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[1.6.1] RealPlume - Stock [v1.3.1 - 1/14/19] - Better Late than Never Update


Nhawks17

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Hey everyone, I need some help.

 

 

I can't seem to get the RealPlume config to work for a the Thermal Turbojet from KSPI-E, which is a multi modal engine.

 

The plume works for the atmospheric intake setting, but for any other fuel type, it is absent.

 

This is the code and it is in a sub folder(the sub folder is named Real Plume) of the KSPI-E's Warp Plugin folder, and not in the RealPlume - Stock folder.

@PART[TweakableThermalTurbojet]:NEEDS[RealPlume,SmokeScreen] //Thermal Turbojet
{
    PLUME
    {
        name = Turbojet
	transformName = TT
	localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.45
		plumePosition = 0,0,-5
        	plumeScale = 4
		plumeenergy = 5
		plumespeed = 3
        	flarePosition = 0,0,0.7
        	flareScale = 4
		flareenergy = 10
		flarespeed = 5
    }

    @MODULE[ModuleEngines*]
    {
        @name = ModuleEnginesFX
        %powerEffectName = Turbojet
    }
	

    @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]]
    {
	%powerEffectName = Turbojet
        %spoolEffectName = Turbojet-Spool
    }
    @MODULE[ModuleEngines*]:HAS[#engineID[-hydrazine-]]
    {
        %powerEffectName = Hypergolic-Lower
    }
}

Any help would be appreciated!

Thanks!

Oh and another thing, I can't get the toolbar for the RealPlume/Smokescreen in-game editor to work....

 

Some help on this would be nice too, so I wouldn't have to reboot the game(8 minutes process) every time I make a little change!

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On 2/25/2018 at 9:46 PM, Chase842 said:

Hey everyone, I need some help.

 

 

I can't seem to get the RealPlume config to work for a the Thermal Turbojet from KSPI-E, which is a multi modal engine.

 

The plume works for the atmospheric intake setting, but for any other fuel type, it is absent.

 

This is the code and it is in a sub folder(the sub folder is named Real Plume) of the KSPI-E's Warp Plugin folder, and not in the RealPlume - Stock folder.


@PART[TweakableThermalTurbojet]:NEEDS[RealPlume,SmokeScreen] //Thermal Turbojet
{
    PLUME
    {
        name = Turbojet
	transformName = TT
	localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.45
		plumePosition = 0,0,-5
        	plumeScale = 4
		plumeenergy = 5
		plumespeed = 3
        	flarePosition = 0,0,0.7
        	flareScale = 4
		flareenergy = 10
		flarespeed = 5
    }

    @MODULE[ModuleEngines*]
    {
        @name = ModuleEnginesFX
        %powerEffectName = Turbojet
    }
	

    @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]]
    {
	%powerEffectName = Turbojet
        %spoolEffectName = Turbojet-Spool
    }
    @MODULE[ModuleEngines*]:HAS[#engineID[-hydrazine-]]
    {
        %powerEffectName = Hypergolic-Lower
    }
}

Any help would be appreciated!

Thanks!

Oh and another thing, I can't get the toolbar for the RealPlume/Smokescreen in-game editor to work....

 

Some help on this would be nice too, so I wouldn't have to reboot the game(8 minutes process) every time I make a little change!

You are missing the Hypergolic-Lower plume information for the non-airbreathing engine mode. 

Is the toolbar editor not showing up at all? What is it not doing that makes you think it isn't working?

On 2/27/2018 at 2:12 AM, AccidentalDisassembly said:

Small and possibly meaningless discovery (made several of these tonight...): In the following files, there's a missing or extra { or } :

RealPlume-Stock\EveEngines\eveEngineAsp.cfg
RealPlume-Stock\Squad\liquidEngineMini.cfg
RealPlume-Stock\Squad\smallRadialEngine.cfg

Thanks, will look into it.

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I'm getting a crash on my save. I have narrowed it down to either this mod, or to tweakscale. 

output_log.txt

I'm using the latest versions of Real Plume and TweakScale on CKAN.

The crash-to-desktop happens as I am time accelerating towards a ship I am trying to rendezvous with. Once I get within loading distance of the other ship, CRASH! There are some debris nearby that is using scaled liquid radial engines (THUD radial engine, or MK 55 from the game files) from the stock game. Deleting debris stops the crash. Uninstalling either TweakScale or Real Plume stops the crash.

Edited by Radboy16
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11 hours ago, Radboy16 said:

I'm getting a crash on my save. I have narrowed it down to either this mod, or to tweakscale. 

output_log.txt

I'm using the latest versions of Real Plume and TweakScale on CKAN.

The crash-to-desktop happens as I am time accelerating towards a ship I am trying to rendezvous with. Once I get within loading distance of the other ship, CRASH! There are some debris nearby that is using scaled liquid radial engines (THUD radial engine, or MK 55 from the game files) from the stock game. Deleting debris stops the crash. Uninstalling either TweakScale or Real Plume stops the crash.

From your log it looks like an issue with TweakScale, post this on the thread there and see if they know what's going on. 

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3 hours ago, Nhawks17 said:

From your log it looks like an issue with TweakScale, post this on the thread there and see if they know what's going on. 

Possibly. I'll add a post there. But from what I can see, the last thing the game does before crashing is that the Smoke Screen module is attempting to adjust the size of the plume smoke.

 

[SmokeScreen ModelMultiShurikenPersistFX] Found TweakScale. Rescaling by 0.500 final scale 0.200
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Crash!!!

 

That is what the last few lines look like before the crash. It seems like the game is crashing as SmokeScreen is adjusting for the tweakscale size.

 

I should add that the crash only happens while in time warp. Normal speed is fine.

Edited by Radboy16
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Got a set of configs for Kerbal Atomics.
I'm totally satisfied with all the engines but the Open Cycle Gas Core engine. (more later)

Here are my plume configs, could I get opinions?

@PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 0.625m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-1.35
        fixedScale = 0.5
        energy = 1.2
        speed = 1.6
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 1.25m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.75
        fixedScale = 0.7
        energy = 1.8
        speed = 1.6
        emissionMult = 1.25
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,1
        flarePosition = 0,0,-0.5
        plumeScale = 0.8
        flareScale = 0.5
        energy = 3
        speed = 2
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 1.25m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-1.4
        fixedScale = 0.7
        energy = 1.6
        speed = 2
        emissionMult = 2
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,00.7
        flarePosition = 0,0,-0.2
        plumeScale = 0.8
        flareScale = 0.5
        energy = 0.8
        speed = 1
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-3
        fixedScale = 1.5
        energy = 1.8
        speed = 3
        emissionMult = 2
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,-0.5
        flarePosition = 0,0,-1
        plumeScale = 2
        flareScale = 0.75
        energy = 2
        speed = 2.5
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum lightbulb 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-2
        fixedScale = 2
        energy = 2
        speed = 3
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}



@PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum open cycle 2.5m
{
    PLUME
    {
        name = Hypergolic-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,0.8
        flarePosition = 0,0,-0.75
        plumeScale = 1
        flareScale = 1.8
        energy = 1
        speed = 4
        emissionMult = 6
    }
	PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-2
        fixedScale = 1
        energy = 2
        speed = 2
        emissionMult = 0.75
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hypergolic-Upper
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-gc-25-3]:FOR[RealPlume]:NEEDS[SmokeScreen] // lifter lightbulb 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.9
        fixedScale = 1.5
        energy = 2
        speed = 4
        emissionMult = 0.5
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-sc-375-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 3.75m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.5
        fixedScale = 2
        energy = 1.6
        speed = 1.8
        emissionMult = 0.75
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,1.2
        flarePosition = 0,0,0.1
        plumeScale = 1.4
        flareScale = 1
        energy = 2
        speed = 1.6
        emissionMult = 0.8
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrolox-Upper
    }
}

 

Continuing with the OCGC:
Currently, there are two plumes,

  • attached to the primary engine (high thrust, exhausts EnrU): a hypergolic upper plume, to emulate the uranium escaping the core
  • attached to the secondary engine (low thrust, no EnrU): just a hydrogen NTR plume.

Now, the issue I have is that this arrangement makes the plume coming out of the engine bell look good, but removes the little plumes coming off the sides of the engine.
I've tried making a plume that is a hydrogen NTR with slag, like an SRB, but that hasn't worked. (no plume at all when applied)
Do any readers have more experience than me?
 

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22 hours ago, Radboy16 said:

Possibly. I'll add a post there. But from what I can see, the last thing the game does before crashing is that the Smoke Screen module is attempting to adjust the size of the plume smoke.

 


[SmokeScreen ModelMultiShurikenPersistFX] Found TweakScale. Rescaling by 0.500 final scale 0.200
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Crash!!!

 

That is what the last few lines look like before the crash. It seems like the game is crashing as SmokeScreen is adjusting for the tweakscale size.

 

I should add that the crash only happens while in time warp. Normal speed is fine.

Interesting. Maybe post this in the SmokeScreen thread too and see if sarbian knows whats up. May be an issue with the new scaling feature in SmokeScreen

14 hours ago, Sciencek said:

Got a set of configs for Kerbal Atomics.
I'm totally satisfied with all the engines but the Open Cycle Gas Core engine. (more later)

Here are my plume configs, could I get opinions?


@PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 0.625m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-1.35
        fixedScale = 0.5
        energy = 1.2
        speed = 1.6
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 1.25m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.75
        fixedScale = 0.7
        energy = 1.8
        speed = 1.6
        emissionMult = 1.25
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,1
        flarePosition = 0,0,-0.5
        plumeScale = 0.8
        flareScale = 0.5
        energy = 3
        speed = 2
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 1.25m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-1.4
        fixedScale = 0.7
        energy = 1.6
        speed = 2
        emissionMult = 2
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,00.7
        flarePosition = 0,0,-0.2
        plumeScale = 0.8
        flareScale = 0.5
        energy = 0.8
        speed = 1
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-3
        fixedScale = 1.5
        energy = 1.8
        speed = 3
        emissionMult = 2
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,-0.5
        flarePosition = 0,0,-1
        plumeScale = 2
        flareScale = 0.75
        energy = 2
        speed = 2.5
        emissionMult = 1
    }
    @MODULE[ModuleEngines*],0
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
		!runningEffectName = DELETE
        %powerEffectName = Hydrolox-Upper
    }
}

@PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum lightbulb 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-2
        fixedScale = 2
        energy = 2
        speed = 3
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}



@PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum open cycle 2.5m
{
    PLUME
    {
        name = Hypergolic-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,0.8
        flarePosition = 0,0,-0.75
        plumeScale = 1
        flareScale = 1.8
        energy = 1
        speed = 4
        emissionMult = 6
    }
	PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-2
        fixedScale = 1
        energy = 2
        speed = 2
        emissionMult = 0.75
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hypergolic-Upper
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-gc-25-3]:FOR[RealPlume]:NEEDS[SmokeScreen] // lifter lightbulb 2.5m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.9
        fixedScale = 1.5
        energy = 2
        speed = 4
        emissionMult = 0.5
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}

@PART[ntr-sc-375-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 3.75m
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.5
        fixedScale = 2
        energy = 1.6
        speed = 1.8
        emissionMult = 0.75
    }
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,1.2
        flarePosition = 0,0,0.1
        plumeScale = 1.4
        flareScale = 1
        energy = 2
        speed = 1.6
        emissionMult = 0.8
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Hydrogen-NTR
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hydrolox-Upper
    }
}

 

Continuing with the OCGC:
Currently, there are two plumes,

  • attached to the primary engine (high thrust, exhausts EnrU): a hypergolic upper plume, to emulate the uranium escaping the core
  • attached to the secondary engine (low thrust, no EnrU): just a hydrogen NTR plume.

Now, the issue I have is that this arrangement makes the plume coming out of the engine bell look good, but removes the little plumes coming off the sides of the engine.
I've tried making a plume that is a hydrogen NTR with slag, like an SRB, but that hasn't worked. (no plume at all when applied)
Do any readers have more experience than me?
 

How did you try to add slag to the plume? The actual Hydrogen-NTR plume config isn't configured with a slag parameter. Also do you have pics? I'd love to see it in action.

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9 hours ago, Nhawks17 said:

How did you try to add slag to the plume? The actual Hydrogen-NTR plume config isn't configured with a slag parameter. Also do you have pics? I'd love to see it in action.

1

Copied the standard NTR config, added a new name.

Added a slag definition to the copy.

Tried it out.

No luck. 

@PART[*]:HAS[@PLUME[Hydrogen-NTR-OCGC]]:AFTER[zRealPlume]:NEEDS[SmokeScreen]
{
    %EFFECTS
    {
        %Hydrogen-NTR-OCGC
        {
            MODEL_MULTI_SHURIKEN_PERSIST
            {
                //Get the inputs from the other config.
                transformName = #$../../../PLUME[Hydrogen-NTR]/transformName$
                localRotation = #$../../../PLUME[Hydrogen-NTR]/localRotation[0]$,$../../../PLUME[Hydrogen-NTR]/localRotation[1]$,$../../../PLUME[Hydrogen-NTR]/localRotation[2]$
                localPosition = #$../../../PLUME[Hydrogen-NTR]/plumePosition[0]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[1]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[2]$
                fixedScale    = #$../../../PLUME[Hydrogen-NTR]/plumeScale$
                energy        = #$../../../PLUME[Hydrogen-NTR]/energy$
                speed         = #$../../../PLUME[Hydrogen-NTR]/speed$
                emissionMult  = #$../../../PLUME[Hydrogen-NTR]/emissionMult$
                //
                name = plume
                modelName = RealPlume/MP_Nazari_FX/flamenuke
                fixedEmissions = false
                sizeClamp = 50
                randomInitalVelocityOffsetMaxRadius = 0
                logGrow
                {
                  density = 1.0 2
                  density = 0.1 20
                  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 3
                  density = 0.0 5
                }
                linGrow
                {
                  density = 1.0 2
                  density = 0.1 30
                  density = 0.0 45
                }
                grow
                {
                  density = 1.0 -0.99
                  density = 0.8 0.0
                  density = 0.2 0.3
                  density = 0.0 1
                }
                speed
                {
                  density = 1.0 0.75
                  density = 0.46 1.0
                  density = 0.2 1.3
                  density = 0.05 1.5
                  density = 0.0 1.6
                }
                emission
                {
                  density = 1.0 1.5
                  density = 0.8 1
                  density = 0.2 0.4
                  density = 0.1 0.35
                  density = 0.05 0.3
                  density = 0.0 0.3
                  power = 1 1
                  power = 0.01 0.2
                  power = 0 0
                }
                energy
                {
                  density = 1.0 1.5
                  density = 0.3 1.3
                  density = 0.05 0.8
                  density = 0.0 0.75
                }
                size
                {
                  density = 1.0 1.2
                  density = 0.8 0.85
                  density = 0.2 0.75
                  density = 0.0 0.75
                }
            }
            AUDIO
            {
                channel = Ship
                clip = RealPlume/KW_Sounds/sound_altloop
                volume = 0.0 0.0
                volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$
                @volume,1 ^= :^:1.0 :
                pitch = 0.0 1.0
                pitch = 1.0 1.0
                loop = true
            }
        }
	
	MODEL_MULTI_SHURIKEN_PERSIST
            {
                //Get the inputs from the other config.
                transformName = #$../../../PLUME[Solid-Upper]/transformName$
                localRotation = #$../../../PLUME[Solid-Upper]/localRotation[0]$,$../../../PLUME[Solid-Upper]/localRotation[1]$,$../../../PLUME[Solid-Upper]/localRotation[2]$
                localPosition = #$../../../PLUME[Solid-Upper]/slagPosition[0]$,$../../../PLUME[Solid-Upper]/slagPosition[1]$,$../../../PLUME[Solid-Upper]/slagPosition[2]$
                fixedScale    = #$../../../PLUME[Solid-Upper]/slagScale$ 
                //
                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
                }

            }
    }
}
@PART[*]:HAS[@PLUME[Hydrogen-NTR],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen]
{
    @EFFECTS
    {
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = RealPlume/KW_Sounds/sound_liq7
                volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$
                pitch = 0.8
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 0.9
                loop = false
            }
        }
        flameout
        {
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.8
                loop = false
            }
        }
    }
}

Will get pics soonest.

EDIT (soonest pics):

Album 4J9opuL will appear when post is submitted

Album qxaaxF5 will appear when post is submitted

Edited by Sciencek
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3 hours ago, nsgallup said:

Also I seem to remember a lot more smoke from solid rockets when I last used this mod.

ALT+P from a flight scene. Increase maximumActiveParticles.

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15 hours ago, RYlOLI said:

Now that SmokeScreen has been updated, I tested the existing version of RealPlume with 1.4 and it seems to work fine.

Thanks for the info! I will get out an update including the new SmokeScreen ASAP.

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@1.4.1:

After I started a new test career I recognized something:

The USI Sounding Rockets had no plumes and no sound (except the "wind" sound).

So I checked the KSP.log and found a few

Cannot find an effect type with node name of 'MODEL_MULTI_PARTICLE_PERSIST'

I googled that and this sent me to the board thread of SmokeScreen.

Then I have seen the changelog of SmokeScreen which says

2.8.0 KSP 1.4 support. MODEL_MULTI_PARTICLE_PERSIST is gone and  only MODEL_MULTI_SHURIKEN_PERSIST is there now. Support for single transform fx (RCS) 

So I searched all files inside GameData for the phrase "MODEL_MULTI_PARTICLE_PERSIST".

There were only 4 files affected:

  • GameData\ModuleManager.ConfigCache <- of course
  • GameData\Bluedog_DB\Compatibility\RealPlumes\BDB_Apollo_LES.cfg
  • GameData\RealPlume-Stock\BahamutoD\bahars68b.cfg
  • GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg <- aha, here it is!

So I just did a humble crash course find & replace over the last 3 files and replaced all instances of MODEL_MULTI_PARTICLE_PERSIST by MODEL_MULTI_SHURIKEN_PERSIST.

The game started without MM errors, so far, so good.

So I loaded the last vessel - USI Sounding Rocket - and launched it again.

Now it got a plume and smoke (provided by SmokeScreen) but still no engine sound...

So somehow it only affects a few SRB engines but I don't have a clue what is causing the lack of sound.

Edited by Gordon Dry
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On 3/17/2018 at 7:31 AM, Gordon Dry said:

@1.4.1:

After I started a new test career I recognized something:

The USI Sounding Rockets had no plumes and no sound (except the "wind" sound).

So I checked the KSP.log and found a few


Cannot find an effect type with node name of 'MODEL_MULTI_PARTICLE_PERSIST'

I googled that and this sent me to the board thread of SmokeScreen.

Then I have seen the changelog of SmokeScreen which says


2.8.0 KSP 1.4 support. MODEL_MULTI_PARTICLE_PERSIST is gone and  only MODEL_MULTI_SHURIKEN_PERSIST is there now. Support for single transform fx (RCS) 

So I searched all files inside GameData for the phrase "MODEL_MULTI_PARTICLE_PERSIST".

There were only 4 files affected:

  • GameData\ModuleManager.ConfigCache <- of course
  • GameData\Bluedog_DB\Compatibility\RealPlumes\BDB_Apollo_LES.cfg
  • GameData\RealPlume-Stock\BahamutoD\bahars68b.cfg
  • GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg <- aha, here it is!

So I just did a humble crash course find & replace over the last 3 files and replaced all instances of MODEL_MULTI_PARTICLE_PERSIST by MODEL_MULTI_SHURIKEN_PERSIST.

The game started without MM errors, so far, so good.

So I loaded the last vessel - USI Sounding Rocket - and launched it again.

Now it got a plume and smoke (provided by SmokeScreen) but still no engine sound...

So somehow it only affects a few SRB engines but I don't have a clue what is causing the lack of sound.

I think you would need to find the wav file location

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On 21.3.2018 at 1:15 AM, quantumpion said:

Hi, I made some config files for RealPlume for the new engines. They probably need more tweaking to look totally correct but it's a start.

If i try this, the new engines are without smoke... it seems the .cfg are without wordwrap and the effects are in // ?

 

Edit:

Sorry - this was my mistake - the solution was to add the RealPlume-Stock folder in the gamedata folder. (this wasn´t here in the downloadsection but in spacedock was all what i needed)

Edited by KnutG
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9 minutes ago, Barzon Kerman said:

Does this work with 1.4.1?

Yes. I use the 1.4 version of smokescreen and the RealPlume-Stock version from spacedock and quantumpions cfg for the new parts

Edited by KnutG
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Does anyone have configs for the Porkjet model replacement engines included in Missing History? I like those models so much more than stock but the plumes are invisible at the moment.

Incidentally, I'm so glad this mod still works. It's one of my favorites.

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8 hours ago, Kirk0007 said:

Does anyone have configs for the Porkjet model replacement engines included in Missing History? I like those models so much more than stock but the plumes are invisible at the moment.

Incidentally, I'm so glad this mod still works. It's one of my favorites.

That's weird because the stand alone Porkjet Mod worked with this before. (In 1.3 at least)

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