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Nnimrod

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Everything posted by Nnimrod

  1. What were your short 1.875m diameter Titan SRMs supposed to be? I've been trying to round up info on all of the SRBs Titan used or were developed for Titan. The only one I don't have pretty good info on is the 65 inch Aerojet motor and I was wondering if that's what your short 1.875m motor was supposed to be a corollary of.
  2. How compatible is this with rescales? Specifically Rescale! 6.4x
  3. How do I edit a specific value of a key and only that value, skipping past the rest? I'm interested specifically in changing the size of attachment nodes in a part that I have rescaled. node_stack_top = 0.0, 1.0293, 0.0, 0.0, -1.0, 0.0 It isn't specified, so it defaults to the size 1 node, and I'd like it to be the size 0 node, but I want to not make changes to the other values because I assume that rescaleFactor has already changed them.
  4. So the correct way would be to have only :FINAL? For the record, I'm not using that patch, but I appreciate being told where I'm wrong, otherwise I might not figure it out on my own.
  5. I may have been doing something wrong (Most of the time I am), but I couldn't get your method to work. By your method I mean this sort of patch. @PART[rn_aerobee150_eng]:AFTER[zRealPlume]:Final { @EFFECTS { @Hypergolic-OMS-Red { @AUDIO { @clip = RealPlume/Felger_FX/RS25loop } } @engage { @AUDIO { @clip = RealPlume/Felger_FX/RS25ignite } } } } I have however gotten 100% success by making a slightly altered copy of the RealPlume file (ex. RealPlume/000_GenericPlumes/Hypergolic-OMS-Red). I have this patch just sitting in my mod folder/sounds/patch.cfg As of writing this I was still fiddling with volume and pitch and things, but it works. @PART[*]:HAS[@PLUME[Nacreous_Hypergolic-OMS-Red]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hypergolic-OMS-Red { MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/transformName$ localRotation = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/localRotation[0]$,$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/localRotation[1]$,$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/localRotation[2]$ localPosition = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumePosition[0]$,$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumePosition[1]$,$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumePosition[2]$ fixedScale = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumeScale$ energy = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/energy$ speed = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/speed$ emissionMult = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/emissionMult$ // name = plume modelName = RealPlume/MP_Nazari_FX/KWflamesmall fixedEmissions = false sizeClamp = 50 randConeEmit { density = 1.0 0 density = 0.5 0.3 density = 0.25 0.3 density = 0.06 0.4 density = 0 0.6 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 3 density = 0.46 4 density = 0.2 10 density = 0.1 5 density = 0.0 4 } grow { density = 1.0 -0.95 density = 0.5 0 density = 0.0 0 } linGrow { density = 1.0 -0.2 density = 0.8 0 density = 0.46 1 density = 0.2 7 density = 0.05 12 density = 0.0 14 } speed { density = 1.0 1 density = 0.46 1.5 density = 0.2 1.5 density = 0.05 1.3 density = 0.0 1.2 } xyForce { density = 1 0.65 density = 0.5 0.85 density = 0.25 0.9 density = 0.06 0.95 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 1 density = 0.8 1 density = 0.2 1 density = 0.1 1 density = 0.05 2 density = 0.0 3 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 1 density = 0.2 1 density = 0.05 0.7 density = 0.0 0.3 } size { density = 1.0 0.85 density = 0.8 0.75 density = 0.2 0.65 density = 0.0 0.4 } } AUDIO { channel = Ship clip = RealPlume/Felger_FX/RS25loop volume = 0.0 0.0 volume = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.5 pitch = 1.0 1.0 loop = true } } } } @PART[*]:HAS[@PLUME[Nacreous_Hypergolic-OMS-Red],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/Felger_FX/RS25ignite volume = #$../../../PLUME[Nacreous_Hypergolic-OMS-Red]/plumeScale$ pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.075 pitch = 2.0 loop = false } } } }
  6. So, as I understand it, 1. The part file has graphics and sound provided for via vanilla method, or an EFFECTS node. Either way, if the part has a RealPlume patch, all these effects are going bye bye. 2. A RealPlume patch, probably part of RealPlume-Stock, but could also be done seperately, adds a PLUME node to the part 3. 000_zRealPlume.cfg tidies up the PLUME node 4. The RealPlume patch that corresponds to the PLUME node added previously runs, creating an EFFECTS node with the desired exhaust graphics, smoke, and sound for running normally, ignition, flameout, and engine cutoff. The sounds used can be vanilla or can be added by a mod. 5. 000_EFFECTS_Remover.cfg removes the vanilla graphics/sound, and the pre-existing EFFECTS node. So, it would seem to me that the easiest way to add sound would be to make a new RealPlume patch that is a copy of the existing, desired RealPlume patch, but referencing the sounds you want. This does not involve messing with the part file at all.
  7. Ok, so you just make a second patch so that you can run it after realplume, and then edit the defaults that 000_zRealPlume.cfg introduces (Which were previously deleted by 000_EFFECTS_remover.cfg. And use :FINAL on the last patch that should be run. I'll use this method tomorrow, as you said it's getting late. Thanks for your help with this! edit: Ugh... this is complicated >.>
  8. Wow, glad you pointed that out. It's painfully obvious now why my EFFECTS node didn't seem to do anything no matter how I messed with it. That also answers a question that occurred to me awhile ago, that being "If I'm just adding RealPlume graphics with a PLUME node, why am I not seeing both vanilla and RealPlume graphics in game? I tried deleting the vanilla effects but it didn't seem to make a difference, so I just removed those lines, shrugged, and went about my business of messing with adding different sounds with an EFFECTS node. Which of course has not worked.
  9. EFFECTS { running_closed { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_altloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { name = smoke1 prefabName = fx_smokeTrail_light transformName = OldFXTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { name = smoke2 prefabName = fx_smokeTrail_light transformName = OldFX2Transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = FX2Transform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.055 0.15 emission = 0.6 0.8 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_liq3 volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = NozzleTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } This is the EFFECTS node from a KWRocketry engine, so I know it's written correctly. KW engines are set up to use stock graphics for exhaust, but reference sounds added by the mod. And then RealPlume Stock has patches for the engines, but they only add plumes, they don't change the smoke or the audio. Can I use an EFFECTS node with only the audio portions or do I need to include the graphics portions? I'd rather not, because I've already got it set up with RealPlume graphics. Either way, what are the directory restrictions regarding where the audio clips be stored? The ".cfg documentation" wiki page has some very strict things to say about how the audio clips are to be stored, but KWRocketry doesn't do it that way, although KWR does have all the sound files start with "sound_". And the sounds I tried using in my clip, the Felger_FX sounds in RealPlume, don't start with "sound_". I did try changing the name of them to start with "sound_" but that didn't make everything work. But, it's entirely possible that naming them like that IS necessary, and that they weren't working because of other things I was doing wrong. Should I mimic KWR and make a "Soundbank" folder inside my mod folder and put sound clips in that, naming them with the "sound_" prefix?
  10. Yes, there's a fair amount there. For my purposes I would rather make all the edits to a part in one config rather than having a bunch of compatibility files for various mods, which is how most people do it. The engine does not have an existing realplume config, it's from RN's US rocket pack. Here's RN's part file. Also, everything about my file works perfectly with the exception of the sound, and I did copy the rest of the effects node from what you posted. PART { // --- general parameters --- name = rn_aerobee150_eng module = Part author = Raidernick // --- asset parameters --- MODEL { model = RN_US_Rockets/Aerobee/aerobee150_eng scale = 0.80, 0.80, 0.80 } rescaleFactor = 1 scale = 0.80 node_stack_top = 0.0, 0.36697, 0.0, 0.0, 1.0, 0.0, 0 // --- FX definitions --- fx_exhaustFlame_yellow_tiny = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage // --- editor parameters --- TechRequired = start entryCost = 0 cost = 95 category = Propulsion subcategory = 0 title = Aerobee Sounding Rocket Motor manufacturer = RN Industries description = Liquid rocket motor for Aerobee 100/150/150A/170/170A/300/300A. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 3400 bulkheadProfiles = size0,srf stagingIcon = LIQUID_ENGINE stageOffset = 1 childStageOffset = 1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True exhaustDamageMultiplier = 2 ignitionThreshold = 0.1 minThrust = 12 maxThrust = 12 heatProduction = 100 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 270 key = 1 235 } } }
  11. @PART[rn_aerobee150_eng]:FOR[RealPlume]:NEEDS[SmokeScreen]:FINAL { //Old title: Aerobee Sounding Rocket Motor //Source mod: Raidernick's US Rockets @name = Nacreous-engine //@rescaleFactor = 1 @mass = .014 %tags = nacreous @MODULE[ModuleEngines*] { @name = ModuleEnginesFX runningEffectName = running_closed @maxThrust = 15 !PROPELLANT[*],*{} PROPELLANT { name = Ethane, 42 bar ratio = 0.270463 DrawGauge = True } PROPELLANT { name = Nitrous Oxide ratio = 0.729537 DrawGauge = True } @atmosphereCurve { @key,0 = 0 237.7 @key,1 = 1 220.1 } %powerEffectName = Hypergolic-OMS-Red } PLUME { name = Hypergolic-OMS-Red transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.625 fixedScale = .35 energy = .4 speed = 2 emissionMult = 2 } EFFECTS { running_closed { AUDIO { channel = Ship clip = RealPlume/Felger_FX/sound_RS25loop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localPosition = 0, 0, 5 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 0.5 speed = 0.0 0.5 speed = 1.0 1.2 localPosition = 0, 0, 0.2 } } engage { AUDIO { channel = Ship clip = RealPlume/Felger_FX/sound_RS25ignite volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }
  12. Do I need to remove existing effects or something? It's not evaluating the EFFECTS node at all. I changed and tried several things, and nothing results in changes. I copied the engage and flameout parts from what you had @Randazzo I also tried renaming the sound files to start with "sound_". Anyways, nothing is changing anything. It may be relevant that I'm using RealPlume stock for the exhaust effects. EFFECTS { running_closed { AUDIO { channel = Ship clip = RealPlume/Felger_FX/sound_RS25loop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localPosition = 0, 0, 5 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 0.5 speed = 0.0 0.5 speed = 1.0 1.2 localPosition = 0, 0, 0.2 } } engage { AUDIO { channel = Ship clip = RealPlume/Felger_FX/sound_RS25ignite volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } not sure why copy pasting messes the tabulation up :s
  13. What's the best way to do this? I can use the vanilla method if I am content with vanilla sounds, but I'm not. I see that KWRocketry uses non vanilla sounds, so I mimicked what it had, and pointed to some sounds that RealPlume has, but that didn't work. EFFECTS { running_closed { AUDIO { channel = Ship clip = RealPlume/Felger_FX/RS25loop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/Felger_FX/RS25ignite volume = 1.0 pitch = 1.0 loop = false } } } Sometimes I have trouble figuring things out by looking at .cfgs and the wiki >.<
  14. Merry christmas/hanukkah Here's some reading material, might come in handy tomorrow http://www.dtic.mil/dtic/tr/fulltext/u2/a036741.pdf
  15. How does [ModuleBdbBoiloff] work and how can I use it? Also, what would the easiest way to make additional configurations of a part be? Specifically a fuel tank. I don't want blanket patches, I just want to, one part at a time, be able to right click on the part and select an alternate configuration that switches the part to different resources/mass/etc.
  16. The post flight stats box is quite inaccurate regarding ground distance covered, and I'm assuming (could be wrong) that has something to do with this mod. I had this issue on 1.2.0 with the 1.2.0 version of kopernicus, and it persists in 1.2.2 with the latest kopernicus. I understand things like this happen and can be hard to solve, I'm just looking for a way to tell how much ground distance I've covered. I tried planting a flag, in 1.2.0 that resulted in the flag exploding and KSP basically freezing. Odd. In 1.2.2 the flag plants fine, but of course it disappears after travelling a ways from it. Any ideas on how to see my range from landing point to KSC? I'm testing missiles, and I need to know the range.
  17. So for pressure fed engines, I want an engine to consume a pressurant during operation, and not have to mess with the Isp/propellant consumption. If I add it in as a PROPELLANT node in ModuleEngines, it does mess with Isp. Would this work? MODULE { name = ModuleAlternator RESOURCE { name = Helium, 300 bar rate = (and then put a negative value here to make to consume it rather than generate it) } } Clearly not
  18. You know you could just make a mod that changes the mass of various aero parts to realistic values are see how far feels then. 95% of the work would just be researching weights. I worked in a warehouse once that held mostly aluminum body and wing pieces for small planes, and they're surprisingly light.
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