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[1.1.x] CoolRockets! Cryo and Launch Particle FX


sarbian

Do you like it?  

172 members have voted

  1. 1. Do you like it?

    • No. It slows down my machine at launch. I need my CPU cycles elsewhere.
      17
    • No. I don't like the engine effects.
      10
    • No. I don't like the tank effects.
      109
    • Yes. I especially like the engine effects.
      124
    • Yes. I especially like the tank effects.
      106
    • Yes. It even runs smoothly.
      40
    • What is this all about?
      39
    • I'd like to use this in my mod.
      26
    • I'd like to contribute somehow.
      9


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Yeah, that would be nice. I'm getting that on the CSS, too. Especially visible because you'd usually start the engines a few seconds before launch.

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dtobi, how likely is it that you'll be able to change the engine cryo effect to end when its engine is activated? Everything about this mod is beautiful and necessary, I just hope the timing can be sorted out so there aren't those few seconds where I have both cryogenic fog and rocketfire coming from the same engine.

That should have been fixed with the latest update. If you are using Ksprc it may persist. It actually krept in from Ksprc, I believe.

Can you check with a new download and deleting the hotrockets folder before install. I hope it is okay for you now.

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Yeah, that would be nice. I'm getting that on the CSS, too. Especially visible because you'd usually start the engines a few seconds before launch.

Please see my post above.

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That should have been fixed with the latest update. If you are using Ksprc it may persist. It actually krept in from Ksprc, I believe.

Can you check with a new download and deleting the hotrockets folder before install. I hope it is okay for you now.

I will give that a shot when I have some time later and let you know how it goes! I don't have KSPRC installed, but I do have Texture Replacer and Hotrockets. I'll see if I can shake things out.

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Here is an updated modulemanager config file to add CoolRockets to KW Rocketry engines and tanks, based off the version posted earlier by ObsessedWithKSP, integrating the 4-rocket fix. Includes all engines except the 2.5m Service engine, and all tanks except the 3-2 and 2-1 adapter parts. I have also removed the second of the tank-ice effects because I don't like having double-buttons cluttering the context menu, and I prefer the first effect visually.

Just seen this. This sounds great. I am not a KW user but I'll give it a shot!

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  • 2 weeks later...
  • 2 weeks later...
Any chance someone can whip up a config for FASA??

Actually, I'm wondering about Cool Rockets + FASA (specifically, the launch tower).

Prior to launch, I want to retract the launch tower, but this causes the ice on the tanks to shake off - I wouldn't imagine the explosive force of a launch tower to be able to do this.

When looking into the FASA launch tower part however, there doesn't seem to be any explosive force (c.f. decouplers).

Anyone have an idea how to make it that the ice only comes off when you activate engines (as opposed to just having the ice come off when launch clamps disengage)?

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Actually, it should come off only when you actually lift off - sometimes, you activate the engines before launch.

Precisely, like when you are spooling up the engines while the launch clamps still hold the ship in place (for a few seconds).

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  • 2 weeks later...

There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP.

I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and B) maintainability.

All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions.

Pre-versions of all packs are available here:

https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP

Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods.

I would be very happy to receive some feedback.

There are also two goodies: a) The valve should work again and B) there is an IVA for the Skylab.

Thanks for testing!

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There is a little info in the first post of this thread. I suggest you read a bit in the Plugin development section of the forum, too. Essentially its just cfg file editing you need to do to add launch FX.

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