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


sarbian

Do you like it?  

170 members have voted

  1. 1. Do you like it?

    • No. It slows down my machine at launch. I need my CPU cycles elsewhere.
      16
    • No. I don't like the engine effects.
      9
    • No. I don't like the tank effects.
      108
    • Yes. I especially like the engine effects.
      123
    • Yes. I especially like the tank effects.
      105
    • Yes. It even runs smoothly.
      38
    • What is this all about?
      38
    • I'd like to use this in my mod.
      25
    • I'd like to contribute somehow.
      8


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  • 2 weeks later...
  • 1 month later...
Configs will get some love a bit after 1.0

Great to hear.

Anyway as short feedback: It is broken in 1.0 (maybe the the quick dirty fix of smoke screen didn't made it) it works in the assembly building, though. (this is just meant as status feedback, no pressure)

Keep up the great work it makes the game better.

edit: Seems to work ... dunno why it didn't while 1st testing it. I do see the cold effects on the engines, but I don't see anything on the tanks (prelaunch).

They might be under the surface ... but then I should see them below the tank ... maybe there also is an option to make them more prominent ... to exaggerate them comic style since KSP very much is like comic style.

Well, I can't figure out your CFG ATM, though. Otherwise I would try things myself. Well i might give them later a second look.

Edited by Bizz Keryear
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  • 3 weeks later...

v0.8 Update for 1.0. Config for LV-1R and MK-55. Deactivated on the LV-N

It seems to work fine for me. I have some ideas to make the config creation way easier. I just need time...

mcbmaestro : the problem with those is that if I start adding them it will be one per tank and it will lead to repetition when more than 1 tank is stacked.

Edited by sarbian
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mcbmaestro : the problem with those is that if I start adding them it will be one per tank and it will lead to repetition when more than 1 tank is stacked.

Isn't it possible to toggle off individual effects? End users would just disable the tanks they don't want emitting

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Isn't it possible to toggle off individual effects? End users would just disable the tanks they don't want emitting

If it were added, I think it would be better if users had to toggle on only the tanks they wanted. That would probably be easier on the users.

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  • 2 weeks later...

Question is the Module KM_PostLaunchEffect_SmkS Dynamic, I want to create a deep simulation of boiloff effects, and like to use this mod to vusualise boiloff rate. Meaning the higher the boiloff rate, the more boiloff effect I want to make visiable at real time. For example, while powered, I don't lose any Cryogen ppropellant but when powered of, it start to boiloff and I want to the KM_PostLaunchEffect_SmkS to start producing boiloff effects

Edited by FreeThinker
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mcbmaestro : the problem with those is that if I start adding them it will be one per tank and it will lead to repetition when more than 1 tank is stacked.

No worries. I just wanted to mention the idea. I was also thinking instead of adding them to tanks, you could make a small exhaust part, like the size of RCS port, so people could just place the effect where they wanted.

In the future they could even provide some pre-cooling, but I didn't want to get ahead of myself. :)

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  • 2 weeks later...

could someone add scripts to use with proc part tanks?

i remove most of my stock tanks and the cylinder tanks of other mods to clean up my parts list, downside it removes the tanks this works on :(

though since PP tanks can change size, that might require changes in smokescreen plugin to make effects scale with tank size wouldnt it?

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mFyGgjF.jpg

In the VAB also. Rockets also don't function. Was like this in .90 as well.

Strange, but it seems to be working now after deleting all mods, reinstalling coolrockets (worked now), then recopying over all the other mods (still works). So I can't duplicate it now.

Mods in use:

Module Manager

AVC Add-on Version Checker

Toolbar

Stock Bug Fix Modules + Stock Plus

KSP Stock Tweaks

Malah's QuickGoTo

Malah's QuickScroll

Malah's QuickBrake

KerboKatz Small Utilities

Kerbal Joint Reinforcement

PersistentRotation

ModularFlightIntegrator

Kerbal Engineer Redux

MechJeb Dev Build

MechJeb Embedded Universal

Ferram Aerospace Research (FAR)

Time Control

Deadly Reentry

Crowd Sourced Science

Precise Node

Trajectories

Alternate Resource Panel

Enhanced Nav Ball

Critical Temperature Gauge

Waypoint Manager

Docking Port Alignment Indicator

Navball Docking Alignment Indicator

Kerbal Flight Indicators

Kerbal Flight Data

Landing Height Display

Action Groups Extended

Actions Everywhere

Auto Actions

Editor Extensions

RCS Build Aid

TAC Part Lister

Tweakscale

Tweakable Everything

Sensible Pumps

Fusebox

Chatterer

ScienceAlert

Kerbal Alarm Clock

Transfer Window Planner

StageRecovery

RemoteTech

RemoteTech XF

RemoteTech Descriptive Antenna Text

ORIGAMI Dishes for RemoteTech

TAC Fuel Balancer

TAC Life Support

Haystack Continued

Distant Object Enhancement bis

Planetshine

Scatterer

Engine lighting

Rover Wheel Sounds

RCS Sound And Light Effects

Collision FX

SmokeScreen

HotRockets! Core Pack

HotRockets! emissive patch

HotRockets! Community CFGs

RealChute

Stock Clamshell Fairings

Procedural Fairings

Procedural Parts

JebediahKerman42s Procedural Parts Textures

MainSailor's Gamma Textures

Aviation Lights

Surface Mounted Lights

Stack Inline Light lightweight

Heat Management

Infernal Robotics

Kerbal Attachment System

Kerbal Inventory System

TextureReplacer

Active Texture Management Basic

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  • 1 month later...
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