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Zorg

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Everything posted by Zorg

  1. Hi someone pointed me towards this comment since I am looking after realplume these days. I'll be honest Im not too familiar with the jet plumes as I dont use them and I havent messed about with them. But it seems like they are using built in squad sounds for the jet plumes "sound_jet_deep" and "sound_jet_low". These configs havent changed in ages but if there have been better jet sounds added to the stock game since then I can update the plumes to reference those sounds effects. (assuming its an unequivocal improvement, I dont want to annoy people who liked the old sounds). Edit: with reference to the mod at hand, Jet Sounds can override the realplume sounds by MM patching the powereffect created by RealPlume after realplume has run. I would suggest at :FOR[zzRealPlume] :AFTER[zzRealPlume] This way you would get the realplume with the jetsounds sound.
  2. I don't quite recall if the existing BDB camera experiment is biome specific in low orbit. I think it is but in any case the MOL one definitely needs to be. I suppose the MOL experiment can have 0 transmission value so that it needs to be recovered by crew or better yet processed in the lab.
  3. This is the entirety of the compatibility patch for the telescope in Coatl probes plus. I dont know the relevance of lookTransformName and baseTransformName but it does look like a dedicated transform is needed to place the camera viewpoint.
  4. UPDATE: RealPlume-Stock v1.6.0 Wasn't planning on a new release so soon but Beale has just published an update to Tantares LV. RealPlume configs have been removed from this update of Tantares (to allow for me to support it from here) and so I decided to quickly make this new release. Essentially this adds back in the same configs that were just deleted from Tantares along with new plumes for Soyuz R7 and Proton. I will have to add missing engines and give new plumes to other engines at a later date. Will also do the same for Tantares spacecraft once an update is published for that too. Spacedock seems down at the moment, will upload there once its up but for now its available on Github and also CKAN (once it refreshes) DOWNLOAD (Github) Changelog - Updated .version file - Initial support for Tantares
  5. @Phos you know what there may be room to add a bit more expansion to some of the nuclear plumes. I will take a look next time I tweak realplume core. But it wont be drastic change and the overall size will still be similar to the current one. Will just be more open at the end. Not sure when this will be though. I took a look, the nerv config seems to be working as intended. The outer plume fits the bell and the core effect emerges from the center.
  6. Yes the new effect is smaller. Its based on the solid core plume used for "stock" Kerbal Atomics solid core nukes. The idea of the overall shape is to convey higher exhaust velocity compared to regular engines. I'll take a look at the positioning again. But note that there are two effects, a faint main plume (that should fit the engine bell diameter) and a brighter core that emerges from the centre.
  7. Oh since you seemed to have taken care of Missing History stuff, I only did a patch for the stock and restock NERV.
  8. Heads Up As discussed earlier. BDB is moving to 25% thrust scaling for all engines. BDB dev branch now has this change committed as of today. (The old balance was 25% of IRL thrust for lower, 50% for upper and 37.5% for engine which have both a vac and sl version like the J2). A couple of exceptions: Apollo engines are unchanged since they have special handling to give them IRL TWR (Gemini lander is also left alone). Also very very low thrust engines like the Athena/Peacekeeper OAM/PBV which had over 100% scaling are left alone. Engines like J2 and LR87 LH2 which used 37.5% are also at 25% now For people who don't like this change, what used to be Blowfish's thrust nerf patch in BDB Extras is now a thrust buff patch that brings you back to stock balance.
  9. Hi @sarbian just wanted to follow up on our earlier discussion about setting decluster/emitOnUpdate. I'm now maintaining RealPlume and so have been looking at a bunch of different plumes and so far I still havent seen emitOnUpdate break any plumes severely. However forcing emitOnUpdate can in a lot of instances cause the apparent position of the plume to change causing plumes to move too far inside the engine bell. Given the number of existing configs out there maybe it might not be such a good idea to force emitOnUpdate on by default in the next update like you said you were planning. I will look through the existing plume prefabs and add it in to those that benefit without affecting the positioning. In addition all the new plumes I added to RealPlume core are using the new features.
  10. UPDATE: RealPlume-Stock v1.5.1 Changelog - 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) No change to the bundled RealPlume. Thats still v12.1.0 DOWNLOAD (Github) DOWNLOAD (Spacedock)
  11. The latest version (v6.x) is a bit broken. WhiteGuardian has identified the fix but he seems busy. So for now I am using the fork by Jrodriguez on which the DX11 shaders for v6 were developed on. This version is DX11 only. https://github.com/jrodrigv/KS3P/releases Im using it with this config. https://www.dropbox.com/s/iyqo4qhygzwb9f1/Config6.cfg?dl=0 Of course there is a little special sauce on top of this in photoshop for the aged look (some colour curves, grain and vignette) If you dont want to use DX11, then you need to grab the latest v5.x from spacedock and I would suggest using Orbital Phoenix's config (mine is a modified version of that tuned to my taste and the different rendering in the DX11 fork). https://forum.kerbalspaceprogram.com/index.php?/topic/181915-orbitalphoenixs-screenshot-settings-and-collection/
  12. Time to pay the screenshot tax again. This time building a stereoscopic MOL observation platform with an additional core module above them. Tweakscaled LDC to make Minerva. The new escape tower is awesome The advanced Gemini with the crew extension uses a 1.875m to 2.5m Universal Storage 2 service module. Looks like the original Gemini at a distance but its quite a bit biiger
  13. Yeah! At least with native restock effects (for parts that have been remade by ReStock) you get plumes that have a prefabricated expanded look for vacuum engines even when RP is not installed. But bone stock plumes are kinda gross. Fix is up on the dev branch. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/development
  14. Hehe yes. In v1.4 I added new plumes for the restock wolfhound. In v1.5 I disabled it because the restock wolfhound is actually only in the restock github development. Its not in the current full release but I had the git development version of ReStock installed and forgot about it when doing the configs. If people tried using it with the current release of ReStock with those configs it breaks the plume so I disabled it in v1.5. So once that stuff is fully released I will add back the plume. EDIT: Oh ok you're seeing the stock plume. I should have removed the NEEDS:[!ReStock] from the stock patches too until the restock stuff is added. I'll do that in the upcoming bugfix release EDIT2: I also now realise you're the same person I spoke to earlier about the wolfhound, was little early in the morning when I replied
  15. looks like you are using RealPlume. This has been fixed in the latest version of RealPlume-Stock : https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v1.5.0
  16. Thanks About ReDirect I havent managed to come up with a decent new solid rocket plume as mentioned in the discussion a few posts above. The old solid realplumes look amazing in my opinion, they just have a big performance impact. So Ive left the solid plumes on reDirect alone. As for whats next, Tantares is already compatible but the compatibility files are held within Tantares. Beale has agreed to remove them and for me to support it from the RealPlume-stock side when he publishes the next maintenance release (he's on a bit of break as mentioned on his thread so this will happen when he has some time to do the next release). This would make it easier for me to tinker and add support that way. I will bring along all the existing configs and slowly convert them to the new plumes and theres a few missing engines to add too. But this will take some time as I'm a bit busy with other stuff at the moment. Apart from that I am always open to pull requests from other users to add support to more stuff. I have started on this though. There is a dedicated Tantares support branch on github. If you felt like trying it out (only Soyuz R7 and Proton have new plumes done for now) you can grab the compatibility files from there and delete the ones included in Tantares. If you do this you should only grab the Tantares folders from there as its out of sync and a little behind the Master and main Development branch. Tantares spacecraft (nothings changed here yet ) : https://github.com/KSP-RO/RealPlume-StockConfigs/tree/TantaresSupport/GameData/RealPlume-Stock/Tantares Tantares LV: https://github.com/KSP-RO/RealPlume-StockConfigs/tree/TantaresSupport/GameData/RealPlume-Stock/TantaresLV
  17. So happy about the interstage! I did think it looked longer when I saw it on your twitter. The proportions look nicer with the longer option in addition to being more accurate.
  18. Alright I've pushed a fix to the dev branch that should fix all plumes that have been modified after they are applied. Was only a couple more of them including the RLA linear aerospike. I havent had the chance to test them but the fix is simple and should work. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/development
  19. Yikes. Looks like the same problem as the stock Dart (the way modifications to plumes ahave to be referenced changed a little while ago) Should be an easy fix.
  20. You're most welcome. Whats up with the caravel engine? Planning on doing a small maintenance release in a couple of days so will take a look then.
  21. Oh yeah just to elaborate I am not so keen on making modifications to existing legacy plumes to avoid issues with long standing configs. So adding more random effects to trails would probably be part of a new srb plume. The main issue I see with it is that the way it would be done is to add more random velocity or xy force. It should result in a wavier trail. But it would also make the plume look way more expanded near the engine bell all else being equal. So the overall effect might not be so desirable. But I'll keep it mind next time I get tinkering.
  22. So I found the netkan entry for this: https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/TweakscaleMakingHistoryConfigs.frozen It says automated Spacedock submission. But the mod has been deleted by the author from spacedock (probably because TS got updated for MH) which is why you cant find it. But for some reason CKAN is still picking up and distributing it. If you wish, you can contact the original author and ask them to resolve this with the CKAN people: https://forum.kerbalspaceprogram.com/index.php?/profile/104003-jedtech/
  23. Hi Lisias, thats exactly what I'm suggesting. I'm kind of new to CKAN/Netkan and I dont know how you have yours set up. I just started looking after realplume where the netkan file is on github but I think your netkan points to spacedock. The thing is you can mark Making History Tweakscale Configs as incompatible within your netkan settings. This way CKAN will not just warn users, it will outright refuse to install it together with tweakscale. You can probably speak to the CKAN people for help with this.
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