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Configuring Plumes with SmokeScreen

Felger edited this page Dec 25, 2014 · 2 revisions

#Creating and Configuring Plumes Creating and configuring plumes for SmokeScreen is quite easy to do, and you can get some very realistic and awesome looking engine plumes. ##Setting Up To begin with, you'll need the following in your GameData Folder:

  • SmokeScreen
    • A given, would be hard to configure SmokeScreen configs without it.
  • Your chosen parts pack
    • You'll need some parts to configure plumes for.
  • A set of particle models, textures, and sounds.
    • Many people use the ones from HotRockets
    • RealismOverhaul includes those, and expands the selection slightly (See the RealismOverhaul/Smokescreen_ folders for the files you'll need)
  • Module Manager to apply your configs.

In the end, you'll want to have a file structure something like this (at minimum):

GameData
	ChosenMod
		Parts
			Engines
	NASAMission
	SmokeScreen
	YourConfigSetName
		FX
		Sounds
		Configs
	ModuleManager.#.#.#.dll

##Getting Started Once you've got your test environment all set up, the next thing you'll want to do is prep some 'blank slate' configs to edit once you're in game.

Later in this guide, we'll go over what each field does to the plume, but for the time being you can use this example config from RealismOverhaul as a blank config. By blank slate config, I mean a configuration with all the fields in place with arbitrary values that may or may not represent what you'll end up with.

For each engine you configure to use SmokeScreen, you'll want several fields filled in:

  • Delete old effects
  • Attach new effects to the appropriate place
  • Create the new effects

###Deleting old effects For each engine you configure, you'll want to open up the part.cfg (or whatever the file is named) and make note of what effects it's using. There are two general types to this:

###WIP - To be continued.

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