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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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4 minutes ago, SnacklessKerbal said:

Bingo.

I was going to say something similarly snarky --- lest Snark-Actual comes in and regulates instead.

Just follow the thread and see if anyone offers some updates or fixes. The "You" in this forum has said the titular Farewell.

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What would be required to update this mod to 1.5? I don't have experience with that (yet) but I open to learn. Also, even though it kind of works with 1.5 there are some plums misaligned so I'd like to fix that. :D

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12 minutes ago, Andy81le said:

What would be required to update this mod to 1.5? I don't have experience with that (yet) but I open to learn. Also, even though it kind of works with 1.5 there are some plums misaligned so I'd like to fix that. :D

So far has plugin as long as SmokeScreen and ModuleManager *.*.* is up to date all is good all this mod is, Is a patch file for smokescreen that's it in a nut shell

Edited by Mecripp
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On 10/22/2018 at 3:37 PM, Andy81le said:

What would be required to update this mod to 1.5? I don't have experience with that (yet) but I open to learn. Also, even though it kind of works with 1.5 there are some plums misaligned so I'd like to fix that. :D

Some above had a picture with mis-alignment, they said just put in Missing History mod in. I can't confirm or deny that works, since I already use Missing History mod.

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1 hour ago, nsgallup said:

I've attached the fixed version that I made using the in game editor. Can I save this in the game files to fix it permanently? 

  Reveal hidden contents

transformName = thrustTransform
localRotation = 0,0,0
localPosition = 0,0,0.5
fixedScale = 0.25
energy = 0.6
speed = 1
emissionMult = 0.5
name = plume
modelName = RealPlume/MP_Nazari_FX/KWbooster
fixedEmissions = false
sizeClamp = 50
randomInitalVelocityOffsetMaxRadius = 2
randConeEmit
{
  density = 1.0 0
  density = 0.25 1
  density = 0.06 1.4
  density = 0 1.6
}
logGrow
{
  density = 1.0 1
  density = 0.2 1
  density = 0.1 7
  density = 0.0 2
}
logGrowScale
{
  density = 1.0 1
  density = 0.8 1
  density = 0.46 1.3
  density = 0.2 2
  density = 0.1 4
  density = 0.0 5
}
linGrow
{
  density = 1.0 -0.2
  density = 0.25 0
  density = 0.07 4
  density = 0.035 12
  density = 0.0 25
}
speed
{
  density = 1.0 5
  density = 0.46 5
  density = 0.2 5
  density = 0.1 8
  density = 0.05 8
  density = 0.01 6
  density = 0.0 4
}
xyForce
{
  density = 1 0.4
  density = 0.25 0.6
  density = 0.06 0.75
  density = 0.01 0.85
  density = 0 1
}
zForce
{
  density = 1 1
  density = 0.2 1.02
  density = 0 1.033
}
emission
{
  density = 1.0 10
  density = 0.5 10
  density = 0.2 12
  density = 0.1 9
  density = 0.07 7
  density = 0.035 15
  density = 0.01 15
  density = 0.0  13
  power = 1 1
  power = 0.01 0.2
  power = 0 0
}
energy
{
  density = 1.0 0.75
  density = 0.3 0.75
  density = 0.2 0.7
  density = 0.07 0.65
  density = 0.035 0.25
  density = 0.0 0.2
}
size
{
  density = 1.0 1
  density = 0.8 0.9
  density = 0.2 0.85
  density = 0.06 0.7
  density = 0.01 0.6
  density = 0.0 0.4
}
 

 

Edited by nsgallup
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  • 2 weeks later...

I am just now returning to this mod:  The mod includes everything I need [I know to update the module manager] and I see:

RealPlume
RealPlume-Stock
SmokeScreen

All three [including the module manager] go into GameData ?  I just didn't know if I only needed stock if I am only using stock.

Also, see some updates for MakingHistory?

 

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15 minutes ago, gamerscircle said:

I am just now returning to this mod:  The mod includes everything I need [I know to update the module manager] and I see:

RealPlume
RealPlume-Stock
SmokeScreen

All three [including the module manager] go into GameData ?  I just didn't know if I only needed stock if I am only using stock.

Also, see some updates for MakingHistory?

 

If you have Making history it a fix for some of the plumes on the stock engines and yes that's where you install them

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18 hours ago, gamerscircle said:

Sorry to ask another question, I remember that smokescreen has settings for "particles' or something like , is that still a thing?

Yes. That's a setting within SmokeScreen you can change while in the game. (Particle limit so you don't overload your graphics card.)

8 hours ago, gamerscircle said:

I have another noob question, now that I have this mod working [doing too much ksp .. ] , the volume levels.. can they be adjusted?

 

For individual engines? Not in-game without affecting other engines. HOWEVER, if it's what I think you're thinking of, you CAN replace a particularly loud sound with a stock sound via MM patch. In fact:

//	Purpose:	This MM CFG changes the engage/staging/activation sound for RealPlume.

//	Commetary:	The sound is impressive for launches, but out of place for designs 
//				that rely on different sets of engines that a player turns on/off
//				as needed with the throttle at zero.
//				They can be VERY loud in the dead of space...

//	Part needs a Plume definition and not have SolidFuel.
//	SRBs are one-shot alway-on; a loud activation sound is befitting.
//	Dunno if I should include a check to exclude Jets; do any jets use RealPlumes?
@PART[*]:HAS[@PLUME[*],!RESOURCE[SolidFuel]]:NEEDS[RealPlume]:FINAL
{
    @EFFECTS
    {
        @engage
        {
            @AUDIO
            {
                @clip = sound_vent_medium 	//	Stock audio clip often used as the stock engage sound.
            }
        }
    }
}

Copy and paste the above into a plain text file. Save it as a *.cfg file in the GameData directory (pick whatever filename makes sense for you.)

The patch has an explanation of what it changes (because coding notes so I know what the code does years after the fact...) If you have other concerns with the audio, ask and someone might be able to help you.

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On 11/13/2018 at 3:41 PM, StahnAileron said:

Yes. That's a setting within SmokeScreen you can change while in the game. (Particle limit so you don't overload your graphics card.)

For individual engines? Not in-game without affecting other engines. HOWEVER, if it's what I think you're thinking of, you CAN replace a particularly loud sound with a stock sound via MM patch. In fact:

Copy and paste the above into a plain text file. Save it as a *.cfg file in the GameData directory (pick whatever filename makes sense for you.)

The patch has an explanation of what it changes (because coding notes so I know what the code does years after the fact...) If you have other concerns with the audio, ask and someone might be able to help you.

@StahnAileron I do have a couple of MM patches helping with my new game setup, so I know they work.  However, this patch doesn't seem to be having any impact.  Is there any particular place that this patch should be put?

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