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  1. When I do a long timewarp, the engine sound gets missing and I have to restart my whole game to get them back. It's really annoying and I don't know what's causing it. Mod List: https://imgur.com/a/IiLxsj4
  2. I was taking jeb out for a ride on a clean install of ksp 1.11.1 and ejected him because why not and there was a weird static sound playing when i was focusing on a kerbal on eva. Any word on how to fix this?
  3. Hello everyone, I'm trying to get KSP to play audio on my linux computer but with no luck. I downloaded a copy of KSP 1.10(.1.2939) from the website, but even when all of the settings in game have the volume up, there's no sound. Worse, if you go to desktop volume settings KSP shows up - you can raise and lower it's non-existent volume - so the computer knows something is suppose to be there. I tried running ksp with a flag like so: ./KSP.x86_64 -force-glcore But it didn't help. I even tried setting some environment variables like so: LD_LIBRARY_PATH="/usr/lib:$LD_LIBRARY_PATH" LC_ALL=C ./KSP.x86_64 But nothing. Doing both doesn't fix the problem either. I don't really know what to do next and searching leads to a dead end. Weirdly enough KSP 1.9's sound works perfectly fine. I'm running Arch Linux 64-bit with KDE (Plasma 5.19), a Ryzen 7 CPU (3700X) and a Nvidia 2080 GPU Help
  4. Another piece of the Sound Overhal Project, this mod adds sounds effects to the stock motorised rover wheels, varying by their speed. It requires ModuleManager to be installed. Downloads CurseForge | GitHub | Kerbal Stuff | MediaFire Source included, project also available on github, licenced under GPL v2. Binaries licensed All Rights Reserved. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. Fixed skid sounds not being disabled at 0 volume. Added github release downloads. v2.2 (2016-04-16) Fixed error log spam with wheels disabled due to clipping. Adjusted volume and pitch settings. Added configuration options for pitch. v2.1 (2016-04-15) Added sound effects for skidding and wheel damage. v2.0 (2016-04-15) Updated to work with KSP 1.1's new wheel system. v1.3 (2015-11-10) Added soundInVacuum cfg option to mute wheel sounds when in vacuum. Now compatible with parts modules which inherit from ModuleWheel. Removed Module Manager. Install this separately. v1.2 (2014-10-10) Rebuilt for 0.24.x. Upgraded to Module Manager 2.5.1. v1.1 (2014-09-25) Fixed an issue with the Add-on Version Checker. Fixed null reference exception. Added Module Manager licence. Upgraded to Module Manager 2.3.5. Added support for the KSP Add-on Version Checker. v1.0 (2014-06-07) Added sounds for all four stock rover wheels. Removed landing gear lowering sound. This will be added in a separate mod. v0.5 (2014-03-25) Fixed the sounds not being affected by the game's volume settings. v0.4 (2014-01-11) Added a prototype of sounds for raising and lowering landing gear. This can be disabled by removing the gear section in ModuleManager_WheelSounds.cfg or by deleting the sound. v0.3 (2014-01-07) Added sounds to the largest rover wheel, the RoveMax XL3.
  5. Tired of your monopropellant rockets being left out in the sound department? This adds a sound effect when firing RCS engines, varying in pitch and intensity with monopropellant usage. It can be useful to tell just how much SAS is burning through your reserves without even a glance. The sound file can be changed in the cfg file. Download from CurseForge Download from SpaceDock Source included, project also available on github, licenced under GPL v2. ModuleManager is required for this mod to work. Download it here. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Thrusters light up any area they hit. Planned features Sounds for the EVA jetpack. Change log v5.2 (2017-06-12) Fixed crash on hovering the mouse over RCS parts. v5.1 (2017-05-31) Updated for KSP 1.3. Added partial support for the new ModuleRCSFX thrusters. v5.0 (2016-04-13) KSP 1.1 (pre-release build 1183) support. Fixed issues with effects not being loaded correctly. Added more detailed documentation on options. Fixed typo in error message. v4.4 (2015-09-22) Added changes by FreeThinker providing support for RCSFX and other derrivatives of ModuleRCS. Included a cold gas RCS thruster sound as an alternative. Removed Module Manager. This should be installed separately. v4.3 (2015-02-01) Fixed errors with light effects disabled. Support for KSP 0.90. Upgraded to Module Manager 2.509. v4.2 (2014-10-10) Support for 0.25. Upgraded to Module Manager 2.3.5. v4.1b (2014-09-25) Upgraded to Module Manager 2.3.5. Added Module Manager licence. v4.1a (2014-08-06) Corrected zip folder structure. Added support for the KSP Add-on Version Checker v4.1 (2014-07-29) 0.24.x support. Updated to ModuleManager 2.2.0. v4.0 (2014-04-04) Fixed internalRcsSoundsOnly not working correctly. Rebuilt for the ARM pack (KSP 0.23.5). Updated to ModuleManager 2.0.1. v3.2 (2014-03-09) Fixed light effects not being disabled when the thruster runs out of fuel (thanks to BigNose for the bug report). Removed old sound file. v3.1 (2014-01-19) Fixed debug text appearing in the output log (thanks to Tabakhase for the bug report). v3.0 (2014-01-15) Removes dependencies on a hard coded resource name and the replacement of ModuleRCS for better support of mods which change the resource system such as Real Fuels. v2.0 (2014-01-10) Added improved sounds by Daishi. Added shutoff sound. Added light to the RCS effects (thanks to taniwha for providing some pointers on this). Upgraded to ModuleManager 1.5.6. Fixed sounds continuing to be played on pause. Fixed multiple simultaneous RCS firings resonating together. Fixed sounds continuing to play quietly while idle with SAS and RCS enabled. Fixed .NET target version. v1.1 Added support for KSP 0.22. Should work with any future 0.22 patches also. Now using ialdabaoth's ModuleManager and sarbian's ModuleManager Extension. This means that you no longer need to edit part.cfgs to add RCS sounds to parts, stock or modded (assuming they use ModuleRCS). Thanks to mwlue for help with setting this up. Added the option to only hear RCS sounds in internal views. Added the option to make the volume fade off at low thrust values. Fixed sound path issue (paths shouldn't be wrapped in quotation marks). v1.0 (2013-10-15) Initial release.
  6. XBox One, sound file for Twin Boar is corrupt, produces regular pops/crackle that speeds up as engine throttle is increased. I can see this error was raised in 2018, but it is still broken on XB1 today. Any suggestions, other than to play with no engine noise for that engine?
  7. So I saw this from reddit, and idk which realism mod forum to post it in so I just put it here. Idk if it would add much since from my understanding u experience the boom only if youre not the craft thats going supersonic and I rarely fly another craft when I'm going supersonic for obvious reasons but it would be cool for those using multiplayer mods and those that do fighter jet showdowns.
  8. If I'm correct, this is the sound that plays during staging. Where can I find it in KSP's directory?
  9. I'm not getting any sound in KSP. Everything else (other games, videos, etc.) have sound. Tried: Checked windows volume mixer Clean install of 1.7.3 Checked audio setting in KSP Disabled the Normalizer in KSP Restart game Restart computer Checked for new drivers Kerbal 1.4.5 - also no sound. What have I missed?
  10. While making my animation plugin i started my last (pre-release) phase of adding sound support (Configuration, Animation, Control, Utility and Visual are done) I want to add sound fx to my animation(s) but my currently employed method of control/tracking animations properties can be a hit-and-miss for sound support (controlling animations looks fine for now). It works via PartModule.Update() and PartModule.OnUpdate(). These are not directly visible in PartModule (ie not suggested by VS IDE), but can be used because it inherits from Monobehaviour. After successfully doing some basic audio tests, i wanted to write an event handler that receives a reference to my class holding all needed data. And this is where i hit a wall. AnimationEvent handler is not designed to receive data in arbitrary form. There is objectReferenceParameter, but i don't know how to reference my class this way, it expects UnityEngine.Object. If example is needed, i'll try to provide a short version. Reference material
  11. Collision FX Add some drama to your rough landings! Collision FX adds sparks and dust, with sound and lighting effects when you collide or scrape your craft. Landing gear also has a rubbery screech on contacting the ground. Click for full album Downloads CurseForge | GitHub Requires Module Manager Download packages, binaries and libraries licensed All Rights Reserved. Sounds assets used under licence individually, see Readme for details. Source included, project also available on GitHub licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Planned features Smoke alongside the sparks and with tyre screeching. Multiple sound effects. Different effects for different surfaces. Scraping speed controlled via crossfading different sounds rather than changing tempo. Steam when hot parts contact water. Fragments breaking off when parts are being damaged by reentry heat. Shrapnel when colliding in a vacuum. Change log v4.0 (2017-03-09) Rebuilt for KSP 1.2.2. Improved collision handling for wheels. Updated biome configuration for new biomes. v3.3 (2015-11-04) Added biome-specific dust effects. Fixed bug with light intensity being much higher than intended. Lowered light intensity and made it cfg adjustable. Added a new sound. v3.2 (2015-05-14) Fixed KF regression in previous release. Landing gear now generate dust effects. v3.1 (2015-05-13) Fixed spark sounds not stopping. v3.0.2 (2015-05-07) Support for Adjustable Landing Gear v1.1.0. Support for Kerbal Foundries v1.8G. Updated to Module Manager 2.6.3. v3.0.1 (2015-04-30) Fixed wheels causing sparks. v3.0 (2015-04-30) Rebuilt for KSP 1.00 Fixed EVA kerbals causing sparks. Added collision sound for EVA kerbals. Updated to Module Manager 2.6.2. v2.2 (2015-01-14) Added different effects for different biomes around Kerbin. Now includes module manager. v2.1 (2014-12-18) Rebuilt for KSP 0.90. Modified collision detection. Added Gaalidas' fix for Kerbal Foundries parts. v2.0 (2014-12-02) Fixed wheel, repulsor and track parts from Modular Multiwheels and Kerbal Foundries showing sparks. Improved collision detection. Fixed stuck lights and sounds. v1.2 (2014-12-02) Disabled effects for EVA kerbals and Kerbal Foundries wheels and tracks. v1.1 (2014-11-29) Fixed issues with wheels producing sparks in some cases. Disabled effects for Firespitter wheels as they have their own effects. v1.0 (2014-11-29) Initial release.
  12. Description MonoMap is a simple KSP mod that disabled 3D sound whilst in the map view. In other words, you get the same sound in both ears, instead of just one. Also the volume changes slightly, just a side effect. Installation The mod will most likely work with any version of KSP after 1.4.4 (don't quote me no that though). Install like any other mod; download file and drag contents to the GameData folder. Download here. (Source code can also be found on GitHub) Credit Thanks to forum user Morog for original idea License Standard MIT license. See GitHub page or download mod for details.
  13. Do you like using chatterer, but have grown tired of the sstv sounds whenever you transmit science? If so, this is the addon for you! Introducing Morse Kode, the chatterer addon guaranteed to make your experience a little more interesting! -How does it work? Well, it replaces the sstv sounds you normally get when you transmit science with CW (continuous wave [morse code]) sounds to provide you with a low-tech experience, making your science transmissions sound a lot more simple and a lot less significant! -How do I install? It's easy! go to the chatterer folder in gamedata, then to sounds, finally swapping the sstv folder already there with the one you downloaded, and thats it! For all you easter-egg aficionados: each sound file is a message written in morse code, containing messages both historical AND hysterical! Good luck on decoding the messages! Download Here!
  14. Hi, As you can tell from the title My Ksp has lost all sound. This happened all of a sudden, along with most of my other steam games, but has anyone experienced this before? Thanks!
  15. Is it just me, or did the notification sound just come back? I heard it this morning!
  16. Does anyone know if it is possible to revert jet engine sounds back to pre 1.4 sounds? I'm not entirely happy about the vacuum cleaner sounds we got in 1.4, so if it is possible I would like a "downgrade" of those.
  17. Hello, today after the Making History expansion installed I launched the game and no output sound at all. My sound works perfectly fine for other games or browser, only KSP seems to not work. I checked online to see if I could fix it myself, but I can not. the game is not muted on the mixer and I don't know what to do to fix this problem. I would appreciate a little help from people that know what they are doing. Tanks build id = 02089 Output_Log_part1 Output_log_part2 I hope this has a solution because KSP is my favorite game and I was so hyped for the Making History expansion.
  18. Is it possible to disable the staging sound?
  19. Modifies the in-flight sound to be more realistic: Makes the amplitude what an actual comoving listener would hear at the position of the camera — if the craft is supersonic, you will not hear any sound outside the shock cone, and will hear louder close to the shock Mutes the sound by atmospheric density — the thinner the air, the quieter the sound Has no effect in IVA mode I was using Atmospheric Sound Enhancement, but it not works with latest KSP, ergo Sonic Realism. Code Download MIT License To use, copy SonicRealism.dll somewhere into your GameData directory (for example: GameData/SonicRealism). Cheers!
  20. Adds the sound of water gently lapping at the sides of your craft when splashed down, as well as underwater sound effects. Downloads CurseForge | SpaceDock | GitHub | Kerbal Stuff | MediaFire Download packages, art and sound assets, binaries and libraries licensed All Rights Reserved. Source included, also available on github, licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. v2.2 (2016-07-29) Fixed deployment issue. v2.1 (2016-06-30) Fixed dive and surface sounds playing on loading a vessel. Fixed underwater ambience continuing to play when the game is paused. v2.0 (2016-06-25) Fixed 1.1 compatibility issue. Added underwater sound effects. Added sounds for entering and exiting water. Added KSP-AVC support . v1.2 (2015-11-17) Fixed 1.0.5 compatibility issue. v1.1 (2015-05-19) Improved sound effect looping. v1.0 (2015-05-19) Initial release.
  21. Does anyone know how to add sounds to specific parts? I ask this cause I have a single hull ship with integrated landing gear, the ship has a custom engine sound, but I can't seem to get how to add a sound. Suggestions? For now I use the old siren mod, and swap the sound for mine. Kinda clunky, but it works.
  22. After upgrading to 1.3.1 I don't have any RCS sounds anymore. I've checked the sound settings and they're just on the defaults. Any ideas what's wrong?
  23. Is Squad planning to add more sounds to the game?
  24. My animation plugin development has reached another phase : adding sound effect support to animations. More precisely, is sound fx really needed in KSP plugin ? Is absence of it a minor annoyance or game-immersion-breaking bug ? Note that my plugin is intended for animating various parts that are (at least for now) used as structural or aerodynamics parts (resource capacity/usage support may be added later, its on a backburner for now). Also note that due to nature of my plugin, i can't use normal EFFECTS node setup for audio.
  25. I need sound files for my part / plugin - and i couldn't find links in this forum i had found before. Any help ? Specifically, i'm looking for sounds of hydraulics (i had some luck finding a few promising sources) and a heavy door slamming sounds (as clean as possible from any echoes, this is a tough one for me). Some sci-fi versions are also welcome. I need them for sound of hydraulics driving a large metallic gate or door (that has a single rumbling thump). Also, if anyone has info on sound creation - used software, education and similar - i'd be thankful.
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