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Found 11 results

  1. ====================================================================================================== Restock Waterfall Effects 0.2.0 by AtomicTech based off of Stock Waterfall Effects 0.6.3 by Knight of St. John ====================================================================================================== Restock Waterfall Effects contains a set of template and engine configuration files, that give waterfall effects to a selection of Restock engines. This is a config mod and does nothing by itself and is built from Knight of St. John's Stock Waterfall Effects. You need to install the dependency mods for it to work. ================ ENGINES INCLUDED ================ The Bobcat with its original Hypergolic Plume. (A Kerolox and Hydrolox Plume will be added in 0.3.0.) The Cheetah with a new Hypergolic Plume, along with the original Hydrolox Plume. (A Kerolox Plume will be added in 0.3.0.) The Thud with its original Hypergolic Plume. The Swivel with its original Kerolox Plume. (A Methalox plume will be added in 0.3.0.) The Reliant with its original Kerolox Plume. (A Methalox plume will be added in 0.3.0.) The Goliath, Juno, Panther, Wheesley, Whiplash, and RAPIER's SWE Plumes all included. The Vernier (RCS) with its original Kerolox Plume. (An ullage-like plume will be added in 0.3.0.) =============== DEPENDENCIES =============== Required: ModuleManager Waterfall B9PartSwitch Restock Restock Plus Waterfall Restock ============= INSTALLATION ============= To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, please do so. ================= NEWS & UPDATES ================= (Nov. 27th, 2022) Restock Waterfall Expansion (0.3.0, The Titan Update) is now in beta testing, release expected soon! (Nov. 30th, 2022) Research has begun to create a full replacement for Restock Waterfall using Stock Waterfall Effects 0.6.3 & 0.7.0. ========== LICENSING ========== This content is distributed under the Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. ========== PICTURES ==========
  2. I'm posting this as a separate Topic as it separately applies to two different mods I tested, and I don't want to copy-paste the same issue twice when it may have the same root cause. The Issue: When Loading a Stock Craft into a KSP Game with EITHER Waterfall or Realplume loaded, Engine Enable/Disable Action Groups get lost. How it should be: how it ends up with either RealPlume or Waterfall: Probable Cause (guess) The issue does not appear to lie in the configs directly, doing a grep over all of the mod folders of Realplume and Waterfall with their respecive configs I could find no line that explicitly edits the Action groups or completely deletes ModuleEngines. They however all rename ModuleEngines to ModuleEnginesFX. This leads me to suspect that in that renaming KSP does not know how to handle a craft with such a module in place as it isn't the ModuleEngines it expected, and therefore it seems to miss every setting within the ModuleEngines that was not at default, or at least action groups. (I did not have the time to test for thrust limiters too.) I'd be curious to hear from the devs of the respective mods about what could be causing this and how it could be fixed, as I am not familiar with KSP modding in terms of C#, and only know a little bit about Module Manager patching. It would be cool to see this fixed, because this breaks functionality of vessels that are otherwise considered fully stock in their craft file and should work in an unmodded game. Investigation: (what lead me to my above conclusion)
  3. Hello, I'm working on an alumazine plume for Restock Waterfall Expansion as I figured that I'd contribute to @AtomicTech's project seeing as the Alumazine plume for the mod still hasn't been finished. I know that, from a previous thread, that the plume would "quickly precipitate in a silvery residue downrange. So, I imagine it would be "sooty" and smoky as all heck, closer to an SRB than an LRPE." (Thanks @DDE ). How would I go about using smoke screen to add the slivery residue and soot to the existing plume?
  4. S t o c k W a t e r f a l l E f f e c t s This mod contains a set of template and engine configuration files, that give amazing waterfall effects to the stock engines. Downloads: Primary: https://github.com/KnightofStJohn/StockWaterfallEffects/releases Dependencies: You will of course need to install the Waterfall mod for this to work: https://github.com/post-kerbin-mining-corporation/Waterfall/releases Make sure you install the latest version of Waterfall when updating Stock Waterfall Effects Module Manager 4.1.4 is already included with waterfall. As of version 0.6.0, you will also need B9PartSwitch: https://github.com/blowfishpro/B9PartSwitch/releases Known Issues & Workarounds: Issue: Some engines might lag your game if you use too many of them. Workaround: Waterfall has some options available in the WaterfallSettings.cfg file: Set the "EnableLights" and "EnableDistortion" options to "false". New 0.6.0 plume selection Feature: My goal with this mod is to give the stock engines a realistic looking exhaust plume. This means that I try to give the engines that are inspired by real life engines, the correct type of plume. For example the Vector is based on the Space Shuttle Main Engine, the RS25, and therefore has a very similar looking hydrolox plume in this mod: However, some engines in the stock game were designed to look like certain real-life engines, but do not have similar stats in the game. I have to strike a balance between realism in engine performance, or realism in real-life inspiration.I chose to focus on giving the engines the correct plumes according to their performance. This is a list of the configured engines and the type of plume they have in this mod: • Vector & Mammoth: Lower stage hydrolox / Lower stage methalox • Poodle & Terrier: Upper stage methalox the reasoning here is that the Wolfhound and Cheetah are also both vacuum engines, but with even better ISP. Therefore they will be hydrolox engines, while the terrier and poodle will be methalox. • Rapier: Lower stage methalox & Methane-air • Rhino & Skiff: Mid-range hydrolox • Nerv: Upper stage nuclear hydrogen • Reliant, Swivel, Skipper, Mainsail, Twin Boar, Kodiak & Mastodon: Lower stage kerolox These kerolox plumes were originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. Some more than others. • Spark & Cub: kerolox sustainer. • Cheetah & Wolfhound: Upper stage hydrolox Although the models for these engines are based on real hypergolic engines, I still made these two hydrolox engines because they have exceptionally high Isp. • Bobcat, Thud, Twitch & Spider: Lower stage Hydrazine 50 (hypergolic). This plume was originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. • Puff & Ant: Upper stage Hydrazine 50 (hypergolic). • Dart: hydrolox aerospike. • Dawn: Xenon Hall-effect ion plume. • Goliath, Juno, Wheesley: Kerosene turbofan. • Panther: Kerosene turbofan & generic kerosene afterburner. • Whiplash: Blackbird J58 type kerosene afterburner. Eye Candy: Licensing: • All content is distributed under a CC-BY-SA-NC-4 License And if you happen to have some free time to fill, go check out my youtube channel : https://www.youtube.com/channel/UCoJWYYRrzVDmap8uzhHsj_A
  5. Are you playing with SSTU and would you like to have a chic exhaust that Waterfall provides ? Then these configs are for you. Adds new effects for all liquid engines, as well as new effects for capsules with built-in RCS. Installation. Just move the SSTUWaterfall folder to your GameData folder and enjoy the new exhausts on your engines! Depends: Waterfall, SSTU. Download: The mod code is licensed under the MIT license. SpaceDock GitHub Screenshots of some engines and rcs exhaust for capsules: Changelog:
  6. Hi all, Recently I have been having problems with specific engines on Waterfall. It's quite hard to explain... here's a screenshot (bit hard to see) https://imgur.com/a/k8p6XrO Mod list: --START MODS-- [x] Science! 000_ClickThroughBlocker 001_ToolbarControl Astronomers Visual Pack B9 Part Switch Better Time Warp CactEye Space Telescopes 2: Refocused Distant Object Enhancement Environmental Visual Enhancements [EVE] Eskandare Heavy Industries Kopernicus Kraken Science Kronal Vessel Viewer Modular Flight Integrator MSP-3000 Material Science Pod Persistent Thrust ReStock ReStock+ Scatterer Scatterer Atmosphere Cache Sigma Space Tux Library SSCEP Stock Waterfall Effects Waterfall Zero Mini AVC Module Manager Module Manager Config Cache --END MODS-- All mods are the latest version the last time I checked. I have not touched the files, they were all installed by CKAN. .log file: https://we.tl/t-Ijgh4FBFYC Any help would be appreciated.
  7. I have tried installing Waterfall mod multiple times and it has never worked, here are some screenshots. I would appreciate any help to solve the problem, thank you in advance
  8. Hey Everyone! I've been working on my Junkyards 1.2.2 release (1.2.1 can be found as a pre-release on GitHub) and I've started to implement Waterfall support. I don't really have the time necessary to implement SmokeScreen and I need some help in finishing the existing Waterfall plume and implementing plumes where they're missing. So, if you want to help out, head on over to the GitHub Repo and make some pull requests! Thanks! -AtomicTech
  9. I'm using the Waterfall mod, but I don't like how there is no engine smoke. However, the Waterfall forum thread states that Waterfall is And I would like to use that compatibility. RealPlume prefabs would be perfect. But, as Waterfall overrides RealPlume, this would require me to Separate the RealPlume effects into smoke and plume And apply only the smoke along with the Waterfall plumes. The SmokeScreen Github wiki is incomplete, while the only followable tutorial for RealPlume that I could find utilizes Realism Overhaul, which I don't use. Does anyone know of a tutorial for making RealPlume/SmokeScreen smoke effects that is up-to-date and doesn't use Realism Overhaul?
  10. Today, when I opened ksp, I noticed that the Swivel and Reliant engine models have been changed, but their restocked effects have also disappeared. Later I found them in other categories (like stock parts). I also noticed that the bobcat engine had restocked effects. Last time there was nothing like this and I did not delete, update or add any mods. Here is image with engines and my GameData folder. Can I fix this somehow?
  11. Hello, I am trying to configure the space shuttle system mod with waterfall, the tantares and DECQ Soyuz aswell. I have no idea how to. Here is the link to the mod if you do not know what it is.
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