Jump to content

HotRockets! Particle FX Replacement + Tutorial


Nazari1382

Recommended Posts

I cant seem to get the effects for the ion engine to work

They work, but at sea level they barely show up because the ion engine's thrust ASL is terrible because of the new ISP changes. The way to fix it is to go inside your MP_Nazari folder, open squad_hotrockets.cfg, scroll all the way down, and change the ion engine's emission curve to something like this:


emission = 0.0 0.0
emission = 0.01 0.2
emission = 0.15 0.45
emission = 1.0 0.75

Link to comment
Share on other sites

Quick (possible) bug report: The RLA Stockalike pack's SRBs continue have the exhaust plume after burnout when HotRockets is installed. Not game breaking, but certainly annoying.

Change this at the end of each engine config (so that means every time you see it in the rla_hotrockets.cfg):


runningEffectName = powersmoke
directThrottleEffectName = powerflame

to this:


%spoolEffectName = powersmoke
%powerEffectName = powerflame

and see if that helps.

Link to comment
Share on other sites

Change this at the end of each engine config (so that means every time you see it in the rla_hotrockets.cfg):


runningEffectName = powersmoke
directThrottleEffectName = powerflame

to this:


%spoolEffectName = powersmoke
%powerEffectName = powerflame

and see if that helps.

Can't seem to find any .cfgs with those lines. :/

Link to comment
Share on other sites

I looked on the front page and after not finding a "Known issues" entry, have a bug for you. Sadly ;.;

If you throttle down jet engines they still create thin smoke trails even when fully shut off. This also causes major lag when timewarping as it creates a crazy number of particles as time speeds up. Is there perhaps a hotfix for this anyone has posted?

EDIT: Same problem as you ^ but with the stock jet engines. I'll try locating those segments.

EDIT: EDIT: I found these lines in squad_hotrockets.cfg under the basic jet engine:

@PART[JetEngine]:FOR[HotRockets] //Basic Jet Engine
{
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.32
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

It's at the very bottom. It appears as though the lines are already at what you suggested. I'm going to switch them back and see what it does. :P

Edited by Avera9eJoe
Link to comment
Share on other sites

Quick (possible) bug report: The RLA Stockalike pack's SRBs continue have the exhaust plume after burnout when HotRockets is installed. Not game breaking, but certainly annoying.

Isn't that a realism feature? SRB's always continue to burn after seperation. Just no chamber preassure with the last bit of fuel.

Link to comment
Share on other sites

Can't seem to find any .cfgs with those lines. :/

Are you sure that you checked in your MP_Nazari/rla_hotrockets.cfg file? Because I downloaded it and I saw those two lines (but I didn't test if changing them works as I don't have RLA installed) under @MODULE[ModuleEngines].

I looked on the front page and after not finding a "Known issues" entry, have a bug for you. Sadly ;.;

If you throttle down jet engines they still create thin smoke trails even when fully shut off. This also causes major lag when timewarping as it creates a crazy number of particles as time speeds up. Is there perhaps a hotfix for this anyone has posted?

EDIT: Same problem as you ^ but with the stock jet engines. I'll try locating those segments.

EDIT: EDIT: I found these lines in squad_hotrockets.cfg under the basic jet engine:

@PART[JetEngine]:FOR[HotRockets] //Basic Jet Engine
{
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.32
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

It's at the very bottom. It appears as though the lines are already at what you suggested. I'm going to switch them back and see what it does. :P

If that doesn't work, then try changing emission = 0.07 0.0 to something like, I don't know, emission = 0.1 0.0 to make it "stay" at zero particle emission longer so there's a bigger..."deadzone", if you will. If that causes the smoke to come on too late then try changing it (the first value after the equals sign [if there's a technical term for this please tell me]) to something lower or if the issue remains try changing it to something higher.

For clarification, I'm talking about this line:


[...]
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
this one --> [U][B]emission = 0.07 0.0[/B][/U] // Curve for emission like stock <-- this one
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
[...]

Edited by mythbusters844
Link to comment
Share on other sites

Isn't that a realism feature? SRB's always continue to burn after seperation. Just no chamber preassure with the last bit of fuel.

Not for twenty minutes, no. and not anywhere near a full power plume.

I'm just going to write this off as a bug with RLA, as it hasn't been fully updated to 1.0.x yet.

- - - Updated - - -

Are you sure that you checked in your MP_Nazari/rla_hotrockets.cfg file? Because I downloaded it and I saw those two lines (but I didn't test if changing them works as I don't have RLA installed) under @MODULE[ModuleEngines].

o.O THAT's why... I don't have that .cfg! Where'd you find it?

Link to comment
Share on other sites

o.O THAT's why... I don't have that .cfg! Where'd you find it?

Oh, it's the one you get when you download the community configs on the first page. Turns out RLA has its own custom engine/booster FX, so your issue is an issue with RLA, not HotRockets. You can still try doing what I said, but I don't know if it'll work or if it's even applicable.

Link to comment
Share on other sites

Okay. I've been doing some fiddling and on top of the question I'm still asking up there ^, can someone please tell me what it is that "zAtmo_hotrockets.cfg" does? I deleted it and it appears to have absolutely no effect on anything.

Link to comment
Share on other sites

Okay. I've been doing some fiddling and on top of the question I'm still asking up there ^, can someone please tell me what it is that "zAtmo_hotrockets.cfg" does? I deleted it and it appears to have absolutely no effect on anything.

Here is an example of a smoke FX section that I wrote that expands and moves with the flame, I'll high light the areas that get the effect you want.

For pretty much every engine there will be two MODEL_MULTI_PARTICLE_PERSIST entries, in general one is called flamethrust the other smokethrust, smokethrust is the one that generates the smoke particles, but all the parameters work exactly the same as the ones for the flame effects.


//new main sail smoke
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 1.0
scale = 1.0 1.0
[COLOR=#0000ff]offset[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] density = 1.0 0.0[/COLOR]
[COLOR=#0000ff] density = 0.8 0.3[/COLOR]
[COLOR=#0000ff] density = 0.5 20.0[/COLOR]
[COLOR=#0000ff] density = 0.0 20.0[/COLOR]
[COLOR=#0000ff] power = 0.0 0.0[/COLOR]
[COLOR=#0000ff] power = 1.0 0.5[/COLOR]
[COLOR=#0000ff]}[/COLOR]
size = 0.0 1.2
size = 1.0 1.5
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
[COLOR=#0000ff]emission[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] mach = 0.0 1.0[/COLOR]
[COLOR=#0000ff] mach = 0.8 1.0[/COLOR]
[COLOR=#0000ff] mach = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 0.4 1.0[/COLOR]
[COLOR=#0000ff] density = 0.3 1.0[/COLOR]
[COLOR=#0000ff] density = 0.002 1.0[/COLOR]
[COLOR=#0000ff] density = 0.001 0.0[/COLOR]
[COLOR=#0000ff]}[/COLOR]
[COLOR=#0000ff]size[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] density = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 0.01 4.0[/COLOR]
[COLOR=#0000ff]}[/COLOR]

This is actually the smoke part of the config that I sent you for the main sail ages ago, things have been really busy for me and I haven't been able to work at all on my new HR set up like I promised, one of these days I'll get it finished lol.

As far as that zAtmo cfg is concerned I have no idea, I don't have it at the moment, I'm also still playing on .90, you could post the contents and I could tell you.

Link to comment
Share on other sites

Here is an example of a smoke FX section that I wrote that expands and moves with the flame, I'll high light the areas that get the effect you want.

For pretty much every engine there will be two MODEL_MULTI_PARTICLE_PERSIST entries, in general one is called flamethrust the other smokethrust, smokethrust is the one that generates the smoke particles, but all the parameters work exactly the same as the ones for the flame effects.


//new main sail smoke
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 1.0
scale = 1.0 1.0
[COLOR=#0000ff]offset[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] density = 1.0 0.0[/COLOR]
[COLOR=#0000ff] density = 0.8 0.3[/COLOR]
[COLOR=#0000ff] density = 0.5 20.0[/COLOR]
[COLOR=#0000ff] density = 0.0 20.0[/COLOR]
[COLOR=#0000ff] power = 0.0 0.0[/COLOR]
[COLOR=#0000ff] power = 1.0 0.5[/COLOR]
[COLOR=#0000ff]}[/COLOR]
size = 0.0 1.2
size = 1.0 1.5
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
[COLOR=#0000ff]emission[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] mach = 0.0 1.0[/COLOR]
[COLOR=#0000ff] mach = 0.8 1.0[/COLOR]
[COLOR=#0000ff] mach = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 0.4 1.0[/COLOR]
[COLOR=#0000ff] density = 0.3 1.0[/COLOR]
[COLOR=#0000ff] density = 0.002 1.0[/COLOR]
[COLOR=#0000ff] density = 0.001 0.0[/COLOR]
[COLOR=#0000ff]}[/COLOR]
[COLOR=#0000ff]size[/COLOR]
[COLOR=#0000ff]{[/COLOR]
[COLOR=#0000ff] density = 1.0 1.0[/COLOR]
[COLOR=#0000ff] density = 0.01 4.0[/COLOR]
[COLOR=#0000ff]}[/COLOR]

This is actually the smoke part of the config that I sent you for the main sail ages ago, things have been really busy for me and I haven't been able to work at all on my new HR set up like I promised, one of these days I'll get it finished lol.

As far as that zAtmo cfg is concerned I have no idea, I don't have it at the moment, I'm also still playing on .90, you could post the contents and I could tell you.

Do you start with a different that base config? I'm noticing that the size parameters in your code are different than the current release parameters. Do you have a different config than usual? And hello again Akira! :)

EDIT: Just tried adding that code. I screwed something up and it hung the loading screen on the mainsail (LiquidEngine1-2).

Edited by Avera9eJoe
Link to comment
Share on other sites

Do you have a different that base config? I'm noicing that the size parameters are different than the current release size parameters. And hello again Akira! :)

EDIT: Just tried adding that code. I screwed something up and it hung the loading screen on the mainsail (LiquidEngine1-2).

so that is just an exert that needs to be put into the config in the right spot, also those values are set up for a custom flame, it is simply an example of what needs to be changed in order for smoke to expand.

Here is the complete config for the main sail using the expanding smoke and the flame the smoke expansion was designed for, this was written for .90 and I haven't touched 1.0 yet so IDK if anything needs to be changed for that. the high lighted part is the part of the config that defines the smoke.


@PART[liquidEngine1-2] //Rockomax "Mainsail"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
fixedEmissions = false
speed
{
power = 0.0 1.75
power = 1.0 1.65
}
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.5 1.2
density = 0.05 5.0
density = 0.03 15.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.5 4.0
density = 0.3 6.0
density = 0.005 8.0
density = 0.0 40.0
}
offset
{
density = 1.0 0.0
density = 0.5 -0.6
density = 0.05 -0.2
density = 0.0 0.5
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.02 0.7
density = 0.005 0.3
density = 0.0 0.1
power = 0.0 0.0
power = 0.05 0.50
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.5 1.9
density = 0.05 1.5
density 0.02 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.65
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
[COLOR=#0000ff]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 1.0
scale = 1.0 1.0
offset
{
density = 1.0 0.0
density = 0.8 0.3
density = 0.5 20.0
density = 0.0 20.0
power = 0.0 0.0
power = 1.0 0.5
}
size = 0.0 1.2
size = 1.0 1.5
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
emission
{
mach = 0.0 1.0
mach = 0.8 1.0
mach = 1.0 1.0
density = 1.0 1.0
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
}[/COLOR]
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset




}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

Link to comment
Share on other sites

so that is just an exert that needs to be put into the config in the right spot, also those values are set up for a custom flame, it is simply an example of what needs to be changed in order for smoke to expand.

Here is the complete config for the main sail using the expanding smoke and the flame the smoke expansion was designed for, this was written for .90 and I haven't touched 1.0 yet so IDK if anything needs to be changed for that. the high lighted part is the part of the config that defines the smoke.


@PART[liquidEngine1-2] //Rockomax "Mainsail"
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamelarge
transformName = thrustTransform
fixedEmissions = false
speed
{
power = 0.0 1.75
power = 1.0 1.65
}
logGrow
{
density = 1.0 -0.9
density = 0.4 1.0
density = 0.5 1.2
density = 0.05 5.0
density = 0.03 15.0
density = 0.005 60.0
}
linGrow
{
density = 1.0 0.0
density = 0.5 4.0
density = 0.3 6.0
density = 0.005 8.0
density = 0.0 40.0
}
offset
{
density = 1.0 0.0
density = 0.5 -0.6
density = 0.05 -0.2
density = 0.0 0.5
}
emission
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.02 0.7
density = 0.005 0.3
density = 0.0 0.1
power = 0.0 0.0
power = 0.05 0.50
power = 0.75 1.21
power = 1.0 1.25
}
energy
{
density = 1.0 1.0
density = 0.5 1.9
density = 0.05 1.5
density 0.02 1.0
density = 0.005 0.8
density = 0.0 0.6
power = 0.0 0.33
power = 1.0 0.99
}
size
{
density = 1.0 1.0
density = 0.05 1.0
density = 0.005 0.65
density = 0.0 0.45
}
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
[COLOR=#0000ff]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 1.0
scale = 1.0 1.0
offset
{
density = 1.0 0.0
density = 0.8 0.3
density = 0.5 20.0
density = 0.0 20.0
power = 0.0 0.0
power = 1.0 0.5
}
size = 0.0 1.2
size = 1.0 1.5
renderMode = "Billboard"
collide = false
collideRatio = 0
fixedScale = 1.0
sizeClamp = 50
angle = 0.0 1.0
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0
distance = 100.0 1.0
distance = 110.0 1.0
emission
{
mach = 0.0 1.0
mach = 0.8 1.0
mach = 1.0 1.0
density = 1.0 1.0
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
}[/COLOR]
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines]
{
@name = ModuleEnginesFX
//engineID = rocketengine
runningEffectName = powersmoke
directThrottleEffectName = powerflame
!fxOffset




}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

I've done enough fiddling that I get which module does what, it's just that the parameters inside each module are extremely confusing XD. It appears as though with emissions the first decimal value is what you set the base game throttle to be and the second value is what HotRockets sets the emission to be at. Energy I have no clue what either value is. Speed I'm guessing is how fast the particles are moving when rendered, but I don't know what the two values are. Grow has to do with how much the particles expand per second, but I don't know what the values do. Scale makes the particles bigger or smaller, but I can't tell what the values do.

Link to comment
Share on other sites

I've done enough fiddling that I get which module does what, it's just that the parameters inside each module are extremely confusing XD. It appears as though with emissions the first decimal value is what you set the base game throttle to be and the second value is what HotRockets sets the emission to be at. Energy I have no clue what either value is. Speed I'm guessing is how fast the particles are moving when rendered, but I don't know what the two values are. Grow has to do with how much the particles expand per second, but I don't know what the values do. Scale makes the particles bigger or smaller, but I can't tell what the values do.

Gotcha, I'll try to break it down for you.

So in the configs whenever you see this:


speed = 0.0 2.5
speed = 1.0 5.0
size = 0.0 1.2
size = 1.0 1.8
RandomThingIMadeUp = 0.0 10000000000

the first number is always "power" which is a percentage of the engines thrust (I believe) and the second number is output, or the change to the particle emitter. It has the exact same effect as doing this:


speed
{
power = 0.0 2.5
power = 1.0 5.0
}
size
{
power = 0.0 1.2
power = 1.0 1.8
}
RandomThingIMadeUp
{
power = 0.0 100000000
}

Basically you have a bunch of parameters and you can tell them to change based off of certain inputs. The first number is the value of the input, the second number is the value you want to assign to the parameter at the given input value.

So based on the above examples when power is at 0.0 the speed of any emitted particles should be 2.5

when the power is at 1.0 the speed will be set to 5.0 and any value in between those will be set based off a float curve connecting those two points.

The more values you assign the more control you will have over the shape of the float curve.

Float curves can some times be a little counter intuitive, for more info on them I suggest looking here

now there are I believe 10 different parameters that can be changed and they are as follows:

emission : Change the number of particles emitted per second

energy : Change the energy (time in seconds before the particle is destroyed) of each particle

speed : Change the speed at which the particle is emitted

grow : Change how the particle grows with time with a exponential functions. 1 is 100% per second

scale : Rescale the emitter

size : Rescale the particles or how large they start out

offset : Move the emitter away from the transform in "offsetDirection"

force : Change the power of the force applied to the particles each frame (the acceleration or deceleration of the particle)

logGrow : Change how the particle grow with time with a logarithmic functions

linGrow : Change how the particle grow with time linearly

These parameters can be changed based off the six different input parameters which are as follows:

power : the power sent to the effect, related to thrust/throttle

density : atmo density

mach : current speed in mach

parttemp : the part temperature

externaltemp : the external temperature

time : time in seconds

Hopefully that helps explain what is going on, check out the smokescreen thread first post as it has some pictures and descriptions of this stuff, lemme know if that doesn't make any sense and I will try and clear up whatever you are still confused about.

Also a really useful tool for getting your engine effects just right, as long as you have a good grasp of all the above stuff, is the in game SmokeScreen editor, it will allow you to load up the current engines config and you can then start tweaking values, once you have something you like you can then copy and paste it into your cfg to make permanent changes.

Link to comment
Share on other sites

Gotcha, I'll try to break it down for you.

So in the configs whenever you see this:


speed = 0.0 2.5
speed = 1.0 5.0
size = 0.0 1.2
size = 1.0 1.8
RandomThingIMadeUp = 0.0 10000000000

the first number is always "power" which is a percentage of the engines thrust (I believe) and the second number is output, or the change to the particle emitter. It has the exact same effect as doing this:


speed
{
power = 0.0 2.5
power = 1.0 5.0
}
size
{
power = 0.0 1.2
power = 1.0 1.8
}
RandomThingIMadeUp
{
power = 0.0 100000000
}

Basically you have a bunch of parameters and you can tell them to change based off of certain inputs. The first number is the value of the input, the second number is the value you want to assign to the parameter at the given input value.

So based on the above examples when power is at 0.0 the speed of any emitted particles should be 2.5

when the power is at 1.0 the speed will be set to 5.0 and any value in between those will be set based off a float curve connecting those two points.

The more values you assign the more control you will have over the shape of the float curve.

Float curves can some times be a little counter intuitive, for more info on them I suggest looking here

now there are I believe 10 different parameters that can be changed and they are as follows:

emission : Change the number of particles emitted per second

energy : Change the energy (time in seconds before the particle is destroyed) of each particle

speed : Change the speed at which the particle is emitted

grow : Change how the particle grows with time with a exponential functions. 1 is 100% per second

scale : Rescale the emitter

size : Rescale the particles or how large they start out

offset : Move the emitter away from the transform in "offsetDirection"

force : Change the power of the force applied to the particles each frame (the acceleration or deceleration of the particle)

logGrow : Change how the particle grow with time with a logarithmic functions

linGrow : Change how the particle grow with time linearly

These parameters can be changed based off the six different input parameters which are as follows:

power : the power sent to the effect, related to thrust/throttle

density : atmo density

mach : current speed in mach

parttemp : the part temperature

externaltemp : the external temperature

time : time in seconds

Hopefully that helps explain what is going on, check out the smokescreen thread first post as it has some pictures and descriptions of this stuff, lemme know if that doesn't make any sense and I will try and clear up whatever you are still confused about.

Also a really useful tool for getting your engine effects just right, as long as you have a good grasp of all the above stuff, is the in game SmokeScreen editor, it will allow you to load up the current engines config and you can then start tweaking values, once you have something you like you can then copy and paste it into your cfg to make permanent changes.

Thank you! Those explanations are helping a lot. Your definitions are more to the point then the smokescreen thread definitions. Thanks. Again...

I went through the configs and for editing's sake changed the rendermode from Billboard to Stretch. This did absolutely nothing to the engine effects, so I then removed the segment entirely, which also had no effect. So I've effectively simplified the config. It appears as though there are large portions of the stock engine configs that do absolutely nothing. I'm trying to weed out the areas so I can pinpoint what I want to edit. I'll hopefully be able to learn how to change these effects myself and then I won't need your help. In theory. :P

Link to comment
Share on other sites

lol no problem :)

yeah I believe that billboard is the default mode so technically it doesn't have to be specified, as to it's effect I have no idea lol.

One thing to note is that if this ever happens in a config:


size = 0.0 1.2
size = 1.0 2.8
.
.
.
size
{
density = 1.0 1.5
density = 0.0 2.3
}

the initial size specification (that is default effected by power) will be ignored, we had this happen when we first implemented atmo expansion, effects stopped being effected by the throttle, so in order to maintain the throttle effect in the above example you would delete the initial size keys and just have this instead:


size
{
power = 0.0 1.2
power = 1.0 2.8
density = 1.0 1.5
density = 0.0 2.3
}

Cleaning up and simplifying the cfgs is one of the things I was working on in my rework, something I need to get back on top of lol.

Feel free to pm me if you ever have any other questions about this or anything else, I strongly believe that you get the most enjoyment out of this game once you really know how and feel comfortable with cracking her open and messing around with the stuff inside, it allows you to tweak things to your liking, trouble shoot and bug fix, and all sorts of other stuff.

Link to comment
Share on other sites

I've just learned through some basic editing that emission is the number of particles emitted by the engine. The first value is atmospheric density and the second value is the (unspecified unit) number of particles emitted for that atmospheric density.

I have yet to learn what effects the particle size at what density, which is that I'm aiming to find xD. I'll do some more searching later when I have time. - Just as a quick note, I'm guessing I could edit this by doing something relating density with the size parameter.

Feel free to pm me if you ever have any other questions about this or anything else, I strongly believe that you get the most enjoyment out of this game once you really know how and feel comfortable with cracking her open and messing around with the stuff inside, it allows you to tweak things to your liking, trouble shoot and bug fix, and all sorts of other stuff.

These words exactly. More or less why I've gotten into texture editing and now revisiting this again. ^-^

Edited by Avera9eJoe
Link to comment
Share on other sites

I've just learned through some basic editing that emission is the number of particles emitted by the engine. The first value is atmospheric density and the second value is the (unspecified unit) number of particles emitted for that atmospheric density.

I have yet to learn what effects the particle size at what density, which is that I'm aiming to find xD. I'll do some more searching later when I have time. - Just as a quick note, I'm guessing I could edit this by doing something relating density with the size parameter.

These words exactly. More or less why I've gotten into texture editing and now revisiting this again. ^-^

Yes in order to increase the size of the particles as a function of the current atmo density you would use


size
{
density = 1.0 1.0
density = 0.1 4.0
}

That is what makes the smoke grow in that MainSail config I posted earlier, emission as you said just effects the number of particles coming out, and then offset is being used to move the spawn point for the smoke particles further back to keep pace with the elongating flame, having your smoke coming out of the middle of the flame just looks silly lol

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...