linuxgurugamer

[1.9.x] Engine Lighting Relit

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Forum user @tajampi wrote this mod which adds a lot to the visuals of a launch.  He hasn't been around since November, so I'm adopting it mainly to have an up-to-date release.  If he comes back I'll gladly turn it back over to him.  @tajampi has contacted me, I'll be continuing to maintain this with his OK.  Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/109845-151-engine

Engine Lighting

Now Real Fuels compatible

 

Includes update to the engine-config.cfg as mentioned in the previous thread

 

A simple mod that adds lighting effects to all engines!

And now it also adds effects to all your decouplers!

This mod adds lighting effects to all engines on the game (and most modded ones!)

Light intensity is calculated from thrust and engine power, so the Mainsail will emit much more light than the Ant engine!

Videos by TinyPirate & GrunfWorks!

New Dependencies

 

 

 

Some Images:

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Availability

 

 

 

Edited by linuxgurugamer

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Jeez, man! Do you ever sleep?

 

Seriously though, thank you for keeping all the essentials alive!

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After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts.

4cCLala.png?1

Unknown Modules.
Module tjs_EngineLight is missing.

KSP 1.6.1

Edited by Cheesecake

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Thanks for keeping this fresh LGG. I have been using the old version in the latest KSP without issue. Have you made any changes?

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On 3/19/2019 at 8:16 AM, Cheesecake said:

After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts.

4cCLala.png?1

Unknown Modules.
Module tjs_EngineLight is missing.

KSP 1.6.1

There may have been a name change for the modules that produce the effects.

As Engine Lighting is just a effect enhancement mod, here's my suggestion.

1.  Remove Engine Lighting and start KSP.
2.  Open one saved craft.
3.  Save it under a modified name.
4.  Exit KSP, install the current Engine Lighting, and restart KSP.
5.  Open the modified-named craft.  Save it again (perhaps with new Engine Lighting mods if they end up in a craft file now).
6.  Test it out, see if it's okay and the engine exhaust looks good.
7.  Restart KSP, open the modified-named craft, and check it out again.
8.  If this one works okay, save under its original name and then do the same updating for your other crafts.

If the module error persists, providing logs would help track the issue down.

Edited by Jacke

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On 3/19/2019 at 10:16 AM, Cheesecake said:

After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts.

4cCLala.png?1

Unknown Modules.
Module tjs_EngineLight is missing.

KSP 1.6.1

The module was not renamed. How did you install it, and please provide a log file

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pretty sure this is no longer Engine Light from a module manager perpspective

i think need to search for [EngineLight] and replace all in gamedata *.cfg to [EngineLightRelit]

right?

 

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57 minutes ago, COL.R.Neville said:

pretty sure this is no longer Engine Light from a module manager perpspective

i think need to search for [EngineLight] and replace all in gamedata *.cfg to [EngineLightRelit]

right?

 

Wrong. 

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9 hours ago, linuxgurugamer said:

Wrong. 

okay i forgot about the dll assembly name.

but thats only one. 

i get two for the dll filename and folder name. so there hehe. 

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6 hours ago, COL.R.Neville said:

okay i forgot about the dll assembly name.

but thats only one. 

i get two for the dll filename and folder name. so there hehe. 

The only thing that T got renamed was the namespace and the directory name, which has no effect on the partmodule names.  I think I did that to avoid a possilbe conflict with the old EngineLight  mod.  My versions  was actually forked from an unofficial version

So actually you are correct

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New release, 1.6.0.1

  • Thanks to github user for the following fixes:
    • Fix typos for spark/twitch
    • Changed all occurrences of OR operator "|" to the "," according to modulemanager wiki

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New release, 1.6.0.2

  • Fixed download link in .version file

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On 5/24/2019 at 2:45 AM, linuxgurugamer said:

Changed all occurrences of OR operator "|" to the "," according to modulemanager wiki

Probably I'm just a bit stupid, but the wiki says

  • & or , for "AND"
  • | for "OR"

As per my understanding, you changed OR for AND. 

And the
(,<index>)? : Optional index...

part... I don't see any connection here about OR or AND.

What do I miss here?

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New release, 1.76.0.3

  • Reverted previous commit which incorrectly changed a "|" to a "," in @PART lines

My thanks to @VoidSquid for pointing this out to me

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Lol, I was almost pondering half an hour before posting that, thinking "what the heck, am I really too dense to understand why he do that change?" But then, curiosity got the better of me. :D

Edited by VoidSquid

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@linuxgurugamer, I'm writing some configs for another mod, and I want to make sure my configs don't get overwritten get a second Module defined. Currently the patches are targeted at FOR[EngineLight].

Do you have plans to change these to FOR[EngineLightRelit]?

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1 hour ago, Nightside said:

@linuxgurugamer, I'm writing some configs for another mod, and I want to make sure my configs don't get overwritten get a second Module defined. Currently the patches are targeted at FOR[EngineLight].

Do you have plans to change these to FOR[EngineLightRelit]?

Ummm, you don't what FOR, you want NEEDS

and no, I'm not planning on changing it.

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3 minutes ago, linuxgurugamer said:

Ummm, you don't what FOR, you want NEEDS

and no, I'm not planning on changing it.

OK, great! thanks for your help.

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If I turn on my engines before staging for the first time, I don't get any lights. The lights pop on when I stage. Is this intended?

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Update to the above. Seems to be a side effect of the mod using OnFixedUpdate rather than FixedUpdate. I have created a PR on github with a fix.

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5 hours ago, Flibble said:

If I turn on my engines before staging for the first time, I don't get any lights. The lights pop on when I stage. Is this intended?

I noticed that too.

does anyone know if the emissive glow effects work on non engine parts like radiators?

Edited by Nightside

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New release, 1.6.0.4

  • lights not working before engines staged

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I'm running this in 1.7.1, after modifying the .version file myself, and all my engines emit light before they've been fired.

Is this going to get an official update that will fix this issue?

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7 hours ago, TriggeredSnake said:

I'm running this in 1.7.1, after modifying the .version file myself, and all my engines emit light before they've been fired.

Is this going to get an official update that will fix this issue?

the .version file is only there for AVC, it has nothing to do with the running of the mod.

Without a log file, I can't answer this question

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Just now, linuxgurugamer said:

the .version file is only there for AVC, it has nothing to do with the running of the mod.

Without a log file, I can't answer this question

Okay. How do I get a log file? To be honest it's probably a mod conflict as it's just parts from my mod, OldPartsRedux, and KWRocketry that emit glitchy lights.

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