OHM Default SRB Flame Replacement Texture

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Author: loru

This is texture for default SRB exhaust paricle emiter (fire) and any other exhaust derived from Contrail2.dds texture

    !! WARNING !!

This file will overwrite your texture so
if you don't like it please make backup
of Contrail2.dds located in Textures folder.

    !! WARNING !!

Copyright 2011 Greg "Loru" Lorens

 

Update: 2016-07-13

Confirmed working with 2016 RC1 both in inline and d3d9 clients.



DOWNLOAD
 
Excellent SRB exhausts. I will utilize them (with your permission) in the next update of the Orbiter Italia Forum launch vehicles.
 
Yes, I have been using them with the last couple of Shuttle Fleet launches I have done and they are a fantastic improvement. Really give that look of the SRBs, which if you have ever been lucky to see them go in person, they are sooooo bright and yellow.
 
It wont let me make an account and vote on these but Id give it 5 stars easily, I reckon this is as good as anyone will get with Orbiters limited engine. It would be nice if it left behind the initial 10 miles of smoke after launch like in real life but i doubt thats possible?? dynamics like that and other effects are really important in sims, i always go straight to the effects download sections when i get a sim.
 
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It would be nice if it left behind the initial 10 miles of smoke after launch like in real life but i doubt thats possible?? dynamics like that and other effects are really important in sims, i always go straight to the effects download sections when i get a sim.
It is possible. It however has to be configured by the particle stream code in the vessel itself. This add-on is just a texture replacement, so there's no code.
 
It wont let me make an account and vote on these but Id give it 5 stars easily
Account at OHM? It's the same as the account at O-F since the beginning of 2010. You simply sign in into OHM with your O-F name and password.
 
Confirmed working in 2016 RC1 with inline and d3d9 clients.

srb_replacement.png
 
I made even more realistic SRB's with multistage2015... those are almost real. These are too diffuse, with no sharp edges, but it always has been a problem in Orbiter.
Look here: http://imgur.com/EPMrTBf
 
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I made even more realistic SRB's with multistage2015... those are almost real. These are too diffuse, with no sharp edges, but it always has been a problem in Orbiter.
Look here: http://imgur.com/EPMrTBf

Well - I made those for stock orbiter TBH - with multistage you have control over particles and that's not the case for stock atlantis until you recompile it's code.
 
Well - I made those for stock orbiter TBH - with multistage you have control over particles and that's not the case for stock atlantis until you recompile it's code.
Yes, I know this is a limitation. Therefore I worked extensively to make shuttle with multistage, and - it worked quite well. I took shuttle fleet meshes, and managed to make some interesting missions, with accurate cargo position, even with IUS cradle animation.
Using multistage2015...
Paradox, but multistage allows to use unique ET and SRB's for every mission.
 
I made even more realistic SRB's with multistage2015... those are almost real. These are too diffuse, with no sharp edges, but it always has been a problem in Orbiter.
Look here: http://imgur.com/EPMrTBf

That looks amazing, can you post the specs?
 
That looks amazing, can you post the specs?

I agree. Might be very usefull for people who wants to recompile SRBs with custom exhausts.
 
I made even more realistic SRB's with multistage2015... those are almost real. These are too diffuse, with no sharp edges, but it always has been a problem in Orbiter.
Look here: http://imgur.com/EPMrTBf

Would look even better with lighting effects, on the back of the Orbiter and ET.
 
So I am back home...
So, here is .ini file for STS-6 mission.
1) I remember, I made particle speed slow, so it is better representing what comes out of boosters visually. Of course there are some "minuses" I made pillar of smoke emissive, during day it looks better, but at night irt looks strange. Parameters give quite long trail, but I did not experience FPS problems.
2) I used textures (as well as meshes) from other addons. I combined two streams - short lived yellowish and white - long persisting...
SRB'S - these are particlestream3 and 4.
Crucial are 2 textures - solidfuel_exhaust.dds and contrail4.dds. They came from other addons.
Code:
[MISC]
cog=38.0
FOCUS=0

[TEXTURE_LIST]
TEX_1=Exhaust_atsme
TEX_2=solidfuel_exhaust
TEX_3=contrail4
TEX_4=contrail

[PARTICLESTREAM_1]
Name=vent
amin = 1e-006
amax = 0.1
atmslowdown = 0.3
growthrate = 0.4
lifetime = 1.6
lmax = 0.5
lmin = 0
srcrate = 15
srcsize = 0.3
v0 = 1
ltype = EMISSIVE
atmsmap = ATM_PLOG
levelmap = LVL_PSQRT
tex = contrail

[PARTICLESTREAM_2]
NAME=mach
SRCSIZE=4
SRCRATE=40
V0=12
SRCSPREAD=0
LIFETIME=0.25
GROWTHRATE=4
ATMSLOWDOWN=0
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=4
ATMSMAP=ATM_PLOG
AMIN=0.7e-7
AMAX=1
TEX= contrail

[PARTICLESTREAM_3]
NAME=solidfuel_exhaust
SRCSIZE=3
SRCRATE=12
V0=30
SRCSPREAD=0.05
LIFETIME=1.3
GROWTHRATE=3
ATMSLOWDOWN=0.3
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1e-6
AMAX=1
TEX=solidfuel_exhaust
GROWFACTOR_RATE=6
GROWFACTOR_SIZE=0.2

[PARTICLESTREAM_4]
NAME=contrail4
SRCSIZE=3
SRCRATE=12
V0=50
SRCSPREAD=0.05
LIFETIME=15.5
GROWTHRATE=3
ATMSLOWDOWN=0.3
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1e-6
AMAX=1
TEX=contrail4
GROWFACTOR_RATE=6
GROWFACTOR_SIZE=0.2

[FX_VENT]
pstream=vent
off_1=(0,10.1,-28)
dir_1=(0,0,-1)
time_fin_1=-5
off_2=(-2.5,7.5,-28)
dir_2=(0,0,-1)
time_fin_2=-5
off_3=(2.5,7.5,-28)
dir_3=(0,0,-1)
time_fin_3=-5

[FX_MACH]
pstream=mach
mach_min=0.89
mach_max=1.11
off_1=(0,0,26)
off_2=(5.3775,0,12.3)
off_3=(-5.3775,0,12.3)
off_4=(0,8.1,9.3)
dir=(0,0,-1)

[BOOSTER_1]
N=2
MeshName="SSU\SRB6"
Height=38.5
Diameter=3.71 
EmptyMass=87543
FuelMass=502126
Thrust=14739770.25
angle=0.0
off=(6.8,0.,2.115)
BurnTime=122.0
eng_1=(-0.2,0,-22.5)
eng_diameter=2.2
ENG_PSTREAM1=solidfuel_exhaust
ENG_PSTREAM2=contrail4
Speed=(15,0,0)
Rot_speed=(0,-0.4,0)
CURVE_1=(-1,0)
CURVE_2=(0,100)
CURVE_3=(30.3,100)
CURVE_4=(35.5,87)
CURVE_5=(60.0,87)
CURVE_6=(65.1,100)
CURVE_7=(103,100)
CURVE_8=(115,85)
CURVE_9=(136,5)

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=32023
FuelMass=719115.0
Thrust=6539030.025
BurnTime=504.1
off=(0,0.,13.515)
MeshName="SSU\ET125"
eng_1=(-1.6,7.93,-29.88)
eng_2=( 1.6,7.93,-29.88)
eng_3=( 0.0,11.33,-29.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5

[PAYLOAD_1]
MeshName="Challenger"
off=(0.0,8.13,0.0)
Diameter=23.1
Height=36.2
Mass=115554.3
Module="spacecraft\spacecraft4"
Name=STS-6
SPEED=(0,1.7,0)
Rot_Speed=(0.01,0,0)
RENDER=1
LIVE=1
 
If I manage to set up compiler for RC1 or release version, I surelly recompile default Atlantis with those (with bit of experimentation and release it as an add-on.

If not I'll drag Woo482 to do it.
 
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