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[KSP1.11.0] RealPlume - Stock v4.0.4 & RealPlume v13.3.2 [13/JAN/2021]


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9 hours ago, hemeac said:

@Souptime, My solution to RealPlume and the updated Poodle is to just split the variants into two different engines and give each their own plume.  I also converted the single bell nozzle to a vacuum engine and the quad nozzle to a lower stage as they look pretty different, it seemed strange that they had the same engine characteristics.  The patch for that is below and as it is using the ReStock models, obviously that's a dependency.  Plumes probably aren't perfect, but hit the "good enough" point for me when testing it.

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// Part configs based from ReStock by Nertea et al.; Config files are licensed as an MIT License.
// Plumes are based off configs in RealPlume and licensed under CC-BY-NC-SA
// RE-L10 "Poodle" Liquid Fuel Engine
// Will keep the single nozzle engine as the vacuum engine
+PART[liquidEngine2-2_v2]:AFTER[000_ReStock]
{
	@name = kiwi_liquidEngine2-2_v2
	@title = RE-L12 "Poodle+" Liquid Fuel Engine
	@description = This engine is a real beauty, one of a kind and very cute, even when it fails mid-burn and leaves your kerbals on an interplanetary trajectory instead of the Mun's orbit.
	!PLUME {} // Remove the PLUME that RealPlume will add just to be safe.
	
	!MODULE[ModulePartVariants] {}
	MODULE
  {
    name = ModulePartVariants
    baseVariant = SingleBell
    //useMultipleDragCubes = false
    
    VARIANT
    {
      name = SingleBell
      displayName =  #LOC_Restock_variant-engine_singlebell_white
      primaryColor = #999999
      secondaryColor = #ffffff
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = false
        B_Poodle_Common = false
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = false
        ShroudOrange = false
        ShroudWhite = false
        ShroudOrangeLong = false
        ShroudWhiteLong = true
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = false
        Shroud2 = true
        Shroud3 = false
        B_Poodle_Single = true
        B_Poodle_SingleCommon =  true
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = SingleBell-Alt
      displayName =  #LOC_Restock_variant-engine_singlebell_grey-orange
      primaryColor = #999999
      secondaryColor = #f69449
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = false
        B_Poodle_Common = false
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = false
        ShroudOrange = false
        ShroudWhite = false
        ShroudOrangeLong = true
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = false
        Shroud2 = true
        Shroud3 = false
        B_Poodle_Single = true
        B_Poodle_SingleCommon =  true
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = SingleBell-Compact
      displayName =  #LOC_Restock_variant-engine_singlebell_compact_white
      primaryColor = #666666
      secondaryColor = #ffffff
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = false
        B_Poodle_Common = false
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = false
        ShroudOrange = false
        ShroudWhite = false
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = true
        ShroudOrangeCompact = false
        Shroud1 = false
        Shroud2 = false
        Shroud3 = true
        B_Poodle_Single = false
        B_Poodle_SingleCommon =  true
        B_Poodle_SingleCompact =  true
      }
      NODES
      {
        node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = SingleBell-Compact-Alt
      displayName =  #LOC_Restock_variant-engine_singlebell_compact_grey-orange
      primaryColor = #666666
      secondaryColor = #f69449
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = false
        B_Poodle_Common = false
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = false
        ShroudOrange = false
        ShroudWhite = false
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = true
        B_Poodle_Single = false
        Shroud1 = false
        Shroud2 = false
        Shroud3 = true
        B_Poodle_SingleCommon =  true
        B_Poodle_SingleCompact =  true
      }
      NODES
      {
        node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
  }
}



// Will convert the quad nozzle engine to surface lifter and give it a bit more kick.
@PART[liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[KiwiAerospace] // RE-L10 "Poodle"
{
	!PLUME {} // In case RealPlume is installed as we will insert our own.
	@entryCost = 9000
	@cost += 1200
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 475
		!atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 305
			key = 1 270
			key = 3 0.001
		}
	}

  !MODULE[ModulePartVariants] {}
  MODULE
  {
    name = ModulePartVariants
    baseVariant = TwoBell
    //useMultipleDragCubes = false
    VARIANT
    {
      name = TwoBell
      displayName = #LOC_Restock_variant-engine_quadbell_white
      primaryColor = #999999
      secondaryColor = #ffffff
      GAMEOBJECTS
      {
        B_Poodle_25 = true
        B_Poodle_Compact = false
        B_Poodle_Common = true
        Poodle_LowerCyls = true
        Poodle_LowerCylsCompact = false
        ShroudOrange = false
        ShroudWhite = true
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = true
        Shroud2 = false
        Shroud3 = false
        B_Poodle_Single = false
        B_Poodle_SingleCommon =  false
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = Compact
      displayName = #LOC_Restock_variant-engine_quadbell_compact_white
      primaryColor = #666666
      secondaryColor = #ffffff
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = true
        B_Poodle_Common = true
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = true
        ShroudOrange = false
        ShroudWhite = true
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = true
        Shroud2 = false
        Shroud3 = false
        B_Poodle_Single = false
        B_Poodle_SingleCommon =  false
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = TwoBell_Alternate
      displayName = #LOC_Restock_variant-engine_quadbell_grey-orange
      primaryColor = #999999
      secondaryColor = #f69449
      GAMEOBJECTS
      {
        B_Poodle_25 = true
        B_Poodle_Compact = false
        B_Poodle_Common = true
        Poodle_LowerCyls = true
        Poodle_LowerCylsCompact = false
        ShroudOrange = true
        ShroudWhite = false
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = true
        Shroud2 = false
        Shroud3 = false
        B_Poodle_Single = false
        B_Poodle_SingleCommon =  false
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
    VARIANT
    {
      name = Compact_Alternate
      displayName = #LOC_Restock_variant-engine_quadbell_compact_grey-orange
      primaryColor = #666666
      secondaryColor = #f69449
      GAMEOBJECTS
      {
        B_Poodle_25 = false
        B_Poodle_Compact = true
        B_Poodle_Common = true
        Poodle_LowerCyls = false
        Poodle_LowerCylsCompact = true
        ShroudOrange = true
        ShroudWhite = false
        ShroudOrangeLong = false
        ShroudWhiteLong = false
        ShroudWhiteCompact = false
        ShroudOrangeCompact = false
        Shroud1 = true
        Shroud2 = false
        Shroud3 = false
        B_Poodle_Single = false
        B_Poodle_SingleCommon =  false
        B_Poodle_SingleCompact =  false
      }
      NODES
      {
        node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2
      }
    }
  }
}



@PART[kiwi_liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[zKiwiAerospacce]
{
  !EFFECTS {}
}

@PART[kiwi_liquidEngine2-2_v2]:NEEDS[zRealPlume,ReStock,SmokeScreen]:FOR[zKiwiAerospacce]
{
		@MODULE[ModuleEngines*]
		{
				@name = ModuleEnginesFX
				%powerEffectName = Kerolox_Upper2
				!runningEffectName = DELETE
		}

		PLUME
		{
				name = Kerolox_Upper2
				transformName = fxTransformPlume
				localRotation = 90,0,0
				localPosition = 0,0,0
				emissionMult = 0.8
				alphaMult = 0.8
				energy = 1
				speed = 1

				flarePosition = 0,0.4,0
				flareScale = 0.125

				plumePosition = 0,-0.9,0
				plumeScale = 1.4
		}
}
@PART[kiwi_liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock]
{
  @EFFECTS
  {
    @Kerolox_Upper2
		{
			@MODEL_MULTI_SHURIKEN_PERSIST[*],*
			{
				%offsetDirection = 0,1,0
			}
		}
  }
}



@PART[liquidEngine2-2_v2]:AFTER[ReStock]
{
  !EFFECTS {}
}
@PART[liquidEngine2-2_v2]:NEEDS[zRealPlume,SmokeScreen,ReStock]:FOR[zKiwiAerospacce] //Poodle
{
		@MODULE[ModuleEngines*]
		{
			@name = ModuleEnginesFX
			%powerEffectName = Kerolox_LowerFlame
			!runningEffectName = DELETE
		}
		PLUME
		{
			name = Kerolox_LowerFlame
			transformName = fxTransformPlume
			localRotation = 90,0,0
			localPosition = 0,0,0
			emissionMult = 1
			speed = 1
			energy = 1

			plumePosition = 0,0.0,0
			plumeScale = 0.75

			flamePosition = 0,0.3,0
			flameScale = 0.5

			flarePosition = 0,0.2,0
			flareScale = 0.05
		}
}
//Custom adjustments to account for differing plume behaviour as ReStock FX transforms use Y+ axis.
@PART[liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock]
{
  @EFFECTS
  {
    @Kerolox_LowerFlame
		{
			@MODEL_MULTI_SHURIKEN_PERSIST[*],*
			{
				offsetDirection = 0,1,0
			}
		}
  }
}

 

 

Yeah since restock doesn’t use b9ps I can’t use plume switching without doing multi mode. Which would be out of scope for realplume. So I don’t have a proper fix for the restock poodle unfortunately. It should be a none issue when waterfallfx is out properly as that will be the preferred option for restock liquid engine plumes  

also sorry to everyone about the delayed update. I’ve been really busy with IRL and some BDB related stuff. But I will try to get the update out after I manage to hunt down a couple of bugs I’ve been informed about. 

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Just now, Zorg said:

Yeah since restock doesn’t use b9ps I can’t use plume switching without doing multi mode. Which would be out of scope for realplume. So I don’t have a proper fix for the restock poodle unfortunately. It should be a none issue when waterfallfx is out properly as that will be the preferred option for restock liquid engine plumes  

also sorry to everyone about the delayed update. I’ve been really busy with IRL and some BDB related stuff. But I will try to get the update out after I manage to hunt down a couple of bugs I’ve been informed about. 

No worries.  I am far from an expert on engines, but seemed to be a strange choice by Squad to have such a radically different variant for the Poodle.  The ReStock team did such a nice job on the new single bell, it seemed sacrilege to not split the part into two.

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  • 2 weeks later...

Hi Zorg
I encounter a problem with the kerolox plumes of RD - 107 type engines. On my JNSQ 1.8 game, I encountered the same thing for the engines of the R7 of Tantares, but I fixed it by putting the plumes that you had made in version 1.6.0 of Realplume-stock (they were
ent really cool).
  On the other hand on my RO RSS RP 1 party I encounter the same problems, when the engines are associated with boosters (basically when you make a soyuz rocket with the central body + the boosters) the plume is very small and seems weird. I wanted to know if this problem is normal or is there a way to put the old kerolox feathers?

sorry my english is very french
thank you again for the work you did on this essential mod.

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7 hours ago, Oreak said:

On the other hand on my RO RSS RP 1 party I encounter the same problems, when the engines are associated with boosters (basically when you make a soyuz rocket with the central body + the boosters) the plume is very small and seems weird. I wanted to know if this problem is normal or is there a way to put the old kerolox feathers?

That would be because the particle limit is at about 1000. Use alt+P (I think?) To open the Realplume menu and you should see a little multiplier that is set on 1000. I usually have mine at 2500 but whatever you set it at is really up to you.

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UPDATE

RealPlume-Stock v4.0.2

Fixes

  • Fixes for restock and Vens conflicts
  • fix bugs in Tantares Delphini engine config
  • Some restock fixes for KSP 1.10
  • Remove R4D11 config for SLS (its an RCS part)

Misc

  • Update .version
  • Update module manager to v4.1.4
  • Update RealPlume to v13.3.2
  • Add optional old version of RAPIER plume

Known issues

  • Restock poodle is suboptimal due to large difference in bell size between single and multi nozzle variants. No solution at present.

 https://spacedock.info/mod/2226/RealPlume - Stock

https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v4.0.2

RealPlume v13.3.2

Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors

 

https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2

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On the future of RealPlume

(as far as my involvement is concerned)

 

So some of you might be aware of a new project by Nertea called currently in development called Waterfall FX. This is a mod that allows the use of mesh based plume fx. RealPlume (via smokescreen) and the stock plume fx work using particles. Ie several dozen, if not hundreds of particles are emitted in order to create the efffects. With Waterfall you have a mesh (geometry) with a scrolling texture to give the appearance of motion. (KSP2 appears to use a similar system for at least some engines based on what we've seen)

Waterfall FX has the benefit of potentially being significantly more performance friendly for complex effects and having multiple engines as each engine would have only a few plume meshes with animated textures as opposed to potentially thousands of particles.

Comparing Waterfall FX with RealPlume/Smokescreen (in its current state), Waterfall already allows the creation fo MUCH nicer vacuum plumes of all types and clean looking sea level plumes (hydrolox, hypergolic etc). Very nice kerolox effects are also possible although whether its better looking than RealPlume may be a matter of opinion. However Waterfall will be much more performant. Waterfall currently does NOT have a good solution for sea level solids however which is where smokescreen excels at the cost of significant performance. Finally the in game UI is very user friendly and powerful and facilitates the creation of new FX and easy to use templates.

I strongly believe Waterfall FX is the future of beautiful plume FX for KSP. As such going forward I will not be doing active development of new Plume prefabs for RealPlume core nor will I be adding much in the way of new plume configs for RealPlume-stock. Most further plume work I do will be for Waterfall based FX.

With respect to the two mods together they do not conflict per se at a basic level. However there will be problems if both mods try to configure the same engine.

I still intend to maintain RealPlume for the forseable future. I will try to attend to bugs if presented and might add new SRB configs where relevant. However mostly I will be looking to add deconflicting MM syntax so that RealPlume-stock will get out of the way for any engines that already have Waterfall FX configs so that both mods can be run together (once Waterfall is officially released). I expect RP will have much greater coverage of engine configs for a while.

If anyone is still interested in new content or improvements for RealPlume core prefabs, pull requests are always welcome and I am happy to review and merge the content even if Im not making new ones myself.

Edited by Zorg
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  • 3 weeks later...
On 9/8/2020 at 8:21 AM, Scialytic said:

I'll take a look the next time I have a decent block of free time.  The thing with the RAPIER is there's 4 nozzles per engine, so whatever the threshold for "too many" particles is, you're going to hit it faster than you would with most other engines.  Emission can only be reduced so much before the plume visually breaks down into distinct particles.

@EdwardB3020 can you give me a sense of how many RAPIERs you're trying to run at once?

How many I need to get a heavy SSTO off the ground. Varies by mass.

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UPDATE

RealPlume-Stock v4.0.3

Fixes

  • Deconflict Restock and RestockPlus RealPlume patches with WaterfallRestock. Waterfall will take precedence for plumes if WaterfallRestock is installed together with RealPlume-Stock.

Misc

  • Update .version

 https://spacedock.info/mod/2226/RealPlume - Stock

https://github.com/KSP-RO/RealPlume-StockConfigs/releases

No change to RealPlume v13.3.2

Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors

 

https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2

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6 minutes ago, Phil deCube said:

G'day Zorg,

CKAN installed this update today. Now I have now engine sounds. I've only tried Nerv nuclear engines so far. Bit strange?

RealPlume has provided its own engine sounds since long before I took over it. I my opinion they are better than stock sounds. If you don't like It I'm afraid theres no ready made solution. You would need some extensive module manager patching to get rid of them.

 

Edit: Did you mean NEW engine sounds or NO engine sounds?

Edited by Zorg
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1 hour ago, hum said:

how can i increase the plume size in realplume?

Why not ask in the Realplume thread? 

Neve rmind, you did, since I moved your question there. Welcome to the forum. :D

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23 hours ago, Zorg said:

RealPlume has provided its own engine sounds since long before I took over it. I my opinion they are better than stock sounds. If you don't like It I'm afraid theres no ready made solution. You would need some extensive module manager patching to get rid of them.

 

Edit: Did you mean NEW engine sounds or NO engine sounds?

Thanks for replying.

I meant that the engine sounds that were there the day before yesterday, stopped after the update yesterday.

Bit weird. 

I tried again just a minute ago and the engine sound is still missing. Standby, I'm going to try something...

Yep. Removed Real Plume and configs. Engine sounds are back.

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1 hour ago, Phil deCube said:

Thanks for replying.

I meant that the engine sounds that were there the day before yesterday, stopped after the update yesterday.

Bit weird. 

I tried again just a minute ago and the engine sound is still missing. Standby, I'm going to try something...

Yep. Removed Real Plume and configs. Engine sounds are back.

Is it just with the nuclear engine or all of them? Also do you have restock?

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16 hours ago, Phil deCube said:

I tried a terrier engine and it works ok.

I removed Restock and it made no difference to Nerv engine's lack of sound.

Ok I must have broken something in the last update :( The NERV config is a little complicated. Will try to take a look this weekend.

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1 hour ago, Zorg said:

Ok I must have broken something in the last update :( The NERV config is a little complicated. Will try to take a look this weekend.

Thanks a lot. The mod really adds something to the game. It's so much prettier with your plumes.

Cheers.

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Regarding the NERV, the plume no longer showed up in my save, nothing appeared at all. That was using 4.0.3, reverting to 4.0.2 brought the plume back. I have restock installed, as well as plenty of other mods, so realplume may or may not be at fault here. This is not the same problem as described above, but if you intend to look at the NERV config, could you check if there is anything missing?

And as always, thanks for the mod :wink:

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On 11/11/2020 at 8:10 AM, Phil deCube said:

I tried a terrier engine and it works ok.

I removed Restock and it made no difference to Nerv engine's lack of sound.

 

30 minutes ago, vinix said:

Regarding the NERV, the plume no longer showed up in my save, nothing appeared at all. That was using 4.0.3, reverting to 4.0.2 brought the plume back. I have restock installed, as well as plenty of other mods, so realplume may or may not be at fault here. This is not the same problem as described above, but if you intend to look at the NERV config, could you check if there is anything missing?

And as always, thanks for the mod :wink:

Could I get the full modlist for both of you (screenshot of gamedat should suffice)? The NERV plume config has special MM handling because it has to deal with a complex web of patches to deal with Stock, restock,  kerbal atomics with stock or restock,  Kerbal Atomics with stock or restock but the NTRs use LFO patch :confused: and so on. So a full list will help me identify the problem patches.

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https://drive.google.com/file/d/1YsaRq3Xl1o6a9392BDBguEiC9BD3IS-w/view?usp=sharing

https://drive.google.com/file/d/1dsMW8W2DMIojoKOxWGdadust0u3N86QB/view?usp=sharing

There you go, there is the full list of mod installed, plus a screenshot of gamedata. It is to note that Kopernicus, modularflightintegrator and parallax were not installed yet when the bug occured.

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On 11/13/2020 at 12:15 AM, Zorg said:

 

Could I get the full modlist for both of you (screenshot of gamedat should suffice)? The NERV plume config has special MM handling because it has to deal with a complex web of patches to deal with Stock, restock,  kerbal atomics with stock or restock,  Kerbal Atomics with stock or restock but the NTRs use LFO patch :confused: and so on. So a full list will help me identify the problem patches.

Here you go. I have CKAN, so this is a dump from that. Let me know if you can't open it.

https://drive.google.com/file/d/11Gi0VEekpmz5M8foKveJQLYbRoYZDDQa/view?usp=sharing

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Hello, I'm using Realplume Stock, but I thought it would be cool to give myself a twist. I put different plumes to engines, and I have successfully done so for a couple engines. However, I've grown enervated of quitting KSP and relaunching it on and on. I am only a noob, but how could I make it easier for myself? I can use Unity to some extent, and if I can do it there, that'd be great. In that case, how would I export effects into Unity?

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