-
Posts
172 -
Joined
-
Last visited
Reputation
143 ExcellentProfile Information
-
About me
Bottle Rocketeer
Recent Profile Visitors
3,548 profile views
-
Hello @arqui_alpaka, We need to know what engines that don't have sound, what are their names ? And with this, can you provide your 'ModuleManager.ConfigCache' file (it's in your GameData folder) ? (KSP.log is in 'Kerbal Space Program' folder, this is parent folder of 'GameData', it also would be good to get it)
- 778 replies
-
- 1
-
- sound replacement
- plugin
-
(and 2 more)
Tagged with:
-
Hello @MrShelter, The patch where you are 'not sure if its required anymore' is already in 'GlobalPatches.cfg'. And the patch for RSE+StockWaterfallEffects+ReStock need to have this in addition : @fx-nerv-running{!AUDIO{}} @engage{!AUDIO{}} @disengage{!AUDIO{}} @flameout{!AUDIO{}} Which can give something like this: @PART[*]:HAS[@MODULE[ModuleWaterfallFX],@MODULE[RSE_Engines]]:LAST[zzzRocketSoundEnhancementDefault]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects,ReStock] { @EFFECTS { @fx-mammoth-running{!AUDIO{}} @fx-nerv-running{!AUDIO{}} @fx-rhino-running{!AUDIO{}} @fx-skiff-running{!AUDIO{}} @fx-skipper-running{!AUDIO{}} @fx-spark-running{!AUDIO{}} @fx-vector-running{!AUDIO{}} @engage{!AUDIO{}} @disengage{!AUDIO{}} @flameout{!AUDIO{}} } } For the rest (StockWaterfallEffects only and Avalanche), it could be placed in "Engines Sound Remover" of the "globalpatches.cfg". That might be the case if RSE receives an update in the future. In any case, thank you for share !
- 778 replies
-
- sound replacement
- plugin
-
(and 2 more)
Tagged with:
-
[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
Vandest replied to theonegalen's topic in KSP1 Mod Releases
Hello, I've remade config files for UKSliquidEngineLVT05 and UKSliquidEngineLVT10 to they working with both RSE and Watterfall. You can download them here : UnKerballedStart Patch- 199 replies
-
- 2
-
Hello @Elon Kerman If you use 0.9.6, you can try to replace 'RocketSoundEnhancement.dll' in 'Plugins' folder by this one : https://github.com/ensou04/RocketSoundEnhancement/raw/master/GameData/RocketSoundEnhancement/Plugins/RocketSoundEnhancement.dll Maybe it will be better for you. This is a patched version made by @ensou04 after the 0.9.6 update. 0.9.6 update made my game very unstable and this patch run it smooth.
- 778 replies
-
- 2
-
- sound replacement
- plugin
-
(and 2 more)
Tagged with:
-
Vandest started following [1.12.x] GravityTurn continued - Automated Efficient Launches
-
Hello @darthvader15001, I'm surprise by this disinterment. I forgot my own mod since KSP integrates his own shiny shader and new textures that came with. To answer you, it was never compatible with restock, because restock use new models with others textures.
-
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Vandest replied to Gameslinx's topic in KSP1 Mod Releases
Compare the first and last pic, and you can see that reddish light from PlanetShine is visible on ship. (same thing if you are on Kerbin, you will see the bottom of your ship is lit by blue light witch come from ground) PlanetShine create one light when you are close enough from the celestial body which is supposed to send back a light (on the side lit by the sun). For example, when you are on Kerbin, you receive a blue light from the ground and receive no light from Mun. Conversely, when you are on Mun, you receive a grey light from Mun ground and no blue light from Kerbin. Also, when you are in orbit, you can see this is not an ambient light only, because you can see on your ship that there is shadow area between area lit by celestial body and area lit by the sun. When you are on ground it seems that is a ambient light but I'm not sure.- 3,158 replies
-
Yes, auto load for tracking station was work good on 1.0.3.0 and still work good after my patch. Besides, we can have a profile for tracking station and another for flight map, because this is two different scene. It's not necessarily useful but it is possible.
-
Hello @JonnyOThan, I saw you've made a bug report on Github that point on my post : I've found a solution and I sent you a PR.
-
Profile is firstly exported on Player.log (when UI say it exported on KSP.log) and later on KSP.log Otherwise, I get an issue with profile auto change when I switch from flight scene to map view, UI say : Current scene: FLIGHT map view active: True internal cam active: False Current profile: MyStrongProfileToSeeIfIsActive So info are correct but I can see that my profile isn't loaded (moreover it don't auto load any profile even default profiles). At this stage, if I manually pick this profile again, it's loaded and I can see it. But when I revert back to flight scene and I switch to map view again, I can see no profile is loaded. Also, I can see in my persistent.sfs that MapSceneProfile is set correctly, so it's just an auto load issue. Is there someone else who get this problem ?