaults to making the curve in relation to power
//the first number is the power and the second is how much offset
//so this line says at 0% throttle there should be no offset change
offset = 0.0 0.0

//and this line says at 100% throttle to offset down the y-axis by 0.5 (I believe this is in meters
offset = 1.0 0.5
...
...
}

However because of the changes that got added by FPSlacker and then subsequently by me to make the flame effects expand/contract with changes in atmospheric density some stuff got kind of broken and we didn't go in and clean it all up. I have been working on cleaning up the configs and making improvements, however as it sometimes starts feeling like work and not fun it is slow going. (I like playing the game more than I like pouring over MM files)

Once I have made a good pass over everything and I feel good about the way stuff looks I may make a HotRockets Reloaded release or something as MPNazari left a fairly open licence.

Until then you may find stuff like this


MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
...
...
offset = 0.0 0.0
offset = 1.0 0.5
...
...
//in this case the above values get completely ignored and should be removed(part of the clean up I mentioned)
//so making any changes to these wont do anything
//if you have my most recent squad config they should already be removed
//you want to make your adjustments to the below numbers
//below the values all follow the same rules as before though, the lines with
//density = x.x x.x
//are defining a curve that adjust the offset as the atmo density goes from 1.0 to 0.0
//and then a curve for adjusting the offset based on throttle
//with the first number refering to the input parameter and the second being the output change in offset

offset {
density = 1.0 0.0
density = 0.8 5.0
density = 0.5 15.0
density = 0.05 0.0
power = 0.0 0.0
power = 1.0 0.5
}
...
...
...
}

Also yes you can use negative numbers for offset and such.

I would recommend checking out the Smoke Screen thread as it gives a decent amount of documentation for this stuff.

@Flashblade you are of course correct, I don't use the launch smoke personally so I never really looked at it or looked closely at the changes Gfurst suggested, thank you for fixing that.

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Makes sense, hadn't notice i lost my launch smoke yet. IIRC @ Changes a value if it can find it, ! does the same, but if it can't find it it adds it. May be wrong about that though. Testing this now.

That is true, but together with the function :HAS these operators change to" @ = has and ! = has not "as per the documentation of Module Manager ;)

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