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About Karin

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  1. Change "EnableLights" from true to false in "WaterfallSettings.cfg" inside the waterfall folder. I have the same performance problem, sucks to have a 10yo laptop
  2. Can confirm, I've been playing for a while in 1.11.1 and no bugs related to JNSQ found so far
  3. I assumed you were asking about the information panel on the right side of the window, if it is, PartInfo is the mod responsible for the "part info" above kerbalism realibility.
  4. it's not a requirement, but this tank b9 can't find is part of a patch for it, weird it's showing up if you don't have it installed link broken
  5. Try reinstalling Cryo Tanks, your game can't found a tank type that is in a file called "CryoTanksFuelTankTypes.cfg" in the patches folder of CryoTanks
  6. Persistent Thrust might help, I didn't play with the mod too much to see if it behaves properly, but give it a try!
  7. I tested in mine 2.7x rescale and it worked, IDK if worked properly but worked
  8. Mine does work fine in 1.11 Both sounds should be playing, but RP are louder so you can't hear RSE's, this happened to me before, so earlier this month I shared a patch for real plume here, it didn't made release yet, so you probably don't have it installed. About the question, I made configs for most engines in RO and what I did was looking at the engine in the VAB and playing a sound in a audio player, if it matched in my head, that's the one I would pick (honestly it didn't took that long). I thought about using thrust values but I couldn't decide how, so I didn't
  9. I was about to come here and tell the mod seems to be working fine in 1.11 haha
  10. Yes, I got it working and forgot to update haha Here you go That CombinedPlume was the missing piece When I learn how to add a pull request on github I will submit the patch officially Edit: I made a pull request, hope everything is right over there
  11. In RealPlume folder you can find the sounds used and listen to them before ignition to be easier to recognize, but a good idea is just removing the rse patches and hoping everything is silent, lol You are correct, for now there's no engage sound, maybe in a few updates, @ensou04?
  12. I've ran into the same issue while patching RO and CH4, I wrote a MM patch that is partially working The engage, disengage and flameout are ok, but for some reason the main sound is not getting erased despite being deleted by the patch and running after all RP patches, I've even dowloaded the old version of RSE that was dependent on RP and the patches are very similar. Does anyone know what I'm doing wrong? Edit: Ok so it seems that using HAS:[@Plume[1 ]] instead of HAS[@EFFECTS:HAS[1 ]] like it is on the old RSE triggers engines a little bit different and the patch was applied to
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