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Zorg

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Everything posted by Zorg

  1. I think the problem is that it comes up in CKAN when you type Tweakscale. A lot of people might assume when they see it, that TMHC exists because Tweakscale natively doesnt support MH. I also thought this and briefly had it installed at some point before realizing MH was already covered. I think having TMHC marked as incompatible with tweakscale in the your netkan might help with this issue. TMHC is marked as max KSP version of 1.4 but a lot of people enable older versions to access mods which arent explicitly updated for the current version. Not 100% sure if this is the source but at lease if you can shut it down this way it will reduce it somewhat.
  2. Oh I see what you mean. Thing is I did look at new SRB plumes a couple of times even when I was doing BDB custom plumes and I wasn't able to make something that looked good much less an improvement over the current ones. Making a new SRB plume is definitely a goal of mine IF I can figure out how to make it look good AND also make it considerably more particle efficient than the current. The current SRB plumes have the biggest performance impact of anything in RealPlume as a single SRB can throw upwards of a 1000 particles if you haven't hit your smokescreen limit. That said they do look fantastic so that's a high bar to meet. Even developing and messing around with the effects is quite tough with persistent trails as you can't really preview the full effect on a test stand. You actually need to test from a moving platform to see properly. If I ever do manage to make a new SRB plume I will look into what you asked above, it may be possible with the kind of persistent trailing effects being used. However, I am not at all sure I will be able to make an improved plume to begin with.
  3. Ok can confirm that a single plume node cannot be applied to different engine modules. In fact thats an issue I ran into just last month while doing some bespoke stuff for BDB. I should have remembered. I've figure out a way to handle the NERV multimode switching. Its not super elegant but it will be handled all on the RP-stock side. Basically 1. Normal realplume patch with NEEDS:[!KerbalAtomics] 2. Normal realplume patch with NEEDS:[KerbalAtomics,NTRsUseLF] 3. Manually delete effects and insert realplume effects at FOR:[zzKerbalAtomics] with a NEEDS:[KerbalAtomics,!NTRsUSeLF]. Two plumes will be inserted one for each engine mode, the LF one will have lower saturation to visually differentiate it. And actually need to do this twice, one with NEEDS:[!ReStock] and one with NEEDS:[ReStock]
  4. Whats your use case for this? As part of an existing engine plume or something else? For the most part even on the new plumes I made like the new Kerolox stuff I copied the old "plumeboundary" effects from the old kerolox plumes for the smoke (which is quite light).
  5. Hmm ok I'm not so sure, I should not have spoken so authoritatively on that issue. My expertise is mostly on the designing the smokescreen plumes rather than deep into the guts of smokescreen and realplume I did the RP config for the (reStock) NERV on an install without KA but I see now that the RealPlume exists alongside the stock ones when KA is installed (and on only one mode). I should be able to take care of this on the RP-stock side with the correct MM patching.
  6. Which version of Smokescreen do you have installed? Please provide a link to your KSP log file. But if its happening to reentry particles that sounds unrelated to realplume and or smokescreen.
  7. FEEDBACK NEEDED So the dev branch of BDB should have thrust nerfs to some upper stage engines as of today. This is part of an attempt to bring all engines to the same scaling. Right now sea level engines have 25% of the real world thrust and upper stages have 50% of the real world thrust. Meanwhile engines like the J2 and LR87 LH2 which have both sea level and vac versions get 37% thrust scaling for both. The idea is to bring everything into a consistent 25% scaling. However given the size of KSP planets even 2.5x scaled systems, it may be the case that the nerfed thrust upper stages might end up impractical with excessive burn times so some feedback is needed if the nerfed upper stage engines are still useable in game. For the moment, the RL10s, Agena engines and, the Able, Ablestar and Delta AJ10s have been nerfed. Edit: These commits have been reverted for the moment. Instead if anyone would like to test out the MM patch that does the same thing in BDB extras, and if people are ok with it. We will go ahead with doing it in the main part cfgs. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/Development/BD_Extras (No Warranty)/GameData/Bluedog_DB_Extras/UpperStageThrustNerf
  8. Make sure you are using the most up to date version of CryoEngines (there are some fixes to the custom realplumes since they were introduced) and the latest version of RealPlume. I just checked and there are no errors when both mods are up to date.
  9. As mentioned earlier, ReDirect has been fixed now with the latest release. Cormorant is fixed on the Github master, Pak just merged my pull request. Its not in a published release yet so you need to get the gihub master if you want it. https://github.com/Pak84/Cormorant-Aeronology
  10. Ah ok with your updated patch I guess no action is needed on my part. For future consideration, if the LH2NTR patch changes at some point to run before RealPlume, it should work fine out of the box. The engine configuration patches have a wildcard @MODULE[ModuleEngines*] so the same plume will be applied to all engine modes unless you take specific steps to apply a different plume to each engine mode. On that note I am not really planning on making LF nuclear plumes. RealPlume has historically treated LF nuclear engines as abstracted LH2 nukes. And unlike the Lox mode on kerbal atomics you're not going to be switching between LF and Lh2 in flight. The new set of nuclear plumes are very specific to the reactor type (solid core, solid core lox augmented, gas core closed, gas core open) and I wouldnt want to say apply a gas core plume to the LF mode just to make it look different. I could look into it at some point but I have other priorities. About this A single plume node within the EFFECTS node can still be applied to multiple engine modes. You just need the correct powerEffectName in each engine mode. You can also have several PLUME nodes within EFFECTS. Those PLUME nodes dont do anything until applied to a given ModuleEnginesFX in my understanding.
  11. @Homozygote The Dart is fixed on the dev branch if you want to grab it now https://github.com/KSP-RO/RealPlume-StockConfigs/tree/development
  12. Hmm I took a look at the previous issue and I dont think I've quite gotten my head around it yet. @Wyzard if theres a way to resolve this in a simpler way on the RealPlume-stock side let me know. If you're updating the previous workaround do note that there are new Nuclear plumes being applied and that workaround needs to be updated accordingly.
  13. Yes those patches are integrated now. There's no need to have your own copies of those patches.
  14. Oh I see what's happened. Sometime between when RealPlume-Stock v1.3.1 was released and when I took over, RealPlume core was given a update by Blowfish in the way the module manager patching is done. This means that the way you target a MM patch for modifications done to the Plume after its applied is different. The Dart config is one of the few configs in RealPlume-stock that applies a plume and then deletes part of it afterwards (the flare). But with the updates to realplume core (from 11.2.0 actually) that part of the config no longer works. I'll post a fix to the dev branch and then publish a bug fix release after a couple of days (allowing for any other bug reports). While investigating I also noticed this particular plume (which is an old one) has some issues. It breaks up into little circles. But new smokescreen features called emitOnUpdate and decluster can make it look way better! I will update the plume itself too in addition to the engine config. I will need to visit all of the old plumes at some point and see which ones are improved by these features without breaking existing configs. It should be most of them but I need to verify it first.
  15. Completing MOLMIR LDC tanks have been tweakscaled to 2.5m for this Kolymas Shadow Minerva 22 LV The new look for the Rhea ARV
  16. RealPlume-Stock v1.5.0 and RealPlume v12.1.0 have been published! Get it on github or spacedock or wait for it to be picked up by CKAN. https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v1.5.0 I've previewed a lot of the stuff in this update on this thread but you can see the changelog below for the full story. The highlights are: RealPlume 8 New exotic plumes based on Near Future Propulsion FX Near future propulsion sound FX for all new and legacy exotic plumes. 4 new Nuclear plumes based on Kerbal Atomics FX New hypergolic lower red plume suitable for UDMH+NTO engines RealPlume-Stock Comprehensive configs for Knes. New plumes applied to Kerbal Atomics New plumes applied to NFP New plumes for all ReDirect liquid engines. In particular I would like to thank @Nertea once again for the Near Future Propulsion and Kerbal Atomics FX. The Near Future Propulsion sound effects have also been added and a thank you goes to the original author iOSYS (Alex Catamo) for granting permission to use them The new multi segment hypergolic lower red plume is based on a custom plume I did for BDB LR87s which in turn was made with guidance from @Nessus_ who makes bespoke plumes for Tundra. Huge thanks to him for the advice on how to make a plume like that. Check out his latest here Video of awesome new Tundra Raptor plume. Also thanks again to @Rocket Witch for contributing configs. Full changelogs RealPlume-Stock v1.5.0: Updated bundled RealPlume to v12.1.0 Updated .version file Complete Knes configs. Add new plumes to existing engines and complete missing ones New Nuclear plumes for Kerbal Atomics (except for Aerospikes) New Nuclear Plumes for Atomic Age engines (as used in Space Tux Industries and Missing History) New plumes for ReDirect liquid engines. New methalox plumes for Near Future Launch Vehicles New exotic plumes for Near Future Propulsion. Add missing configs to Space Y (Rocket Witch) Add missing configs to Fuel Tanks Plus (Rocket Witch) Add missing configs to Modular Rocket Systems (Rocket Witch) Fine tune some ReStock plumes. Disable patches for in development ReStock engines until they are released. Fix SXT MEM lander config. RealPlume v12.1.0: Add global saturationMult for all plumes (default to 1 ie no change if undefined in PLUME node) Add global alphaMult for all plumes (default to 1 ie no change if undefined in PLUME node) Add new Hypergolic_LowerRed a multi segment plume with realistic shock diamonds (ideal for UDMH+NTO engines). Add Kerbal Atomics FX (all rights reserved, used with permission from Nertea) Add new Nuclear Solid Core LH2 plume Add new Nuclear Solid Core LOX augmented plume Add new Nuclear Gas Core close cycle plume Add new Nuclear Gas Core open cycle plume Add Near Future Propulsion FX (all rights reserved, used with permission from Nertea) Add Near Future Propulsion sounds (all rights reserved, used with permission from iOSYS, (Alex Catamo) Add new VASIMIR Argon Plume Add new VASIMIR Xenon Plume Add new Pulsed Inductive Thruster Plume Add new Magnetoplasmadynamic Plume Add new Ion Argon plumes (gridded and hall effect) Add new Ion Xenon plumes (gridden and hall effect) Add NFP sounds to legacy Ion plumes Add saturationMult density curve to reduce saturation slightly when expanded to all kerolox plumes, new and old. Change flare effect in Hypergolic_UpperWhite Path fixes in Methalox Lower, Hypergolic Upper White, Hydrolox Upper Blue Add missing NFLV effect Fix methalox upper alphaMult volume fixes for Hydrolox_UpperBlue Add missing ReStock FX texture for Hypergolic_UpperWhite Update 000_zRealPlume.cfg to set default values for new plume parameters if undefined
  17. So I've fixed the reDirect one. In fact I've given new plumes to all the ReDirect liquid engines as well. But Cormorant has carries its own RealPlume configs carried within the Cormorant files rather than in RealPlume-stock. I will submit a pull request when I have some time to fix it but it depends on when Pak merges and releases it. He's mostly been away recently.
  18. If alt P isnt bringing it up maybe another mod is interfering. A lot of mods seem to use Alt+P as a shortcut. If you have toolbar then enable the button for smokescreen. Then click the smokescreen button and change particle limit there. Sure I'll take a look and see whats up.
  19. Hmm, I would follow up with Jade on the Rational Resources thread since the above is now not related to Kerbal Atomics. Although before you do that make sure you have the latest B9 partswitch and see if you get the same errors. I have RR 0.9.1 and am not getting that. Also make sure you are deleting RR and copying in the new one clean instead of just overwriting.
  20. Oh you know what! I just realised what happened, I did the configs for the ReStock making history engines, but they are still in the development branch and not fully released (I totally forgot i was using the Github dev of restock)! I will disable those patches in the next release until ReStock itself gets its next update. Next RP release is only a few days away but if you would rather not wait in the meantime, you can go into RealPlume-Stock/ReStock and delete MH_LiquidEngineRK-7_Kodiak.cfg (as well as the other three MH_ prefixed configs for Skiff, Wolfhound and Cub). Sorry about that.
  21. Just wanted to narrow it down since ReStock and stock have different configs. Will take a look today and see if there's an issue on the config side.
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