Zorg

[1.7.3] RealPlume - Stock v1.6.0 [23/Sep/19]

Recommended Posts

04RcM10l.pnglIfIqk5l.png1bsz9Nzl.png

RealPlume, originally developed for Realism Overhaul enables great looking plumes that display realistic behavior by expanding with lower atmospheric pressure. This mod brings RealPlume to stock parts and to various stock-alike mods.
With @Nhawks17 blessing, this is a continuation of RealPlume-Stock. RealPlume-Stock was previously maintained by Nhawks & DerpyFireworks and was originally created by Felger. Since its hosted with the RO organisation this is a direct continuation, not a fork.

How to Install:

Dependencies:
These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download if downloading from spacedock or the packaged github release and do not need to be installed separately. If installing via CKAN these will be selected for you.


Module Manager

RealPlume

SmokeScreen

 

DOWNLOAD HERE (GITHUB)(PRIMARY)

SpaceDock (mirror)


CKAN-Indexed


Licensed under CC-BY-NC-SA

 

Please note that the bundled mods are under their own license and particle libraries by different authors within RealPlume are each under their own license in particular.

How it works
A brief explanation since its not always clear to everyone what's doing what.
1. Smokescreen is a plugin created by the one and only Sarbian which allows us to replace the stock particle system with the much more flexible shuriken particles. This more advanced system is what enables the expanding plume behaviour.
2. RealPlume. However smokescreen doesnt do anything by itself. Its a plugin. Enter RealPlume which contains a library of particle models and textures (and some cool sound FX too). RealPlume also has a number of "prefabricated" plumes built using these particles which needs to be applied to the desired engines via Module Manager configuration patches.
3. RealPlume-stock. Again, RealPlume although it contains the prefab plumes, it doesnt apply them. Some mods like BluedogDB or CryoEngines carry their own configuration patches and so will get realplumes if you install just 1&2. However most mods, as well as stock parts, get their configuration patches from RealPlume-Stock. That's all RealPlume-Stock is, a set of Module Manager patches to apply the prefabs from RealPlume to various engines.


This thread is primarily concerned with RealPlume-Stock although since I am now one of the maintainers for RealPlume we can discuss it here too.

Known Issues:

Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS
Switching to a vessel with an engine as a root part will cause the plume to not show.

Performance:

If you are suffering from a FPS drop, set the particle limit in the SmokeScreen settings to a lower number. You will need to use the toolbar mod Toolbar continued and press the smokescreen button (make sure you use the drop down menu to enable the Smokescreen button) or press Alt+P to access the SmokeScreen in game GUI. You can also change it in the configuration file inside the SmokeScreen folder after running the game with SmokeScreen once. Note that plumes will start to look ugly if the particle limit is too low so its about finding a balance that works for you. 


Contributing:
Contributions from the community to apply plumes to new engines and submit fixes is always appreciated. I certainly dont have the time or inclination to go after everything; RealPlume has always thrived on community support. Please open a pull request on github and target the development branch.
See the following wiki pages for how to add plumes to a new engine, its quite simple.


https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine


Check this page for previews and sample configs for the PLUME node. Note that many of the new prefabs I have added to RealPlume v12.0.0 have new parameters for individual effects, so its best to check the sample configs. I am in the process of updating the wiki.
https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots


Changelogs:

RealPlume-Stock

Spoiler

v1.6.0

  • Updated .version file
  • Initial Support for Tantares

v1.5.1

  • Updated .version file
  • Special handling for Kerbal Atomics multimode patch for the stock and ReStock NERV
  • remove NEEDS:!ReStock from MH engines
  • Fix MM patching for plumes modified at FOR:zzRealPlume (affected some aerospike engines in stock and RLA stockalike)

v1.5.0:

  • Updated bundled RealPlume to v12.1.0
  • Updated .version file
  • Complete Knes configs. Add new plumes to existing engines and complete missing ones
  • New Nuclear plumes for Kerbal Atomics (except for Aerospikes)
  • New Nuclear Plumes for Atomic Age engines (as used in Space Tux Industries and Missing History)
  • New plumes for ReDirect liquid engines.
  • New methalox plumes for Near Future Launch Vehicles
  • New exotic plumes for Near Future Propulsion.
  • Add missing configs to Space Y (Rocket Witch)
  • Add missing configs to Fuel Tanks Plus (Rocket Witch)
  • Add missing configs to Modular Rocket Systems (Rocket Witch)
  • Fine tune some ReStock plumes.
  • Disable patches for in development ReStock engines until they are released.
  • Fix SXT MEM lander config.

v1.4.0:

  • Update bundled RealPlume to v12.0.0
  • Update bundled smokescreen to v2.8.5
  • Update bundled Module Manager to v4.0.3
  • Update MM patches for stock engines to not run when ReStock detected
  • Add specific configuration patches for all ReStock engines
  • Add support for ReStockPlus engines
  • Add support for revamped stock engines
  • Add support for Explodium Breathing Engines (thanks Gordon Fecyk)
  • fixes for Vens Stock Revamp (Thanks Woeller)
  • fixes for Missing History (Thanks Woeller)
  • fixes for stock engines (Thanks Woeller)
  • support for reDIRECT (Thanks Woeller)
  • Knes update and new configs (Thanks Woeller)
  • Add support for FTmN Atomic Rockets (Thanks Rocket Witch)

v1.3.1:

  • Updated Module Manager to v3.1.3
  • Updated Making History configs
  • Updated Sounding Rockets config
  • Updated .version file

v1.3.0:

  • Updated Module Manager to v3.1.1
  • Updated Squad configs 
  • Updated Making History configs
  • Updated Ven's Stock Revamp configs
  • Re-added .version file

v1.2.0:

  • Updated Module Manager to v3.0.6
  • Updated SmokeScreen to v2.8.0.0
  • Added engine configs
  • Fixed configs missing various syntax

v1.1.0:

  • TweakScale support added
  • Updated Module Manager to v3.0.1
  • Updated SmokeScreen to v2.7.6.1
  • Added engine configs

Older changes: https://github.com/KSP-RO/RealPlume-StockConfigs/wiki/Changelog

RealPlume

Spoiler

v12.1.0:

  • Add global saturationMult for all plumes (default to 1 ie no change if undefined in PLUME node)
  • Add global alphaMult for all plumes (default to 1 ie no change if undefined in PLUME node)
  • Add new Hypergolic_LowerRed a multi segment plume with realistic shock diamonds (ideal for UDMH+NTO engines).
  • Add Kerbal Atomics FX (all rights reserved, used with permission from Nertea)
  • Add new Nuclear Solid Core LH2 plume
  • Add new Nuclear Solid Core LOX augmented plume
  • Add new Nuclear Gas Core close cycle plume
  • Add new Nuclear Gas Core open cycle plume
  • Add Near Future Propulsion FX (all rights reserved, used with permission from Nertea)
  • Add Near Future Propulsion sounds (all rights reserved, used with permission from iOSYS, (Alex Catamo)
  • Add new VASIMIR Argon Plume
  • Add new VASIMIR Xenon Plume
  • Add new Pulsed Inductive Thruster Plume
  • Add new Magnetoplasmadynamic Plume
  • Add new Ion Argon plumes (gridded and hall effect)
  • Add new Ion Xenon plumes (gridden and hall effect)
  • Add NFP sounds to legacy Ion plumes
  • Add saturationMult density curve to reduce saturation slightly when expanded to all kerolox plumes, new and old.
  • Change flare effect in Hypergolic_UpperWhite
  • Path fixes in Methalox Lower, Hypergolic Upper White, Hydrolox Upper Blue
  • Add missing NFLV effect
  • Fix methalox upper alphaMult
  • volume fixes for Hydrolox_UpperBlue
  • Add missing ReStock FX texture for Hypergolic_UpperWhite
  • Update 000_zRealPlume.cfg to set default values for new plume parameters if undefined

v12.0.0:

  • Add new FX from Nertea from ReStock, Near Future Launch Vehicles and Cryo Engines (all rights reserved, used with permission)
  • Add new FX from JadeOfMaar from Plume Party (CC BY-NC-SA 4.0)
  • Add 17 new plumes based on the newly added FX
  •  CryoLowerRed
  •  CryoUpperBlue
  •  CryoLowerAblative
  •  MethaloxLower
  •  MethaloxUpper
  •  Hyperlogic upper white
  •  SSME
  •  Kerolox lower blaze
  •  kerolox lower sparrow
  •  kerolox lower ibis
  •  Kerolox upper eagle
  •  Kerolox vernier eagle
  •  Hydrolox lower blaze
  •  Hydrolox upper
  •  Hypergolic upper red
  •  Hypergolic upper yellow
  •  Turbo exhaust
  • Add 2 new Jet plumes (by Gordon Fecyk)

v11.2.0

  • Always create new effect nodes since KSP combines them anyway (allows them to be edited individually later)
  • Merge engage, disengage, flameout patches into the main plume patch
  • Many simplifications to the patches
  • Allow multiple plumes of the same type on one part by looping until they are all processed
  • Add plumeIdentifier to each effect node that is created, making it easier to identify and modify with other patches after RealPlume (defaults to the plume name)
  • Add Kerolox-Exhaust plume for sooty kerolox turbine exhaust, effect from ReStock by Nertea

Older changes on release page:
https://github.com/KSP-RO/RealPlume/releases

RealPlume-Stock Contributors:
Felger - The original maker of the mod
@sarbian - Created smokescreen
@Nhawks17 - former maintainer
DerpyFirework -former maintainer


Community contributors:
@woeller, @Rocket Witch, @Gordon Fecyk


Additonal credits:
Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob  (from the old thread, apologies if I missed anyone).

Special thanks to @blowfish for encouraging me to take this on and helping me get set up.

UPDATES

RealPlume

RealPlume has been updated with 17 new prefabs built using new particle FX from @Nertea (orginally from near future launch vehicles, cryoengines & reStock) and @JadeOfMaar (originally from PlumeParty). Huge thanks to both of them for allowing me to upstream them into RealPlume and for providing a few customised effects for my needs.

I hope you agree they look nice, some of them are also more particle efficient than many current prefabs for instance some of the new Kerolox plumes. These are all added as new prefabs, it doesnt replace anything so new configs are needed to apply them. Please note that most of these have new adjustment parameters, please follow the link in first post to the wiki to obtain sample configs.

I am looking into new NTR plumes built using new Kerbal Atomics FX in the future.

List of newly added plumes: https://github.com/KSP-RO/RealPlume/issues/47

RealPlume-Stock

What many of you have been waiting for, official support for ReStock! ReStock engines are configured mostly with the new plumes mentioned above. They are seperate from the normal stock engines and the plume type matches the fuel type of the IRL engine they are inspired by so the configs are very different to regular stock. There are also a number of other updates, please see the changelog above.

 

Edited by Zorg

Share this post


Link to post
Share on other sites
46 minutes ago, Zorg said:

What many of you have been waiting for, official support for ReStock!

It''s funny - literally about an hour ago, I was lamenting the lack of the plume expansions with ReStock. And along you come and save the day, you absolute hero. Thank you! :)

Also, fifth, I guess.

Share this post


Link to post
Share on other sites

Thank you for the play-by-play on what mod/plug-in does what! Ive been wondering about that for a while!

also: nummer zes :P 

Share this post


Link to post
Share on other sites

:o this with eye candy eve are the reason I so enjoy all my failed launches!

Share this post


Link to post
Share on other sites

Thank you very much for reviving RealPlume, @Zorg! It’s become indispensable for me.

Are all of the mod compatibilities from the previous version of RP continued?

Share this post


Link to post
Share on other sites
31 minutes ago, BudgetHedgehog said:

It''s funny - literally about an hour ago, I was lamenting the lack of the plume expansions with ReStock. And along you come and save the day, you absolute hero. Thank you! :)

Also, fifth, I guess.

Haha you're welcome. Let me know if you spot any issues with reStock engines as these are fresh configs.

24 minutes ago, Jognt said:

Thank you for the play-by-play on what mod/plug-in does what! Ive been wondering about that for a while!

also: nummer zes :P 

Yeah its something that confused me the first time I came across this mod a while back. Thought I would try to clear things up.

11 minutes ago, RealKerbal3x said:

Thank you very much for reviving RealPlume, @Zorg! It’s become indispensable for me.

Are all of the mod compatibilities from the previous version of RP continued?

Indeed. This is a direct continuation of the previous version of RealPlume-Stock and comes with all the previous compatibility files. Its even the same repository and not a fork (since its part of the RO organisation). The new plumes in RealPlume core are additions and dont replace anything so old configs are still valid.

Share this post


Link to post
Share on other sites

Are there Methalox plumes in the latest release? Now that we know what a Methalox plume actually looks like in real life, I think it's time for them to be added.

Share this post


Link to post
Share on other sites
Just now, coyotesfrontier said:

Are there Methalox plumes in the latest release? Now that we know what a Methalox plume actually looks like in real life, I think it's time for them to be added.

Yes there are! They are built on the "stock" Near Future Launch Vehicles plume FX. They are nice and purple although not an exact match for the Spaceship hopper (maybe a future project, I have an idea).

Spoiler

NFLV configs within RealPlume-stock are not updated. I wrote custom configs within NFLV itself which overwrites the old RealPlume-stock configs with methalox plumes stored within that mod (identical to the ones I added here). This was before I considered taking over this mod. I guess I should resolve that at some point for neatness' sake but it all works.

This is the list of newly added plumes

https://github.com/KSP-RO/RealPlume/issues/47

Still in the process of updating the wiki with previews and sample configs. Havent added the methalox ones there yet.

https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots

Share this post


Link to post
Share on other sites
30 minutes ago, Zorg said:

Yes there are! They are built on the "stock" Near Future Launch Vehicles plume FX. They are nice and purple although not an exact match for the Spaceship hopper (maybe a future project, I have an idea).

  Hide contents

NFLV configs within RealPlume-stock are not updated. I wrote custom configs within NFLV itself which overwrites the old RealPlume-stock configs with methalox plumes stored within that mod (identical to the ones I added here). This was before I considered taking over this mod. I guess I should resolve that at some point for neatness' sake but it all works.

This is the list of newly added plumes

https://github.com/KSP-RO/RealPlume/issues/47

Still in the process of updating the wiki with previews and sample configs. Havent added the methalox ones there yet.

https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots

That's amazing! You don't know how long I've wanted this, lol.

Share this post


Link to post
Share on other sites

welp, can't think of a better person to have taken this on. Thanks for continuing the plumage!

Share this post


Link to post
Share on other sites

Yay for including Explodium Breathing Engines. This one already worked because the blue jet particle models already existed, but I've always wanted to properly integrate those plumes with RP-Stock.

Share this post


Link to post
Share on other sites
1 hour ago, Gordon Fecyk said:

Yay for including Explodium Breathing Engines. This one already worked because the blue jet particle models already existed, but I've always wanted to properly integrate those plumes with RP-Stock.

Not at all, thanks for submitting the configs and prefabs. I hadn't made the connection between your github name and forum name, updated the credits :) 

Share this post


Link to post
Share on other sites

Thought I would preview some of the stuff added to realPlume core and are now being used by RP-stock configs:

xWalF8yl.png

Cryogenic_LowerSSME_CE, a very transparent SSME plume, barely visible against light backgrounds. Derived from ReStock SSME/Mammoth plumes. Seen here on a SOCK shuttle with ReStock Vectors (with cryoEngines LH2 patch)

uN4qQQql.png

Hydrolox_LowerBlaze is a rather energetic blue sea level cryo plume. However in the vacuum expanded form it looks about identical to hydrolox_upperBlue

BE5VEwkl.png

Hydrolox_LowerBlaze at sea level. This is based on PlumeParty BlueOrigin FX

Iq7Y08Cl.png

Kerolox_UpperEagle based on the PlumeParty Eagle plume, a new kerolox upper stage plume

04RcM10l.png

Hypergolic_UpperWhite based on ReStock Wolfhound FX, it should be suitable for a lot of pressure fed hypergolic engines such as Apollo SPS

lIfIqk5l.png

If you like a bit of colour, thers also Hypergolic_Upper_Red and Yellow (red seen here). These are all built with PlumeParty FX.

nyOZVjfl.png

we have the SSME plume here again but of note is the flamey looking Kerolox_LowerBlaze and the new kerolox gas generator effects. Both from PlumeParty FX.

2MvRkTZl.png

A wider look at Kerolox_LowerBlaze

1bsz9Nzl.png

By bringing plume boundary effects under control, the new kerolox plumes are more resilient against turning into a white blob during expansion when clustered

6Q5IBsyl.png

In addition to the plume party based hydrolox upper, we have Cryogenic_UpperBlue which is a slightly different looking one based on FX from CryoEngines

beypPyCl.png

Cryogenic_LowerAblative_CE is actually a custom plume I created for the new CryoEngines which I have brought into RealPlume. A orange hydrolox booster plume for engines with ablative nozzles like the Delta IV RS68

spkW8sMl.png

Cryogenic_LowerRed_CE is another import from CryoEngines (its now used on ReStock Skipper for instance) and is similar to the SSME plumes but a bit more visible. Has 2 shock cones which fade out one after the other during ascent.

Share this post


Link to post
Share on other sites

@Rocket Witch continuing the conversation on the new thread, thanks for the below configs, will include them in the next update.

 

Share this post


Link to post
Share on other sites

Probably going to have another release fairly soon, in a few days time. A few small bugs are being fixed on the RealPlume side and some tweaks on the RealPlume-Stock side (plus the additions above from Rocket Witch). 

The main thing in the next update will be all new nuclear plume prefabs based on FX from Kerbal Atomics. These prefabs will actually look pretty similar to the "stock" versions of these plumes as they are designed like vacuum plumes. But RealPlume will add the underexpansion you would expect in atmosphere. The plume names are derived from the type of engine the effects were used on in Kerbal Atomics.

LH2 solid core

wASy9y7l.png

Lh2+ LOX augemented solid core

aveKKHvl.png

Closed cycle gas core

hvu8rbDl.png

open cycle gas core (for engines that are war crimes by their very existence)

7XDU5AOl.png

I will be applying these to Kerbal Atomics so the realplumes will look as good as the stock plumes and also to ReStock NERV and Missing History porkjet nukes.

I will try to make the Kerbal Atomics aerospike plumes at some point but it will be quite challenging so no promises.

There will also be an update to Near Future Spacecraft coming.

c01KrIJl.png

TND21Sjl.png

oBGKaSbl.png

Edited by Zorg

Share this post


Link to post
Share on other sites
Just now, Motokid600 said:

Are the plumes linked here https://github.com/KSP-RO/RealPlume/issues/47  in the OP included in the download or is this separate?

They are all included with the version of RealPlume bundled in the download link in the OP. Currently they are only applied to ReStock engines. (also similar versions of those plumes are used on Bluedog Design Bureau, Near Future Launch Vehicles and CryoEngines)

Share this post


Link to post
Share on other sites

Congrats to everyone involved in the revival of this wonderful mod! I look forward to watching the continued development of this. The updated and additional plumes look amazing. Hope everyone continues to enjoy this wonderful mod :) 

Share this post


Link to post
Share on other sites
3 hours ago, Nhawks17 said:

Congrats to everyone involved in the revival of this wonderful mod! I look forward to watching the continued development of this. The updated and additional plumes look amazing. Hope everyone continues to enjoy this wonderful mod :) 

Thank you so much for the encouragement and for all the work you did previously on this mod! :) 

Share this post


Link to post
Share on other sites

Another update on whats coming in the next release of RealPlume and RealPlume-stock, still WIP:
 

New VASIMIR plumes based on Near Future Propulsion FX. The Vasimir plumes, like the Kerbal Atomics nuclear ones above will look nearly identical to the originals when in vacuum.

VASIMIR Xenon

SpFXnjNl.png

VASIMIR Argon

ssBlSKAl.png

The MagnetoPlasmaDynamicThruster (MPDT) plume is also based on the MPDT engines in Near Future but the version I made looks a bit different, its bigger and more expanded. The lithium MPDT drives can stop using old hydrolox plumes soon :P

a7HCB7Hl.png?1

Another update is that I have added a global parameters to control the saturation and alpha transparency of the plumes. these are new features added in Smokescreen 2.8.5. The  alphaMult parameter in particular is very useful to make a plume more transparent without lowering emission. Lowering emission can impact the look of the plume. It is especially handy when configuring an engine with multiple nozzles and helps avoid the situation where you get big bright blob where the plumes overlap. I would encourage anyone else working on configs to try this out.

alphaMult = 1 (if not defined in the PLUME node, it will default to 1, ie no change)

d373WNXl.png

alphaMult = 0.3

ulyIeD7l.png

Yes the Porkjet nukes will get the new nuclear plume configs in addition to Kerbal Atomics (via Missing History and Space Tux Industries)

Share this post


Link to post
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.