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Knight of St John

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Everything posted by Knight of St John

  1. ah it's great to have people be this invested in ksp graphics. makes me happy I made this mod :-) well, your arguments are irrefutable. I guess next update I'll make the plume orange. As you said, it'd probably be quite dim compared to the engine bell glow, but I don't like having invisible plumes, so just as with the cherenkov radiation, I think I'll exaggerate the exhaust glow so it is actually visible. Thanks for your feedback.
  2. well, I'm just guessing. since hydrogen-oxygen engines in space are also blue-white (because of the high temperature) and they run hydrogen rich, I'm just assuming that's what very hot hydrogen looks like. and yes I am aware that the cherenkov radiation is exaggerated, but it does make the engine look at least 80% cooler. this way it's actually distinguishable from regular reaction engines and you get that nuclear feeling. one thing is for sure: it's way more accurate than the pink hydrogen plasma plume from before. you dont actually create plasma with a NERVA engine.
  3. it seems on windows this doesn't happen. this is gonna require quite a bit of digging on my end. so dont expect a fix immediatly. also: this is technically a waterfall bug. not StockWaterfallEffects. but you reached the right person.
  4. yep, you could just use modulemanager for this. I believe if you put :AFTER[StockWaterfallEffects] you should be able to modify any of my configs with your own "mod".
  5. new release: 0.6.3 new plume for the NERV engine instead of the pink hydrogen plasma, the NERV now has a realistic heated hydrogen exhaust plume. red in atmosphere because of hydrogen-atmospheric oxygen reaction, and blue heat-radiation in vacuum. Cherenkov radiation is also visible now, coming out of the engine throat. improved realism of the vacuum expanded plumes for the Vector, Mammoth (both hydrolox & methalox), Rapier & RCS. improved plume selector flavor text for the Vector & Mammoth (@AtomicTech)
  6. Well, I could do that, but I could do a lot of things :-) As stated on the main page of this thread, when designing a plume, I choose to model its propellant according to the engine performance. the cheetah is a very high-isp engine, and so it's hydrolox in this mod. If you're really anxious about this, you could mod it yourself. use the vector config file as an example, and use the stock-aerozine50-upper template as an upper stage hypergolic plume.
  7. Hey. I'm wrote the volumetric shader for waterfall. I've already fixed this bug for the dev-version of waterfall. expect this to be released in the next update. There will be some changes to the shader too. for instance the _Noise property will become 5x more sensitive and you might need to recheck if your _FadeOut and color settings are still okay. I will explain this in more detail when it's released, so you have an easier time to readjust your configs.
  8. I'm sad to see you leave, but I also understand that life is about more than just some online gaming community :-) Farewell, Doodles.
  9. I'm getting a warning from modulemanager (during the loading screen), caused by one of my configs. I'm pretty new to MM patching, and after some looking around, I still can't seem to find where that warning is logged. (perhaps it isn't?) Is there a file somewhere where it says what that warning was about exactly? If it helps, this is the MM patch that caused it, but I don't know why this code would be problematic: (although I do know it is likely caused by the first line)
  10. the previous RS25 plume definitely looked a lot worse (and less realistic) than this one. trust me. the current plume is indeed brighter than the real life RS25, and that is because i thought it looks nicer if you actually see something coming out of the engine. :-) about the speed of the plume: yes i've noticed this issue. i'll fix it when i have the time to do so. I dissagree about those pictures. I feel like they look great. not particularly realistic for the RS25 though, that is correct. but if you want 100% realism, you would barely see anything at that height.
  11. the blend mode tells you how the colors of the plume are mixed with the background. one one means they both contribute equally to the final pixel color. Previously this wasnt one one because that might create problems with oversaturation. but we found this problem didnt occur that frequently. also: not having one one blending meant that you sometimes get some brightness flickering artifacts in the plumes. this has now been fixed.
  12. correct. it is intended. most engines dont really produce much smoke in real life. except for SRBs who remain unchanged. also: the smoke looks bad in ksp, and produces lag. the rapier does still have a smoketrail btw.
  13. I also tested this, and can't reproduce it either. please give me an exact procedure that i can test. so: which mods do you have installed (less mods is better, so try only waterfall and spectra). any specific settings you changed. what craft did you use, and how did you fly it. perhaps some screenshots of the bug would help. I also noticed that the new spectra seems kinda bugged though. try to install scatterer version 0772 instead of the newest scatterer. I believe that might fix your issues.
  14. could you send me a screenshot of this? I just tested your scenario. with Spectra. and I can't reproduce this.
  15. Alright. I just released version 0.6.2 new templates for rcs jets fixed small linear rcs port not producing sound configured LEM lander with waterfall plumes fixed mammoth having 4 engine lights instead of 1 that concludes my work on the 0.6 update. I'll probably work on more revamps of existing plumes, but not for a week or so at least.
  16. I fixed this, and also the bug where the small linear RCS doesn't make sound. Also, I've made new RCS plumes. they are now much more accurate to real life rcs jets in vacuum:
  17. I just released version 0.6.1. It just has some more lag optimizations for the rapier and mammoth. Let me know if you still experience lag with the rapier. it should be very decent now. even with engine lights and distortion effects enabled.
  18. New release (0.6.0) is out! New waterfall templates for these engines: - Vector: hydrolox, methalox, high performance hydrolox - Mammoth: hydrolox, methalox, high performance hydrolox - Rapier: methane jet, methalox The new plumes use the newest waterfall shaders, which allow for significant savings in effect count. Therefore, you should experience less lag. The Rapier jet plume especially has been massively optimized. Added B9PartSwitch support for the Vector and Mammoth. You can now select one of three possible plumes in the editor or in flight: - RS-25 (SSME) inspired hydrolox plume - Raptor inspired methalox plume - Performance optimized hydrolox plume (the one Stratzenblitz uses for minimal lag)
  19. With the newest version of waterfall, a bunch of new options are available for us. So I will be redesingning some of the plumes so they have better performance and/or looks. here's the prototype for the new Vector plume:
  20. Well, if there are any bugs like that, then they should get posted here, and we'll fix them in time. So, be my guest :-) yea, that's what i figured would happen. It's a real headache :p
  21. personally, I think Al2Me6 proved that waterfall can be used in combination with a the particle system to make some decent SRB plumes, even though it's not ideal. performance will suffer too, since you now have to render both a mesh and particles. I don't know if Al2Me6 made those smoke particles with stock, or with the realplume particles system, but my guess is that using the realplume particle system, you could make the smoke more white (realistic) instead of the stock grey. I'd say that if someone was gonna tackle srbs by making a waterfall/realplume combo, they better prepare for a long development proces. So only take that path if you have the time to actually walk it the entire way.
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