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Everything posted by Vandest
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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)
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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 !
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[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- 200 replies
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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.
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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.
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[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.- 3,164 replies
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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.
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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.
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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 ?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Vandest replied to Gameslinx's topic in KSP1 Mod Releases
Awesome, with a bonus reflection of Jool on Laythe's ocean !- 3,164 replies
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So, I'm back. New build seems to work good. Mach Effects Amount at 0% is now saved correctly and the rest seems to work good also. Good job !
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Ok, I will test it and come back here to tel you how it work.
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Hello, I get some issues with last update (0.9.6). With UI, I can't save Mach Effects Amount. Other settings are saved correctly but not Mach Effects Amount. Each time I'm reload scene, Mach Effects back to 90%. I tried to directly change MachEffectsAmount to 0 in settings file and it work (when I'm reload scene, Mach Effects is to 0%)., but I get no sound from engines and some time the game crash. I'm revert back to 0.9.5 and everything is fine. I haven't been further in my investigations, I thought you may be will know where it from, but if you need more tell me.
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Hello @DfA-DoM, I was never encounter this odd behavior, so I had no chance to show it. Can you explain what do you mean by this ?
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Yes, it was me. I asked to know how it work for others who use RSS and RSE. About "physical reality", my words were a little hard but I don't make any judgment, everyone is free to play KSP as they see fit. This is what is the strength of this game. You did well to specify it, I should rather have said: If you prefer to consider camera is virtual and not a physical object. I'm sorry, I had to be tired at that time.
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I've made a little video to see what we can expect with RSE and its settings. Don't hesitate to pump up volume !
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I was completely forgot that the mach effect can make that what happened to @mateusviccari. I wasn't really sure about atmosphere density or altitude, so I didn't mean to say stupidity. But I suspected that you had done something clever, and in that way RSE can be compatible with any planet by its atmosphere, so compatible with RSS or OPM. Thank you for your feedback. Like @ensou04 said, it must become silent if you set Vacuum Muffling to silent. Normally, sonic boom can only be hear when your ship is over sound speed (mach) AND if your ship is in atmosphere AND if you look this ship from back to front. When you look your ship from back, the camera is behind your ship and this ship (and this camera) goes faster than sound, so camera can't hear sound from this ship, and when you turn this camera around this ship to front you start by hear sonic boom and then the sound of ship. If it doesn't happen like that, it's a problem. If you don't like physical reality (that may seem weird, but real), follow instructions given by @ensou04 just above this post.
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Hello @mateusviccari, No, it's not the expected behavior. On Kerbol system it working like we can expect, muffling start at about of 10km and is silent over 45km (of course, when RSE mufler is set to "Silent"). I don't know if RSE muffling depends by air density or by altitude, but in any ways the sound shouldn't come back if your ship altitude increase. I never tested it on RSS, if someone else did it, it would be nice to know how it work for him.
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