Jump to content

Knight of St John

Members
  • Posts

    166
  • Joined

  • Last visited

Posts posted by Knight of St John

  1. On 10/10/2022 at 1:52 AM, Clayel said:

    The folks over at Real Plume and Waterfall Core have directed me here with this bug, and I can confirm it is definitely caused by the Waterfall Stock plumes. The RAPIER engine has a very noticeable 'gap" between the engine and the actual plume, and I'm wondering if the creator of this mod could possibly fix this? Thanks.

    unknown.pngunknown.pngunknown.png

    Yes, this has been always the case for restock textured rapiers.
    I think I can probably fix this... but it's more a matter of finding time and motivation for me haha.
     

  2. On 8/25/2022 at 2:12 PM, Space Scumbag said:

    So I made a video:

    Yea, I'm subscribed, so I noticed. Thank you for the free advertisement :D

    On 8/25/2022 at 6:23 AM, Somecallmesteve said:

    I was wondering on how to add a plume to an engine. I want to add the upperstage hypergolic plume to the Terrier, Wolfhound, and Cheetah since they are based off hypergolic engines. However, I was a little intimidated when opening the cfg files. With time I'll figure out, or discover that there is an easier way of doing it.

    But in the mean time, may as well ask this: Is there a way to add an option to these engines to switch between their cryogenic propellants and their hypergolic propellants like what you did with the Vector and the Mammoth?

    Yes, there is, and you can do it it mostly through config file editing, and a little bit of scaling of the templates in the in-game waterfall editor (top right corner).
    You just have to look at how I configured the vector with multiple templates, then do the same thing to the terrier, and after that, go in-game and rescale/move the new template so it fits to the terrier engine bell.

  3. Well, here we go for another release: version 0.7.0

    New features:
    • added new plumes to the Rhino and Skiff engines
    • landing gear lights now have waterfall effects too

    Together with the newest version of the waterfall mod, the following bugs are fixed:
    • some plumes aren't visible at night or in planets shadows
    • some plumes are visible through parts

  4. On 6/12/2022 at 6:32 PM, [ Jeremy ] said:

    Moving on, I've been trying to get a custom mesh working for an engine I'm working on, but I can't seem to get the full mesh to display in-game. Been trying to use the bundled meshes as an example but it's just not clicking in my head at the moment. See screenshots below for the progress I have at the moment. Any help would be really appreciated!

    Using a custom mesh would certainly be possible. you'll have to import it into unity to test them in combo with the shaders waterfall provides.
    Though, there is also something to be said for making a mesh generator script in unity itself that generates the vertices and triangles where you want them.

    For both these option, I think your best bet is to use the additive dynamic shader, but i'd have to check if the code can work with non-cylindrical meshes.

    Furthermore: if you are comfortable working with shaderlab, it's also possible to write a custom shader that uses the existing cyllindrical mesh (used by the additive dynamic shader), and deform the mesh in the vertex shader pass.
    Any of these options would be a possible route for you.

     

    On 6/12/2022 at 6:32 PM, [ Jeremy ] said:

    I also have a question regarding how the face culling works for the deform meshes. Having read the discussion here and the documentation on the GitHub, I gather that most people mainly use the simple cylinder mesh to get good plumes from all angles, especially looking from straight behind, but I wonder if there's a way to enable that kind of behavior on the deform meshes as well, as being able to better control the shape of the plume is something that sounds really appealing.
    It might be possible but I haven't found it yet, once again if there's something I missed do tell.

    Using the older additive dynamic shaders, it is rather finicky to get them to look decent from extreme angles (like straight behind) but we've found a few ways of dealing with this in our plume designs.
    However, these tricks aren't really usefull for the distortion effect, so we're kinda stuck with what we've got there.

    Not to long ago, some new volumetric shaders were added that look good from all angles (because they use a ray-march-like algorithm), so I've been using those in my more recent designs.
    I've been thinking about maybe doing something similar for the distortion shader, but that's probably a major time investment for me. So, not sure if I'll be doing that.
     

  5. On 5/13/2022 at 2:35 AM, Fossilized said:

    Hello, I'm having an issue with my plume that's built on waterfall.

    During sunset, at an instantaneous time that I assume the game registers as night, the plume disappears. It reappears in the day but instantly vanishes only during the night.

    How do I fix this?

    On 6/13/2022 at 3:13 PM, TanoPrime said:

    Having a problem with Waterfall, reproducible so far only with the Mammoth engine - during the first part of ascent the plume becomes visible through the craft, and later the plume disappears completely.

    See video for details: https://imgur.com/BKxUuSm

    Both of these are bugs in one of the shaders that waterfall uses.
    In the shortly upcoming update, they will be fixed.
     

    On 3/20/2022 at 7:22 PM, lemon cup said:

    Question for anyone who knows about the setting up Controllers, specifically "Engine Event" controllers:

    I would like to link a series of Effects to play when an engine flames out, Basically, the end result I am looking for is that a booster engine continues to look like it is still "spewing" after burnout - but I cannot get the controller to trigger.  Here is how I wrote the Controller:

    I placed it in the config and it displays properly in the in-game editor. But oddly, when I go to edit the Controller in game, it shows that it has defaulted to be linked to "Ignition" instead of "Flameout" even though it is specified in the CONTROLLER setting. However, even manually switching it over to "Flameout" and then running the engine to fuel-depletion, it still does not trigger the effects. 

    ALSO: smaller issue but still odd:
    when specifying the "Duration" of an Engine Event Controller, I have found that (even though the wiki said it is time measured in seconds) the Controller seems to be using some different unit of time. For example, in the above CONTROLLER, you can see I wrote 600. That should indicate 600 seconds, but actually in-game this starts and stops in the span of about 30 seconds. If I were to put a "30" in the Duration block, the animation would only last a second or two. This happens no matter how I scale the curve.

    @Knight of St John @Zorg Asking the pros :blush:

    EDIT: Pinging @Knight of St John and @Zorg again just to be sure the mystery is real. Feel free to berate me as you see fit. ^_^

    I believe that these issues will also be dealt with in the coming update, though I was not responsible for the fix.
    I guess you can test it when the update arrives.

     

    On 7/15/2022 at 6:49 PM, TeeGee said:

    Wonderful mod! However I've been having an issue with none of the RCS jets showing a plume at all - only the light source appears. The Vernor engine shows correctly. Does anyone know how to fix this issue? I've tried going to an earlier waterfall and stock config version but nothing seems to work.

    same story here. Will be fixed in the update.

  6. 19 hours ago, HafCoJoe said:

    This mod has a number of issues with it, like requiring RealPlume and TUFX. It creates duplicate plumes for all SRBs which overlap with each other :/  I posted about it on SRBWE's last page

    Well, personally, I just use the realplume configs for the SRBs. I dont really feel like waterfall can add that much more to them.

  7. On 7/22/2022 at 2:01 AM, Knight of St John said:

    I've also found the cause for the bug where plumes aren't visible at night or in planet's shadows (unless if you install Scatterer). I'm working on solving this too, hopefully also in time for the next waterfall update.

    And we've found a solution for this bug too. next waterfall update will fix all the remaining issues.

  8. On 7/23/2022 at 8:03 AM, blackrack said:

    Ah thank you so much. I was looking around the whole day yesterday, and arrived at that solution as well, but didn't know if it was correct. the syntax example is also really helpful.

    UPDATE: this was indeed the fix we needed. thanks again!

  9. There is something else for which I would love some input from the developers of Scatterer.
    With one of the effects in waterfall, a shader more specifically, I'm using a custom depth test in the pixel shader.
    This is necessary for detecting plume collisions with solid objects, and subsequently adjusting the visuals of the plume so that you don't get ugly clipping effects, much like the one Rakete encountered above.

    For this, I need access to the _CameraDepthTexture resource in my shader. This works fine in KSP, unless when the craft is in a planet's shadow, like at night.
    Then, the KSP rendering pipeline suddenly changes and the _CameraDepthTexture becomes unavailable, and the shader receives a default grey texture instead, bugging out the effect.
    I believe this is because KSP doesn't need to render shadows anymore at night (or behind planets) and therefore drops a number of render passes, including the one where the _CameraDepthTexture is created. (probably because thats necessary for creating shadows).

    here is an illustration of the bug happening in a renderdoc capture, just before sundown:

    Spoiler

    unknown.png

    and this is right after sundown:

    Spoiler

    unknown.png


    In order to fix this bug, I somehow need a way of reintroducing a pass where the _CameraDepthTexture is created. However, I've noticed that when Scatterer is installed, this issue is fixed, since Scatterer also needs the _CameraDepthTexture, even at night (or that is my conjecture). So I guess yay for Scatterer :D . However, I would love to know how I could fix this on my end as well. I'm rather new to working with the rendering pipeline, so I thought to ask the experienced people for some guidance.

  10. On 5/29/2022 at 10:01 PM, Rakete said:

    I guess, i found an incompability between Scatterer and Waterfall. Sorry in advance.

    See in the picture below. As soon, as Scatterer is installed (tested with Spectra and also with Astronomer's Pack - both the same) the plumes of waterfallized engines tend to show less beautiful flickering shadows around the end of the engine bells. It gets visible as you reach the upper atmosphere and beyond. Here you see the waterfallized Wolfhound engine from stock KSP.

    @Knight of St John @blackrack

    Removing Scatterer restores the flickering-shadow-free engine plumes by Knight of St. John using Waterfall.

     

    wK4Fy8C.png

    Yes I've noticed this too. it's caused by the mesh being very close to the engine bell wall. it also happens with other configs.
    this issue will be fixed on my end with the newer plumes I've been configuring (vector, mammoth, rcs, nerv, and more to come), because those use a different effect for engine bell glow.

  11. Just to let you all know: I've found a fix for the bug where plumes are visible through parts when anti-aliasing is disabled. When the next waterfall (so not SWE) update comes along, it'll be fixed.

    I've also found the cause for the bug where plumes aren't visible at night or in planet's shadows (unless if you install Scatterer). I'm working on solving this too, hopefully also in time for the next waterfall update.

  12. 8 hours ago, dok_377 said:

    The effects themselves didn't necessarily do anything bad with the performance, the lights did a bit, I disabled them. I just thought the other templates might receive some refreshment in the future, like the Vector. 

    Ah. Yes that's the goal. Since the waterfall update from a while back, I've been slowly using the new shaders to update older plumes, to make them look better, but also perform better. I'm just rather busy, which means progress is slow.
    next up, I think I'll revamp the poodle and terrier methalox plumes. maybe also the cheetah, wolfhound and skipper.

  13. 17 hours ago, dok_377 said:

    Are you by any chance working on optimizing the plumes as well? The old ones were a bit heavy and contained a lot of layers that most of the times you could not even see. I looked at the new Vector plume and saw that a lot of layers were "merged together", so to speak. 

    the new vector already has many less "layers" or effects as we call them than the old vector plume.
    I think you probably just didnt notice what effects disappeared when you tested because some of them are rather subtle, like engine lights, or heat distortion. you can disable these in the waterfall settings by default if you think it's lagging your game.

  14. 22 hours ago, Random Annoying Guy said:

    RealPlume - Stock inspired jet engine plumes

    screenshot19.png

    https://cdn.discordapp.com/attachments/224860633525518347/996827910306533448/jetenginesforwaterfall.zip

    RAPIER most definitely will not be working

    Nice, but I won't be changing those plumes in my pack. those jet-flames aren't realistic for those types of jet engines. I'll keep my basic heat distortion & smoke plumes I have now.
    for the Rapier: your config seems to have it configured as a kerosine jet/ hypergolic rocket engine combo, which to my knowledge is also not accurate.

    they look cool though, but I do like to keep a semblance of realism.

  15. Alright everyone,
    For those suffering from this bug:

    On 6/28/2022 at 10:32 PM, Knight of St John said:

    yFYoPOj.png

    I've found a temporary fix for you: Enable anti-aliasing in your graphics settings.
    I'm still looking into what exactly is causing it though.


    For people having an issue with plumes not being visible at night, installing Scatterer seems to fix that issue.
    I'm also looking into this bug.

  16. On 7/3/2022 at 1:57 PM, Rakete said:

    I don't have scatterer, as it hards relatively hard on my FPS.

    yes, but can you please install it, just for testing?
    it's possible that it fixes your issue, and that would tell me a lot about how to fix the bug on my own.
    after testing, you can just uninstall it again of course. I just need someone with the bug to see if Scatterer somehow influences it.

  17. On 7/2/2022 at 1:02 AM, Rakete said:

    Happened also with a clean install. This was the first thing i tried out.

    okay. well done.
    final thing I would like you to check (maybe you already have) is if having Scatterer mod installed makes any difference.
    I've noticed that certain bugs are "fixed" when you also have Scatterer, for some unknown reason.

  18. On 6/30/2022 at 12:40 AM, Rakete said:

    Win 10 21H2, Ksp 1.12.3

    okay.
    could you please check if this also occurs on a clean install of the game, with just SWE, modulemanager, b9partswitch and waterfall installed?
    if that "fixes" it, please find out through a process of elimination which other mod you had installed makes the bug come back.

    without this information, I can't really do much to help.

  19. On 5/14/2022 at 6:39 PM, Kasyan said:

    Hello! I am having this problem after the update that added the new methalox and Stratzenblitz plumes. The Hydrolox and Methalox plumes can be seen not only through the engine bell, but also through other parts. I am running KSP on Mac, not Linux. Should I post it here or in the main Waterfall thread?
    yFYoPOj.png

    Here, plumes can be seen through engine bells and the orange tank. Weirdly, this doesn't happen with the Stratz Plume, as you may notice.

    I've seen this with other people as well. are you playing on windows or linux?

    On 6/6/2022 at 10:13 AM, Rakete said:

    Have seen this also on the vector engine bells and just reverted to an older config of this mod.

    same question for you.  Trying to figure out where this bug originates.

     

  20. On 2/10/2022 at 2:04 AM, TheKurgan said:

    ok... lol one, or both of those things fixed it

    I'm glad you were able to figure out a solution.
    perhaps you could verify which of those two made it work?
    then I can add it to the next release (and credit you)

    2 hours ago, AtomicTech said:

    When can we expect 0.7.0?

    I've been thinking about tweaking RCS some more, adding new kerolox plumes (by Zorg), and maybe revamping the poodle/terrier plumes.
    but no timeframe for that yet.

  21. On 2/4/2022 at 3:05 PM, TanoPrime said:

    How can I uninstall specific effects, is it sufficient to remove the relevant file and restart the game?

    I do not enjoy the RCS Thruster effects and would like to uninstall them.

    option A: You could revert to the previous configs (which are less realistic, but resemble the stock rcs effect more):
    you do this by downloading this version of SWE: https://github.com/KnightofStJohn/StockWaterfallEffects/releases/tag/0.6.1
    and navigate to: GameData\StockWaterfallEffects\Engine Configurations.
    There you'll find the file "RCS.cfg". Just copy that one, and replace it in the same folder in the newest release.

    option B: To just get the stock particle effects: delete the rcs config file: GameData\StockWaterfallEffects\Engine Configurations\RCS.cfg

×
×
  • Create New...