Jump to content

ensou04

Members
  • Posts

    332
  • Joined

  • Last visited

Everything posted by ensou04

  1. DUDE THANKS FOR THAT! that's usefull stuff! Yeap, it will change now that I discoverd and learned alot of stuff, things will be simulated alot more accurately now, taking into account air-resistance and drag forces created by both Gravity and Atmospheres. Im going to change how the sounds are played as well, they'll be now affected by either air resistance and/or gravity! taking into account also the velocity of your craft, so the problem of awkward creaking while being slow/decelerating will be gone. EDIT: throw in your suggestions~ keep em coming
  2. SAME FEELS, now Im tempted to make alarm sounds as well uhmmm there should be a velocity ease settings in the Settings.cfg, set it to 100 if you want sounds to be eased after slowing down to 100m/s. Though right now im working on a new way to make the the sounds response to situations, totally redid the formula to be alot closer to what is actually happening.
  3. UPDATE 0.2.1 Engine Response is back and better, reworked code Fixed Flickering audio at High TWR and super G-forces by redoing the Dynamic Volume control and limiting it Converted sounds to wav, easier to the game for a sacrifice of size. Redid Re-entry response, code borrowed from KerbQuake Next Update: New way to calculate G-forces, instead going to calculate how much G-forces are you fighting together with the amount of artificial G-forces created plus local Gravitational Pull. Request your new features now! SO I could work on them - - - Updated - - - procedural parts are love!
  4. THAT IS AN AWESOME ROCKET YOU GOT THERE! Im glad im not alone who craves for intensity during flights like as if not knowing if you have enough deltaV is enough, or your ship will be turn to pieces for some reason the kraken suddenly wants you down. as cooper said from interstellar: (I want to feel the air)
  5. First of all, thank you so much~ the mod Im still improving the mod so expect alot of changes still, Sound Muffling is possible and has been already done by Atmospheric Sound Enhancement, it still works but for some reason its not working with jet engines and rapiers at the moment, to add also explosions, and also quite buggy (as you said quite ancient). I could work on my own version for ShipEffects, we'll see
  6. It can lag the game but so far it wasnt really that bad, I tried this with 10+ other mods with ASE, kerbquake and other part mods. I'm guessing the lag could be caused by the fileformat and its bitrate "too highquality for it". Even though this is a small mod, this really can affect your ram. Adjusting the throttle was originally a feature, i disabled it for now because it spams NullExceptions whenever it is paired with "in my case": Procedural tanks, Hotrockets and coolrockts etc "i cant pin point which of them exactly is causing it" but whenever I get rid of the stages that has those mods, it stops spamming. I will find a better way to make it react to throttle, originally it reacts by grabbing the finalthrust value and divided it by a thousand, not that dynamic xD. Ofcourse! New features = new stuff to learn and more fun! I thought Kerbalstuff Handles the CKAN intergration? Thumping was too much I agree ahaha, its a new feature in v0.2, it reacts when a certain spike in Acceleration = Mass/Gravity is reached, For examlpe, when it reaches 1m/s of acceleration with gravity. it'll play thump_1, 2m/s for _2 and so on. Sounds can be replaced, if you can wait. ObssessedwithKSP is going to do a SoundPack for this Playing it with kerbquake + ASE is the best experience! I'm glad ya like it Thanks man!, IKR, I love playing in IVA, before I made this mod it felt empty. I wanted to "feel" my rocket/ship and I couldn't wait for someone to write it
  7. UPDATE v0.2! Improved and New sounds! Remastered the stock sound and added four more sounds for the newest feature, Heavy Rattles, Thumps and Atmospheric Ambiance. Thumps reacts to a certain Acceleration rate calculated with Acceleration = Gravity / Mass Heavy Rattles are affected by your Ship's weight, depending on what is assigned in the config (default 70 tons). It is used to multiply the Heavy_Rattle's volume, if your ship is less than 70, it will ease it, if it is 70 tons ore more, it will increase it until it reaches the maximum value of 1. Aerodynamic and Atmospheric features are now in! Because of this, I actually had to redo my code to make it cleaner and more efficient, referenced some notes from KerbQuake for Atmospheric Entries. Other Changes Gravity responses are now calculated differently, they are now affected by Atmospheric Density Multiplied by Surface Speed instead of Vertical Speed. Made it alot easier to to ease the sound when going to be stationary or in no atmospheres. EngineResponse Disabled for now, was working but is throwing nullexceptions when paired with other mods that uses moduleengines
  8. Yeah, but I think they meant a dynamic version, and also the default has a "rumble.ogg" file which is suppose to fill in the bass part Glad it works now! it was silly of me, i forgot some systems are sensitive with capitalization If you have time for it why not . true about the bass part, rumble.ogg was suppose to be handling the low frequencies, I guess I was too conservative on EQing that one.
  9. go ahead and have fun when you have time for it~ THOSE ARE SOME AWESOME SOUNDS! are you planning to complete the pack? - Im thinking of a new feature, drag forces! so far right now I played with this with an aircraft with NEAR installed and sure it was feeling great, I could totally know when Im pulling lots of Gs in hard turns. I think it would be awesome too if we could hear how much drag our aircrafts are enduring, so we know when our wings would break! "With FAR for example"
  10. It only makes sounds at thrust and gravitational forces. none with ambient pressure. but we could add that as well but I'll have to make new assets for it first. probably might do it while I work on to figure out how to make joint/connection stresses make sounds EDIT: Lol for some reason it wont work for others, if you have already downloaded 0.1.3 and it didnt work for you, just rename the folder "ShipEffects" to "shipEffects" its a silly mistake it should work now
  11. Thank you so much guys!! this makes me happy Haro, so far there isnt any limitations, OGG works great even at high bitrates, the soundfiles included are 320kbits for example. and also there are no limits to max file size. Im not entirely sure if the game decodes the OGG files to temporary wav but other than that, i dont see a limitation. Audio Files are alot easier to handle with ram than graphic files as far as I could see
  12. DONT WORRY IT WONT BREAK (vibrates) And omg thank you for your generosity <3 surely will grab a pizza!
  13. It really helps because im actually a newbie programmer and Im so happy that I made this mod, ahah
  14. UPDATE 0.1.3-0.90!!! Now you can enable sounds in thirdpersonview (disabled by default) as requested! check config files! Also added a new feature that eases the gforce controller by using the verticalvelocity of your ship to stop making sounds when stationary and/or eases the sounds when your vertical velocity is 100m/s(default) or less. Because of the request to add thirdperson sounds, I actually discovered alot of bugs and nullexceptions, thats why it took me quite a few hours before I got them fixed. totally rearranged the code itself, Thanks for requesting the thirdperson support skbernard!
  15. thank you sir! Im done adding the option, also added a new feature called "velocityEase" this prevents the ship to weirdly make rattle sounds when stationary/landed at planets with higher gravity. Just testing it out now and I'll update the download links! v0.1.3 AT JUST A FEW HOURS!
  16. Oh sure, right now im fixing the stationary rattle sound (when the planet has more than 1 G, ship rattles even if stationary/landed) I'll try to give an option to enable External Sounds It'll be done this day!
  17. Yap~ the idea was actually from Kerbquake, but instead of shaking the camera. you'll hear the ship shake, creak, rumble and rattle instead, its dynamic as well in intensity. depending on the stresses your ship is enduring. Playing with This and Kerbquake completes the experience. BTW, it is possible for you guys to create your own soundpacks for this. the original soundpack I created was focused on a more realistic side but I wonder what others could come up. I'll update the post whenever I'm done with the update that will include configuration files. but basically any sound that is a loop will work
  18. Haro! my iva sound mod is now on Release Version~ http://forum.kerbalspaceprogram.com/threads/114618-0-90-shipEffects-Sound-Mod-Dynamic-IVA-Sound-Effects-v0-1 this is my contribution to this project~! Thanks guys
  19. no, this was focused on making responsive sound effects when some stress is happening on the ship eg gravitational stresses and thrust. in the future there will be joint stress sounds when ships flex a little bit.
  20. uhmm I havent thought of that. Thanks! I have really been craving for something like this and i couldn't wait aha
  21. NOTE (11-07-15) This mod is now being replaced with DynamicSFX in development here. For the Meantime, you could Download CoriW's Maintenance version of Shipeffects for 1.0.4 NOTE (07-27-15) Unfortunately, I've been very busy lately with a CG Project from a client. I couldn't get back on working on the development of this mod for a long time and may not be able to do so sooner. So this project is officially haulted for the time being. If someone out there who could work on this mod to update it or even make it better is more than welcome to do so. We all wished we could hear our spaceship cry while entering Eve, or accelerating with a bunch of Mainsails. This mod fills in the remaining gap in the sound effects part. This adds rattles, vibrations, stress sounds to your ship depending on how much thrust, gravitational and atmospheric forces is your ship enduring. This is my first mod ever written, thanks to the peeps at Kerbal Sound Overhaul Project for sharing as much information they can. This is my contribution to them! DOWNLOAD source included | licensed under a CC BY-NC-SA 4.0 license Download the Latest Version at Curse Download the Latest Version at KerbalStuff Installation - Delete the old version completely - Extract and copy the folder "ShipEffects" to your GameData directory UPDATE 0.2.6 - Improved Thump Sounds response, now it wont play unless the ship experienced a sudden increase in GeeForce fast enough - Added Heavy Thump sounds for Higher GeeForce Peaks - Added Stress Sounds response starting from 6G and beyond - General House Keeping within the code - Two new Settings, Resistance Multiplier and ReEntry Multiplier Next Update: Brand new Alarm System Creating your Own SoundPack: Simply replace the sound files in the sound folder with your own, formats are OGG, I havent tested WAV but its supposed to work. doesn't support other formats Loops are the best used for this. Make sure your peak db is around -6db, this ensures we dont clip the speakers. Volume controls for this are of the same name. SHIPEFFECTS_SETTINGS { OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 0.7 stressVolume = 1.0 atmosphereVolume = 0.7 // Default is 1.0, exagerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.0 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0 } Recommended Mods to spice up the IVA and sound experience! Chatterer, KerbQuake, CollisionFX, Atmospheric Sound Enhancement, ProbeControlRoom Changelog: 0.2.6-0.90 | 04-18-15 - Improved Thump Sounds response, now it wont play unless the ship experienced a sudden increase in GeeForce fast enough - Added Heavy Thump sounds for Higher GeeForce Peaks - Added Stress Sounds response starting from 6G and beyond - General House Keeping within the code - Two new Settings, Resistance Multiplier and ReEntry Multiplier 0.2.4-0.90 | 04-16-15 - fixed dynamic response locking at high TWRs causing sounds to not ease - replaced Thump Sounds to final, replaced code thump code handler - Docking and Undocking Sounds implement 0.2.3-0.90 | 04-11-15 - Code Re-write, alot more stable, better calculations and ram/cpu friendly - Better Dynamics response, now takes into account Rotation, Atmosphere Pressure and DeltaV differences (calculated and actual) - Removed old stress sounds. going to be replaced with a better system - Engine Response is now more realistic because of better Dynamic response. rattles caused by the engine will ease out when final velocity is reached. - Audio widen with Unity 3D Audio 0.2.1-0.90 | 04-07-15 -Engine Response is back and better, reworked code -Fixed Flickering audio at High TWR and super G-forces by redoing the Dynamic Volume control and limiting it -Converted sounds to wav, easier to the game for a sacrifice of size. -Redid Re-entry response, code borrowed from KerbQuake 0.2-0.90 | 04-05-2015 -improved and new sounds! -Thump Sounds (open parachute, land) are powered by Acceleration = Gravity/Mass -Aerodynamic and Atmospheric features are now in! -Now sounds respond to Atmospheric Entries. -cleaner code, new calculation method for dynamic responses -EngineResponse Disabled for now, was working but is throwing nullexceptions when paired with other mods that uses moduleengines 0.1.4-0.90 | 04-04-2015 - added ProbeControlRoom Support, disables sounds when using ProbeControlRoom IVA. - redid settings to respond a little bit better. 0.1.3-0.90 | 04-04-2015 - fixed null exceptions - added thirdpersonview sounds - added velocityEaser to easeGForces when at lower velocity or stationary, getting rid of rattles while landed 0.1.2-0.90 | 04-03-2015 - Added Configuration Options [SIZE=1][SIZE=2]0.1-0.90 | 04-03-2015 - Release Version - new sound loops - Added layers of sound - added engine thrust response [/SIZE][/SIZE] For all amusement, I'm having fun working on this mod, i did this to learn and during my spare time, im a freelancer so most of the time I'm actually jobless ahehe, any contribution will help
  22. Hello! as the title said, Im working on this mod > http://forum.kerbalspaceprogram.com/threads/114471-WIP-ShipEffects-Sound-Mod-%28Dynamic-Ship-Sound-Effects%29 The mod is a dynamic sound mod which plays specific loop sounds during g-force situations (play sound when pass 1.5G for example, then play another at 2G). I want to know if I could just stick all those multiple sounds into one master FXGroup. To Illustrated, something like this:
×
×
  • Create New...