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Zorg

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Everything posted by Zorg

  1. Most likely the culprit is rational resources. The version of RR bundled with JNSQ is quite out of date and it has some clashes with a few mods. JNSQ hasnt had a new release since then but you can grab the updated Rational Resources separately from here. Most of these issues have been resolved in the updated RR. https://github.com/JadeOfMaar/RationalResources/releases The problem with Kerbal Atomics was because RR patches the NERV with a CO2 mode which clashes with KA LH2 mode. The CO2 mode has been removed in Rational Resources now.
  2. Sorry the picture doesn't show and I have no idea which mod you mean.
  3. Have some patience and allow Lisias to respond on the tweakscale thread. As mentioned, there are no duplicate patches within BDB so the person who can help you figure things out is the Tweakscale author. Lol, its an aurora. The station is in a 200km, 75 degree inclination. edit: (Hmm looking back at it once more, I see the white smudge *could* be something in addition to the aurora possibly but I think its part of it) edit2: I had one more pic from the same moment. Best guess is a shoreline that hadnt gone completely dark. The pic was near the terminator. Are you on the very latest dev branch? I messed up while doing the B9 based engine type switching and missed out on a curly bracket Blowfish fixed it on sep 9th.
  4. Well the first I think is caused by two patches trying to tweakscale the same part. I am certain this problem doesnt exist in the dev branch. I suggest doing a clean install of BDB. But its possible another mod is trying to patch something. The best thing to do is to follow up with Lisias on the tweakscale thread to find out whats happening.
  5. There are two types of errors that the new tweakscale shows. The most serious one strongly advises you to not load the game. The other ones just disables some parts from having tweakscale and lets you continue. The second less serious one disappears after 30 seconds. Whichever it is I advise getting help from the tweakscale author on the official tweakscale thread. He is helping everyone with the errors there. ps. I am not getting the more serious error with the dev branch. Only the second one, which is safe to ignore (and I dont think its even BDB parts).
  6. Oh I'm quite surprised to see SSTU doesn't already have configs. I will look into it, not 100% sure if it will be for this update but if not will try include for the next one. I don't use SSTU but I know it has a lot of type switching I dont know if that applies to the engines too. Hopefully the engine configs will not be too problematic.
  7. Oh nothing to worry about on that front. There's no extant config for that engine as RealPlume only deals with ModuleEnginesFX. I guess not even the RO folks who originally made RealPlume were crazy enough to want expanding RCS effects
  8. Thanks! Space-Y has been covered for a while though. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Expanded https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Lifters Some missing stuff is being added in the next update courtesy of Rocket Witch. If there's anything missing do let me know and I will open an issue. Edit: I should probably open an issue for space tux industries. I only configured the porkjet Atomic Age nukes.
  9. So what I've been mostly occupied with over the last few days has been a new hypergolic_lower_red plume. Suitable for engines running UDMH+NTO. Its a derivative of the bespoke Aerozine 50 one I did for BDB Titans and it features fairly realistic looking shock diamonds which fade out one after the other shortly before plume expansion begins proper. Although it uses 11 individual particle effects (all from PlumeParty) to achieve this, the total number of particles emitted with a default emissionMult of 0.5 is actually LESS than the legacy hypergolic-lower plume. So performance will actually be better. Still tinkering but getting close. Knes with its many hypergolic lifter engines will be getting these plumes in the next update. I have also discussed with @Beale to bring support for Tantares into RealPlume-stock (current configs are carried in the mod itself). Once those are removed in the next maintenance release of Tantares, I will be adding these plumes to Proton via RealPlume-stock Knes Ariane 4 being tested After shock diamonds have faded
  10. My efforts right now are mostly focused on adding new plumes to RealPlume core and on the RP-stock side I will be doing a full set of configs for Knes. I will be more than happy to include configs if someone were to do a pull request for Nova Punch though, I'll open a github help wanted issue. As mentioned in the OP, I really do need help from the community for comprehensive support of various mods. Doing the plume configs can be quite time consuming and and if we're being honest my motivation is higher to work on mods which I use and am familiar with the parts. We all have limited time after all If no one else steps up for Nova Punch I'll try to get to it eventually but I have other commitments in the immediate future.
  11. no its not Simply grab v.1.4.0 or later of RealPlume-Stock (which comes with v12.0.0 of RealPlume and v2.8.5 of Smokescreen) and you're good to go.
  12. Evolved MOL station [bluedog design bureau] MOLMIR station [Bluedog Design Bureau, X20-Moroz] Making some history [Bluedog Design Bureau and Modular Launch Pads] [Shuttle Orbiter Construction Kit, Bluedog Design Bureau and Coatl Probes Plus] Constellation [ReDirect, Stockalike Station Parts Expansion redux, CryoTanks]
  13. Everyone is of course entitled to their own opinion of what they like but its not really fair to the say the stock version of the plume is more "true" to the SSME than ReStock https://www.nasa.gov/mission_pages/shuttle/flyout/multimedia/challenger/1985-07-29.html
  14. A little update, the Near Future Propulsion based plumes are now complete. In addition to VASIMIR Xenon, VASIMIR Argon and the Magnetoplasmadynamic Thruster above, have now added: Pulsed Inductive Thruster Ion Hall Effect Argon Ion Xenon Gridded Thanks once again to Nertea for providing these excellent effects. I also added Xenon Hall and Argon Gridded (not pictured). This was all I had originally planned but I actually got started on another addition which I'm working on. Should have the next release out over this weekend or early next week.
  15. So many possibilities with the new MOL stuff! But starting out simple. Having deorbited MOL1 sending up two modules for MOL 2 to try out the ring and fork docking. Procedural interstage to protect the solars attached to the crew tube. An oddly familiar solar panel layout I quite like the more involved docking procedures that some of the BDB ports have with the soft docking features. The animations on the ring and docking port are very satisfying. The deploying of the forks, and the bolts on ring side to secure. The first module carries life support and power while the second brings the observation payloads
  16. @Thadeasaurous1 I just checked your earlier post and I strongly suspect you have installed something wrong you dont need to move any files around. I suggest you delete TantaresLV, RealPlume, RealPlume-Stock and SmokeScreen and reinstall those fresh. Download RealPlume-Stock from https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v1.4.0 Inside the zip file will be these Copy them into your GamData directory so it looks like this. Obviously you should also have a TantaresLV folder Do not move any files inside any of these folders or from inside TantaresLV into anything else.
  17. Can you post a screenshot of your game data folder as well as a link to your ModuleManager logs? Its in KerbalSpaceProgram/Logs/ModuleManager There will be a MMPatch.log and ModuleManager.log files Also how many Tantares engines did you try and have the trouble with? Can you let me know which ones?
  18. The picture is 100% KSP. Those are clearly CryoTanks, SSPXr, Near Future Construction, Near Future Solar and ReStock parts. The main reason it looks so much better than a regular Scaterrer and Planetshine install is KS3P with a custom config and a custom Kopernicus sunlight boost for more contrast. The way Orbital Phoenix does this is in the link posted by Friznit above. Yes KSP can look this good if you put in a bit of effort! This is my own recreation of a Copernicus mission following Orbital's settings for KS3P. Maybe not quite as nice as Orbitals screens but its not difficult to achieve this look if you follow his instructions.
  19. Are you getting realplumes on other mods? You have smokescreen installed as well right? As Beale mentioned above, you don't need to move or change anything in a Tantares folder. You just need to install RealPlume and Smokescreen into your /GameData Tantares works fine with RealPlume as you can see Note that not every rocket in Tantares has configs. A couple of the early game rockets Beale made relatively recently don't have configs. The Tantares and TantaresLV RealPlume configs will be removed in the next update and will be supported via RealPlume-stock configs going forward. The missing engines will be covered at that point.
  20. Another update on whats coming in the next release of RealPlume and RealPlume-stock, still WIP: New VASIMIR plumes based on Near Future Propulsion FX. The Vasimir plumes, like the Kerbal Atomics nuclear ones above will look nearly identical to the originals when in vacuum. VASIMIR Xenon VASIMIR Argon The MagnetoPlasmaDynamicThruster (MPDT) plume is also based on the MPDT engines in Near Future but the version I made looks a bit different, its bigger and more expanded. The lithium MPDT drives can stop using old hydrolox plumes soon Another update is that I have added a global parameters to control the saturation and alpha transparency of the plumes. these are new features added in Smokescreen 2.8.5. The alphaMult parameter in particular is very useful to make a plume more transparent without lowering emission. Lowering emission can impact the look of the plume. It is especially handy when configuring an engine with multiple nozzles and helps avoid the situation where you get big bright blob where the plumes overlap. I would encourage anyone else working on configs to try this out. alphaMult = 1 (if not defined in the PLUME node, it will default to 1, ie no change) alphaMult = 0.3 Yes the Porkjet nukes will get the new nuclear plume configs in addition to Kerbal Atomics (via Missing History and Space Tux Industries)
  21. Which picture did you mean? One my pictures Benjee used in the OP? or this one I posted? In this case the Centaur G upper stage is from Bluedog Design Bureau. The Satellite is a custom build mostly with Coatl Probes Plus parts and some ReStock bits. Visuals use Scaterrer, EVE, PlanetShine, Distant Object Enhancement and KS3P This is the best place to start for instructions to get similar visuals:
  22. Thank you so much for the encouragement and for all the work you did previously on this mod!
  23. They are all included with the version of RealPlume bundled in the download link in the OP. Currently they are only applied to ReStock engines. (also similar versions of those plumes are used on Bluedog Design Bureau, Near Future Launch Vehicles and CryoEngines)
  24. Probably going to have another release fairly soon, in a few days time. A few small bugs are being fixed on the RealPlume side and some tweaks on the RealPlume-Stock side (plus the additions above from Rocket Witch). The main thing in the next update will be all new nuclear plume prefabs based on FX from Kerbal Atomics. These prefabs will actually look pretty similar to the "stock" versions of these plumes as they are designed like vacuum plumes. But RealPlume will add the underexpansion you would expect in atmosphere. The plume names are derived from the type of engine the effects were used on in Kerbal Atomics. LH2 solid core Lh2+ LOX augemented solid core Closed cycle gas core open cycle gas core (for engines that are war crimes by their very existence) I will be applying these to Kerbal Atomics so the realplumes will look as good as the stock plumes and also to ReStock NERV and Missing History porkjet nukes. I will try to make the Kerbal Atomics aerospike plumes at some point but it will be quite challenging so no promises. There will also be an update to Near Future Spacecraft coming.
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