Alshain 4,843 Posted October 27, 2015 Share Posted October 27, 2015 I am sure that this has been brought, but the volume level - with the exception of lowering the engine volume. It there a way to get a balance? What I mean, is that when I have the engine volume at a level for say, 'mainsail', then it is hard to hear the 'poodle'Thanks and I am sorry of there was addressed already.The phrase you are looking for is 'Volume Normalization', and I would like this as well. The rockets sound cool and all but I live in an apartment, I can't be blasting my neighbors with that level of noise. Link to post Share on other sites
davidy12 319 Posted October 28, 2015 Share Posted October 28, 2015 What about adding SSTU stock support? Link to post Share on other sites
lextacy 86 Posted October 29, 2015 Share Posted October 29, 2015 (edited) how do I increase the thickness and size of the flame trench plumes? Edited October 29, 2015 by lextacy Link to post Share on other sites
Sokar408 63 Posted November 1, 2015 Share Posted November 1, 2015 Is support for near future spacecraft/propulsion planned?Also the Mammoth engine seems to have an odd plume, it gives off 4 very linear and long plumes with no smoke effects, also (i dont actually know) should the exhaust of this type of engine be blue?I would really like to know this as well Link to post Share on other sites
davidy12 319 Posted November 1, 2015 Share Posted November 1, 2015 SSTU support yet? Link to post Share on other sites
Svm420 301 Posted November 1, 2015 Share Posted November 1, 2015 SSTU support yet?How about more than 3 days for a mod that is not even finished? Link to post Share on other sites
Crashonaut 2 Posted November 2, 2015 Share Posted November 2, 2015 are there configs for the novapunch engines? Link to post Share on other sites
Drew Kerman 2,131 Posted November 3, 2015 Share Posted November 3, 2015 here's what I used for the SLS-125 Bearcat:@PART[NP_lfe_125m_BearcatSingle]:FOR[RealPlume]:NEEDS[SmokeScreen] //H-1/RS-27{ PLUME { name = Kerolox-Lower //pre-fabbed plume you want transformName = thrustTransform //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,1.3 //Any offset needed fixedScale = .7 //Size adjustment to resize to engine energy = .5 //Adjust length of plume speed = 1 //Adjust speed to fit resize, //generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Lower }}wasn't sure how to do a full config so I just tweaked some additional values via the smokescreen editor Link to post Share on other sites
Crashonaut 2 Posted November 3, 2015 Share Posted November 3, 2015 great thxs Link to post Share on other sites
Siphonophore 44 Posted November 3, 2015 Share Posted November 3, 2015 (edited) Hey can you make a realplume config for the USI Alcubierre drive and KPBS? Edited November 3, 2015 by AJTheMighty Link to post Share on other sites
davidy12 319 Posted November 5, 2015 Share Posted November 5, 2015 Cobalt is updating his engines tmrw.- - - Updated - - -PS: KPBS yes Alcubeirre what's the need? Link to post Share on other sites
Siphonophore 44 Posted November 6, 2015 Share Posted November 6, 2015 (edited) The 2.5m USI alcubierre drive has two engines on either side of the ring; these engines could have beautiful blue-green plumes. That'd be cool There could be only one plume for KPBS; the landing engine EDIT: here's the link to the mod: http://forum.kerbalspaceprogram.com/threads/100798-1-0-4-Alcubierre-Warp-Drive-(Stand-alone)-v0-3-0-0-2015-10-16 Edited November 6, 2015 by AJTheMighty Link to mod Link to post Share on other sites
davidy12 319 Posted November 7, 2015 Share Posted November 7, 2015 I'm still waiting for Stock SSTU. Can't you just take the plumes from RO and adopt them for stock? Link to post Share on other sites
Red Iron Crown 12,544 Posted November 7, 2015 Share Posted November 7, 2015 I'm still waiting for Stock SSTU. Can't you just take the plumes from RO and adopt them for stock?Make a pull request with the configs and I'm sure it will be merged. Otherwise quit nagging and be patient, you've made your request and are just pestering now. Link to post Share on other sites
davidy12 319 Posted November 7, 2015 Share Posted November 7, 2015 How do I do that? On Github? Link to post Share on other sites
Drew Kerman 2,131 Posted November 8, 2015 Share Posted November 8, 2015 ok I worked up some plume effects for two Sounding Rockets engines, the 0.35m SRBs:Javascript is disabled. View full albumThese are fully-tweaked effects meant to be run at 100% thrust. There is launch smoke for the lower SRB but it still needs tweaking. I'm using values recently supplied by lextacy but they aren't quite what I'm looking for and until I better understand the parameters I'm not going to be able to fix it.@PART[SR_Rocket_35_02]:FOR[RealPlume]:NEEDS[SmokeScreen]{ %EFFECTS { %Solid-Lower { MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.25 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-.05 fixedScale = .2 energy = 0.65 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_PARTICLE_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.25 name = smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 3 speed = 1.0 1 grow = 0.0 0 grow = 1.0 0.01 renderMode = "Billboard" collide = false collideRatio = 0 stickiness = 0 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 5 density = 0.3 5 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_PARTICLE_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 50 maxDistance = 500 falloff = 12 thrustTransformName = ThrustTransform }}@PART[SR_Rocket_35_01]:FOR[RealPlume]:NEEDS[SmokeScreen]{ %EFFECTS { %Solid-Upper { MODEL_MULTI_PARTICLE_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.23 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_PARTICLE_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.2 energy = 0.35 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-3 fixedScale = 0.13 name = smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 0 speed = 1.0 1 grow = 0.0 0 grow = 1.0 0.01 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 1000 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 5 density = 0.3 5 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Upper }} Link to post Share 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[ Jeremy ] 80 Posted November 12, 2015 Share Posted November 12, 2015 Hate to be the one who asks, but is the mod working in 1.0.5? Link to post Share on other sites
Kradgger 9 Posted November 12, 2015 Share Posted November 12, 2015 ;2290244']Hate to be the one who asks' date=' but is the mod working in 1.0.5?[/quote']Yep, it does. You'll have to make new configs for the fighter, mk0 and mk2 jets, aswell as the SSME. But since I'm a good guy imma just let you have mine. Enjoy.https://drive.google.com/folderview?id=0BweZJsIV3mtmYU9LaVN6ZDUzcms&usp=sharingJust put them in ''...\GameData\RealPlume-Stock\Squad'' and you're good to go. Link to post Share on other sites
Alshain 4,843 Posted November 12, 2015 Share Posted November 12, 2015 Yep, it does. You'll have to make new configs for the fighter, mk0 and mk2 jets, aswell as the SSME. But since I'm a good guy imma just let you have mine. Enjoy.https://drive.google.com/folderview?id=0BweZJsIV3mtmYU9LaVN6ZDUzcms&usp=sharingJust put them in ''...\GameData\RealPlume-Stock\Squad'' and you're good to go.Not 100% working. For some reason it is causing the Whiplash to be rescaled.http://forum.kerbalspaceprogram.com/threads/139135-Oversized-Whiplash Link to post Share on other sites
VenomousRequiem 1,322 Posted November 15, 2015 Share Posted November 15, 2015 I wrote a config for a mod (Bluedog Design Bureau) and I was looking to add it to your supported mods. How might I go about doing that? Link to post Share on other sites
taliban69king 0 Posted November 16, 2015 Share Posted November 16, 2015 That, and the after burner effects for some of the new engines don't work. Is anyone working on a 1.0.5 fix for this mod or know when it's going to get updated? Link to post Share on other sites
davidy12 319 Posted December 2, 2015 Share Posted December 2, 2015 It works just fine on 1.0.5. Link to post Share on other sites
sashan 159 Posted December 3, 2015 Share Posted December 3, 2015 New engines have no plume tho, which is easy to fix. Here's a config for Goliath: @PART[turboFanSize2]:FOR[RealPlume]:NEEDS[SmokeScreen] { @MODULE[ModuleEnginesFX] { %powerEffectName = Turbofan %spoolEffectName = Turbofan-Spool } PLUME { name = Turbofan transformName = thrustTransform // smokePoint localRotation = 0,0,0 localPosition = 0,0,-1.5 //0,0,-0.4 fixedScale = 0.9 energy = 0.9 speed = 1 } } On a side note, LH2 engines shouldn't have that long laminar flame in atmosphere - it should become turbulent and turn into smoke much, much earlier. Link to post Share on other sites
Red Iron Crown 12,544 Posted December 3, 2015 Share Posted December 3, 2015 36 minutes ago, sashan said: On a side note, LH2 engines shouldn't have that long laminar flame in atmosphere - it should become turbulent and turn into smoke much, much earlier. Not really: Link to post Share on other sites
.50calBMG 220 Posted December 10, 2015 Share Posted December 10, 2015 I'm sure this is the wrong place to ask, but it might not be because it pertains to realplume. Now, I love it to death and cant play without it, but the one thing I wish it did was make the flame cone much smaller once you enter the vacuum of space, like in Scott Manley's videos on RSS. How do I get the effects to replicate his? Spaceships are serious business part 10 Link to post Share on other sites
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