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Settings
Ishiaki edited this page Oct 11, 2026
·
2 revisions
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.
