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Settings

Ishiaki edited this page Oct 11, 2026 · 2 revisions

Settings

GameData/VolumetricExplosions/PluginData/settings.cfg:

(Until 0.3.1 the file was beside the library. The game reads any .cfg there as one of its own configs, so every change to a setting made the game's next start a slow one: with ModuleManager installed, every config is worked out again and every part's drag measured again. The game does not look into PluginData. A file found in the old place is moved, once, with what was set in it.)

Setting Default Meaning
enabled true false brings the stock explosions back
quality 1.0 number of particles, and how finely the smoke is stepped through: 0.2 (light) to 3 (heavy)
max_particles 30000 most particles alive in the scene at once
size 1.0 how big explosions are, 0.3 to 3
smoke 1.0 how long smoke hangs in the air, 0 (none) to 4
breeze as it comes when there is a wind for smoke to drift on: still (never, whatever the weather), as it comes (still nine times in ten, mostly a light air otherwise, a strong wind about one time in five hundred; or the weather mod's wind where there is one), always some (never still, the rest as above)
wind 1.0 how strong that wind is, made up or the weather's: 0 (always still air) to 4
detail 0.6 how deeply the billows are cut into the edge of the smoke, 0 (smooth) to 1
thick 1.6 how thick the smoke is, 0.3 (thin) to 4
volume true false draws soft sprites even where the volume would work
half true draw the volume with half as many pixels each way and enlarge it; false draws it at the screen's full size
thin 2.0 smoke too thin to see is not drawn: how many 255ths of what is behind it a line of sight's smoke may hide, at the very most, before any of it is drawn. 0 (all of it is drawn) to 8
light true explosions light the ground and the wreck around them
debris true pieces of the destroyed parts
shockwave true the shock front of a blast, in air
bend 1.0 how strongly a shock front bends the picture and jolts the camera, 0 to 2
shake true false: a shock front reaching the camera leaves the camera alone
sound_travels true the bang is heard when its sound gets to the camera (a second for every 340 metres at sea level on Kerbin), as the shock front does. false: on the instant, as the game has it
scorch true burn marks
shadows true smoke throws its shadow on what is under it, in sunlight (0.5.0; OpenGL only, as the volume is)
push true ships and engine exhaust push smoke about
predict true (0.5.0) the way each thing moving through smoke is about to go is looked ahead along for half a second, and the smoke in its way split into smaller puffs before it gets there, so that it pushes aside finer smoke
wakes true (0.5.0) what goes through smoke leaves a tunnel in it, drawn at the pixel, sharp at first and filling in again (OpenGL only, as the volume is)
vortices true (0.5.0) the air behind what goes through smoke is left turning and carries the smoke round: eddies turning one way and the other behind blunt things, two sinking tubes behind wings
collide true smoke does not pass through the ground, buildings or ships
threads 0 worker threads to use, for moving the particles and (without the library) for making the grid; 0 picks by itself
native true make the grids with the mod's library where there is one; false always uses the slower C# (the picture is the same)
log false write how each explosion was read (what, why, where) to KSP.log

Changes take effect at the next flight.

A 51-tonne rocket blown up part by part

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