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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)


NecroBones
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  • 1 month later...

One problem I've noticed in the latest version of this is that the RCS plumes are giant and appear to fire in the opposite direction from the thrust.  The issue is entirely cosmetic, as the RCS thrust itself is correct, but it is a huge eyesore and makes playing with RSB very difficult.  I finally managed to track down a fix for it here (with credit to both @Shadowmage and @Trufiadok) but that thread is from more than 18 months ago, and since this is the only mod I've found that is still affected by the issue, I figured I'd post the information here.

The source of the trouble lies in the ModuleRCS section of the part definition config file, and the fact that ModuleRCS has been deprecated in favor of ModuleRCSFXModuleRCSFX provides additional features over the older module, but it also requires some extra support code to work.  For example, here's the outdated block from the original Delta IV 4m upper stage:

Spoiler
MODULE
{
	name = ModuleRCS
	thrusterTransformName = RCSthruster
	thrusterPower = 0.5			// should only be like 0.04
	resourceName = MonoPropellant
	resourceFlowMode = STAGE_PRIORITY_FLOW
	atmosphereCurve
	{
		key = 0 234
		key = 1 200
		key = 4 0.001
	}
}

 

And here it is, but updated to use ModuleRCSFX instead:

Spoiler
MODULE
	{
		name = ModuleRCSFX
		thrusterTransformName = RCSthruster
		stagingEnabled = False
		thrusterPower = 0.5			     //should only be like 0.04
		resourceName = MonoPropellant
		resourceFlowMode = STAGE_PRIORITY_FLOW
		runningEffectName = running
		atmosphereCurve
		{
			key = 0 234
			key = 1 200
			key = 4 0.001
		}
	}

 

However, this one change alone isn't enough to make the RCS plumes appear properly; in fact, doing only this change will disable RCS jets entirely.  Instead, you also need to add an EFFECTS block to the config, preferably somewhere above the ModuleRCSFX block.

Spoiler
EFFECTS
{
	running
	{
		AUDIO_MULTI_POOL
		{
			channel = Ship
			clip = sound_rocket_mini
			volume = 0.0 0.0
			volume = 0.02 0.1
			volume = 0.5 0.1
			volume = 1.0 0.1
			pitch = 0.0 0.75
			pitch = 1.0 1.5
			loop = true
		}
		MODEL_MULTI_PARTICLE
		{
			modelName = Squad/FX/Monoprop_small
			transformName = RCSthruster
			emission = 0.0 0.0
			emission = 0.1 0.0
			emission = 1.0 1.0
			speed = 0.0 0.8
			speed = 1.0 1.0
			localRotation = -90, 0, 0
		}
	}		
}

 

This provides both the visual effects and the sound associated with the RCS module.  The transformName should be the same as the thrusterTransformName in the ModuleRCSFX block, and the name of the effect should match the one referenced by runningEffectName.

With both of these blocks in place, the RCS plumes should return to normal, though you may have to tweak the particle parameters to get the effect to look just right for each part.  I just applied the patch to my parts manually (Notepad++ helped a lot with that) but it should be easy for somebody more skilled than I to come up with a Module Manager patch that would get all the parts at once.

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  • 1 month later...
On 10/25/2019 at 7:31 AM, rougeaux said:

One problem I've noticed in the latest version of this is that the RCS plumes are giant and appear to fire in the opposite direction from the thrust.  The issue is entirely cosmetic, as the RCS thrust itself is correct, but it is a huge eyesore and makes playing with RSB very difficult.  I finally managed to track down a fix for it here (with credit to both @Shadowmage and @Trufiadok) but that thread is from more than 18 months ago, and since this is the only mod I've found that is still affected by the issue, I figured I'd post the information here.

Very nice explanation.  I didn't  quote it all because of the size

Edited by linuxgurugamer
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  • 6 months later...
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  • 6 months later...

Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used.

Thanks everyone!

@DasSkelett@HebaruSan

Edited by NecroBones
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  • 5 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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