Nhawks17

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

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12 hours ago, Zorg said:

Go to Gamedata/RealPlume/000_Generic_Plumes and find the .cfg with the same name as the plume you are trying to edit.

Inside you will find the different effects, each will be under a MODEL_MULTI_SHURIKEN_PERSIST node. You can find the parameters that are applicable inside this. See the spoiler

  Reveal hidden contents

            MODEL_MULTI_SHURIKEN_PERSIST
            {
                //Get the inputs from the other config.
                transformName = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/transformName$
                localRotation = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/localRotation$
                localPosition = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/flarePosition$
                fixedScale    = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/flareScale$
                //
                name = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/plumeIdentifier$-shockcone
                modelName = RealPlume/MP_Nazari_FX/ssmeflame2big
                emission = 0.0 0
       -----snip---------
            }

In the case of the hydrolox lower plume , the shock cone positioning and scaling are all controlled by the flare position and flare scaling. there is also a separate flare effect so the two are meant to move together.

If you have a need for a custom plume where you need to edit the shock cone seperately, you could create a duplicate cfg , change the plume name (eg everywhere where is says hydrolox-lower to something else) and give the shock cone its own parameters. I suggest making your own custom one because if you edit this file it would mess up  other engines using the same plume.

If you dont want to do all that you need to work within the limitations of having shock cone and flare linked. I think thats how it is for all the realplume prefabs but I didnt check them all.

EDIT: Actually come to think of it, it could be done by Module Manager patch that runs after the engine has been configured, I have to go right now but will drop by in a bit with a suggestion.

Thank you! I was able to fix it with some difficulty.

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1.7.3 supported??

 

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Hi, if I only use stock + DLC game, can I delete some of the folders?  I see many of them are for mod parts possibly.

I want to streamline my game loading, please let me know,

thanks!

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Hey are there any plans to make the plume more realistic? Like how the plasma trail is seen in many reentry videos?

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Posted (edited)
On 8/2/2019 at 4:09 AM, horace said:

1.7.3 supported??

 

Works for me in 1.7.3, though it throws up Module Manager warnings based on syntax errors (Running Module Manager v4.0.3) .  I wouldn't worry about them.

[WRN 14:55:07.791] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-303/@PART[liquidEngine303]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory]
[WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-909/@PART[liquidEngine3]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory]
[WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T15/@PART[liquidEngineT15]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory]
[WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T30/@PART[liquidEngine]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory]
[WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T45/@PART[liquidEngine2]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory]

 

Edited by Nittany Tiger

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Posted (edited)

@Nhawks17 Contributing configs for FTmN engines; tested on the versions from the Recycled Parts continuation maintained by linuxgurugamer. The speed values of the 570-610 Isp engines' plumes are reduced proportionally their lower exhaust velocity, since in the absence of a 'kerosene-NTR' plume (which realistically would look very similar to the hydrogen one anyway) I hoped to differentiate their visuals a little from the standard 'hydrogen type' at stockalike 780-815 Isp.

@PART[ftmn40]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.9
        fixedScale = 0.6
        energy = 1.5
        speed = 1.5
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ftmn80]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.85
        fixedScale = 0.7
        energy = 1.5
        speed = 1.1
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ftmn160]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.9
        fixedScale = 0.8
        energy = 1.5
        speed = 1.5
        emissionMult = 1.5
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ftmn180]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.85
        fixedScale = 0.85
        energy = 1.5
        speed = 1.1
        emissionMult = 1.5
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ftmn280]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.9
        fixedScale = 0.9
        energy = 1.5
        speed = 1.5
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ftmn400]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.8
        fixedScale = 1.2
        energy = 1.5
        speed = 1.1
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[bl40n]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.75
        fixedScale = 0.9
        energy = 1.5
        speed = 1.15
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[ltby5000]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0.75
        fixedScale = 0.4
        energy = 1.25
        speed = 1.5
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}

 

Edited by Rocket Witch

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Im sure someone has asked this before, but I did not see it. When loading this through Ckan, it ask about 3 other mods that this works with? I Dont have any of those mods and cannot click continue without selecting one. Im confused about this part.

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On 6/17/2019 at 12:41 PM, Jack the Green Ghost said:

Hello

I believe that there are a lot of smart people. Can one of you figure out how does SimpleRockets 2 makes its plumes? They look so cool. I think that adding similar plume to KSP will make the game better. 

Suuuuuuuper late reply, but SR2's plumes are meshes, with the mesh animated according to how over/under expanded the exhaust should be, and with the surface colored/textured with a shader effect (though some sprite particles are also used in addition to the main exhaust mesh). It's fundamentally different from how KSP does things, which is solely sprite particles. I don't know whether it would be possible to replicate SR2's plumes in KSP via modding, and it certainly wouldn't look as good given KSP's extremely limited graphical capabilities (lack of HDR especially). But maybe someone could pull it off.

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On 8/24/2019 at 4:54 AM, harbingerdawn said:

Suuuuuuuper late reply, but SR2's plumes are meshes, with the mesh animated according to how over/under expanded the exhaust should be, and with the surface colored/textured with a shader effect (though some sprite particles are also used in addition to the main exhaust mesh). It's fundamentally different from how KSP does things, which is solely sprite particles. I don't know whether it would be possible to replicate SR2's plumes in KSP via modding, and it certainly wouldn't look as good given KSP's extremely limited graphical capabilities (lack of HDR especially). But maybe someone could pull it off.

Thanks for replying. If not possible let's at least hope that that will be implemented in KSP2 :)

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Posted (edited)
2 hours ago, Jack the Green Ghost said:

Thanks for replying. If not possible let's at least hope that that will be implemented in KSP2 :)

There are probably ways to do it that are purely shader-based without having to use animated meshes at all, which would be an awesome way to do it if they could pull it off. That's what I would hope for. But SR2's method is cool too, and I'd be just as happy to see that used in KSP2.

But now we're getting a bit off topic for this thread :)

Edited by harbingerdawn

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Is there a patch for the plume behind way behind most of the LFO engines yet?

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1 hour ago, Jack the Green Ghost said:

Can somebody tell me how I can get more performance with real plume?

open the SmokeScreen window from the toolbar and lower the maximum particle count. Also globally disable physics (I think the option there is to disable not enable...)

Edited by Drew Kerman

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New thread for updated RealPlume and RealPlume-Stock here:

 

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2 hours ago, Drew Kerman said:

open the SmokeScreen window from the toolbar and lower the maximum particle count. Also globally disable physics (I think the option there is to disable not enable...)

K I'll try tnx for replying :)

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@Nhawks17 @Zorg I best put out the other things I did for this version before it's lost to time. There were always some configs missing for some of NecroBones' stuff, namely the stack decouplers and nosecones with sepmotors installed.

 

  • TPdecoupler 0m, 1m, 2m, 3m belong to Fuel Tanks Plus (note the 1m and 2m share an entry separated by a |).
  • 5m belongs to SpaceY. A config for this already exists but mine might be different since I carefully sized the plumes to the nozzle sizes.
  • 7m, 10m belong to SpaceY Expanded.
  • NBdecouplerLowProfile2m belongs to Modular Rocket Systems.
@PART[TPdecoupler0m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.15
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[TPdecoupler1m|TPdecoupler2m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.175
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[NBdecouplerLowProfile2m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.3
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[TPdecoupler3m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.25
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[SYdecoupler5m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.4
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[SYdecoupler7m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.475
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

@PART[SYdecoupler10m]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.55
        energy = 0.6
        speed = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

 

  • SYSRBCones are all from SpaceY.
@PART[SYSRBconeSize1*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.35
        energy = 0.6
        speed = 0.8
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}
@PART[SYSRBconeSize2*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.5
        energy = 0.6
        speed = 0.8
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}
@PART[SYSRBconeSize3*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones
{
    PLUME
    {
        name = Solid-Sepmotor
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        fixedScale = 0.7
        energy = 0.6
        speed = 0.8
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Solid-Sepmotor
    }
}

 

Edited by Rocket Witch

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Can the mods please lock this thread as the new one is now up :)

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