linuxgurugamer 17,488 Posted March 16, 2019 Share Posted March 16, 2019 (edited) 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 Click Through Blocker ToolbarController Some Images: Javascript is disabled. View full album Availability Download: https://spacedock.info/mod/2111/Engine Lighting Relit Source: https://github.com/linuxgurugamer/EngineLightRelit/ License: MIT Edited August 11, 2020 by linuxgurugamer Quote Link to post Share on other sites
boofzilla 14 Posted March 16, 2019 Share Posted March 16, 2019 Jeez, man! Do you ever sleep? Seriously though, thank you for keeping all the essentials alive! Quote Link to post Share on other sites
Cheesecake 462 Posted March 19, 2019 Share Posted March 19, 2019 (edited) After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts. Unknown Modules. Module tjs_EngineLight is missing. KSP 1.6.1 Edited March 19, 2019 by Cheesecake Quote Link to post Share on other sites
Nightside 1,658 Posted March 19, 2019 Share Posted March 19, 2019 Thanks for keeping this fresh LGG. I have been using the old version in the latest KSP without issue. Have you made any changes? Quote Link to post Share on other sites
Jacke 1,273 Posted March 20, 2019 Share Posted March 20, 2019 (edited) On 3/19/2019 at 8:16 AM, Cheesecake said: After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts. 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 March 20, 2019 by Jacke Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted March 20, 2019 Author Share Posted March 20, 2019 On 3/19/2019 at 10:16 AM, Cheesecake said: After change form EnglineLighting to EngineLightingRelit I cant`open saved crafts. 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 Quote Link to post Share on other sites
COL.R.Neville 111 Posted May 11, 2019 Share Posted May 11, 2019 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? Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted May 11, 2019 Author Share Posted May 11, 2019 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. Quote Link to post Share on other sites
COL.R.Neville 111 Posted May 11, 2019 Share Posted May 11, 2019 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. Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted May 11, 2019 Author Share Posted May 11, 2019 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 Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted May 24, 2019 Author Share Posted May 24, 2019 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 Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted May 24, 2019 Author Share Posted May 24, 2019 New release, 1.6.0.2 Fixed download link in .version file Quote Link to post Share on other sites
VoidSquid 1,301 Posted May 25, 2019 Share Posted May 25, 2019 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? Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted May 25, 2019 Author Share Posted May 25, 2019 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 Quote Link to post Share on other sites
VoidSquid 1,301 Posted May 25, 2019 Share Posted May 25, 2019 (edited) 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. Edited May 25, 2019 by VoidSquid Quote Link to post Share on other sites
Nightside 1,658 Posted June 1, 2019 Share Posted June 1, 2019 @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]? Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted June 1, 2019 Author Share Posted June 1, 2019 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. Quote Link to post Share on other sites
Nightside 1,658 Posted June 1, 2019 Share Posted June 1, 2019 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. Quote Link to post Share on other sites
Flibble 194 Posted June 6, 2019 Share Posted June 6, 2019 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? Quote Link to post Share on other sites
Flibble 194 Posted June 6, 2019 Share Posted June 6, 2019 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. Quote Link to post Share on other sites
Nightside 1,658 Posted June 6, 2019 Share Posted June 6, 2019 (edited) 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 June 6, 2019 by Nightside Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted June 6, 2019 Author Share Posted June 6, 2019 New release, 1.6.0.4 lights not working before engines staged Quote Link to post Share on other sites
TriggeredSnake 11 Posted June 13, 2019 Share Posted June 13, 2019 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? Quote Link to post Share on other sites
linuxgurugamer 17,488 Posted June 13, 2019 Author Share Posted June 13, 2019 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 Quote Link to post Share on other sites
TriggeredSnake 11 Posted June 13, 2019 Share Posted June 13, 2019 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. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.