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Zorg

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Everything posted by Zorg

  1. @Rocket Witch continuing the conversation on the new thread, thanks for the below configs, will include them in the next update.
  2. Thought I would preview some of the stuff added to realPlume core and are now being used by RP-stock configs: Cryogenic_LowerSSME_CE, a very transparent SSME plume, barely visible against light backgrounds. Derived from ReStock SSME/Mammoth plumes. Seen here on a SOCK shuttle with ReStock Vectors (with cryoEngines LH2 patch) Hydrolox_LowerBlaze is a rather energetic blue sea level cryo plume. However in the vacuum expanded form it looks about identical to hydrolox_upperBlue Hydrolox_LowerBlaze at sea level. This is based on PlumeParty BlueOrigin FX Kerolox_UpperEagle based on the PlumeParty Eagle plume, a new kerolox upper stage plume Hypergolic_UpperWhite based on ReStock Wolfhound FX, it should be suitable for a lot of pressure fed hypergolic engines such as Apollo SPS If you like a bit of colour, thers also Hypergolic_Upper_Red and Yellow (red seen here). These are all built with PlumeParty FX. we have the SSME plume here again but of note is the flamey looking Kerolox_LowerBlaze and the new kerolox gas generator effects. Both from PlumeParty FX. A wider look at Kerolox_LowerBlaze By bringing plume boundary effects under control, the new kerolox plumes are more resilient against turning into a white blob during expansion when clustered In addition to the plume party based hydrolox upper, we have Cryogenic_UpperBlue which is a slightly different looking one based on FX from CryoEngines Cryogenic_LowerAblative_CE is actually a custom plume I created for the new CryoEngines which I have brought into RealPlume. A orange hydrolox booster plume for engines with ablative nozzles like the Delta IV RS68 Cryogenic_LowerRed_CE is another import from CryoEngines (its now used on ReStock Skipper for instance) and is similar to the SSME plumes but a bit more visible. Has 2 shock cones which fade out one after the other during ascent.
  3. Not at all, thanks for submitting the configs and prefabs. I hadn't made the connection between your github name and forum name, updated the credits
  4. Yes there are! They are built on the "stock" Near Future Launch Vehicles plume FX. They are nice and purple although not an exact match for the Spaceship hopper (maybe a future project, I have an idea). This is the list of newly added plumes https://github.com/KSP-RO/RealPlume/issues/47 Still in the process of updating the wiki with previews and sample configs. Havent added the methalox ones there yet. https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots
  5. Haha you're welcome. Let me know if you spot any issues with reStock engines as these are fresh configs. Yeah its something that confused me the first time I came across this mod a while back. Thought I would try to clear things up. Indeed. This is a direct continuation of the previous version of RealPlume-Stock and comes with all the previous compatibility files. Its even the same repository and not a fork (since its part of the RO organisation). The new plumes in RealPlume core are additions and dont replace anything so old configs are still valid.
  6. Official RealPlume support has been added for ReStock Uses completely new plumes built using FX from ReStock, NearFuture, CryoEngines and PlumeParty Requires RealPlume-Stock v1.4.0 with ( RealPlume v12.0.0)
  7. RealPlume, originally developed for Realism Overhaul enables great looking plumes that display realistic behavior by expanding with lower atmospheric pressure. This mod brings RealPlume to stock parts and to various stock-alike mods. With @Nhawks17 blessing, this is a continuation of RealPlume-Stock. RealPlume-Stock was previously maintained by Nhawks & DerpyFireworks and was originally created by Felger. Since its hosted with the RO organisation this is a direct continuation, not a fork. How to Install: Dependencies: These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download if downloading from spacedock or the packaged github release and do not need to be installed separately. If installing via CKAN these will be selected for you. Module Manager RealPlume SmokeScreen DOWNLOAD HERE (GITHUB)(PRIMARY) SpaceDock (mirror) CKAN-Indexed Licensed under CC-BY-NC-SA Please note that the bundled mods are under their own license and particle libraries by different authors within RealPlume are each under their own license in particular. How it works A brief explanation since its not always clear to everyone what's doing what. 1. Smokescreen is a plugin created by the one and only Sarbian which allows us to replace the stock particle system with the much more flexible shuriken particles. This more advanced system is what enables the expanding plume behaviour. 2. RealPlume. However smokescreen doesnt do anything by itself. Its a plugin. Enter RealPlume which contains a library of particle models and textures (and some cool sound FX too). RealPlume also has a number of "prefabricated" plumes built using these particles which needs to be applied to the desired engines via Module Manager configuration patches. 3. RealPlume-stock. Again, RealPlume although it contains the prefab plumes, it doesnt apply them. Some mods like BluedogDB or CryoEngines carry their own configuration patches and so will get realplumes if you install just 1&2. However most mods, as well as stock parts, get their configuration patches from RealPlume-Stock. That's all RealPlume-Stock is, a set of Module Manager patches to apply the prefabs from RealPlume to various engines. 4. RealPlume also comes with its own library of sounds and will change the engine running sounds. This thread is primarily concerned with RealPlume-Stock although since I am now one of the maintainers for RealPlume we can discuss it here too. Known Issues: Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS Switching to a vessel with an engine as a root part will cause the plume to not show. Due to a stock audio bug, the engine running sound will not reduce when zooming out your view. Does this work with WaterfallFX? Yes RealPlume-stock and Waterfall should work together. RealPlume-Stock now has a patch that detects and removes RealPlume configs from individual parts if a Waterfall plume is detected. Thus Waterfall plumes take priority but RealPlume-stock can still configure parts that dont have waterfall configs. If you see any problems please report them to me and not the Waterfall dev as I am taking the initiative to remove conflicts. Performance: If you are suffering from a FPS drop, set the particle limit in the SmokeScreen settings to a lower number. You will need to use the toolbar mod Toolbar continued and press the smokescreen button (make sure you use the drop down menu to enable the Smokescreen button) or press Alt+P to access the SmokeScreen in game GUI. You can also change it in the configuration file inside the SmokeScreen folder after running the game with SmokeScreen once. Note that plumes will start to look ugly if the particle limit is too low so its about finding a balance that works for you. If you find the defaults make the plumes look too "thin", because you are clustering lots of engines or are using solid rockets, feel free to bump up this value much higher if your GPU can handle it. While KSP in general is CPU bound for performance, RealPlume/Smokescreen does benefit from a good graphics card. Contributing: Contributions from the community to apply plumes to new engines and submit fixes is always appreciated. I certainly dont have the time or inclination to go after everything; RealPlume has always thrived on community support. Please open a pull request on github and target the development branch. See the following wiki pages for how to add plumes to a new engine, its quite simple. https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine Check this page for previews and sample configs for the PLUME node. Note that many of the new prefabs I have added to RealPlume v12.0.0 have new parameters for individual effects, so its best to check the sample configs. I am in the process of updating the wiki. https://github.com/KSP-RO/RealPlume/wiki/PreFabbed-Plumes-and-Screenshots Changelogs: RealPlume-Stock RealPlume RealPlume-Stock Contributors: Felger - The original maker of the mod @sarbian - Created smokescreen @Nhawks17 - former maintainer DerpyFirework -former maintainer Community contributors to RealPlume-stock configs: @woeller, @Rocket Witch, @Gordon Fecyk. @Scialytic, @coyotesfrontier, Prefab Contributors to RealPlume core @Katniss218, @Scialytic FX (particles and sound) contributors to RealPlume core @Nertea, @JadeOfMaar, @Beale Additonal credits: Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob (from the old thread, apologies if I missed anyone). Special thanks to @blowfish for encouraging me to take this on and helping me get set up. UPDATES RealPlume RealPlume has been updated with 17 new prefabs built using new particle FX from @Nertea (orginally from near future launch vehicles, cryoengines & reStock) and @JadeOfMaar (originally from PlumeParty). Huge thanks to both of them for allowing me to upstream them into RealPlume and for providing a few customised effects for my needs. I hope you agree they look nice, some of them are also more particle efficient than many current prefabs for instance some of the new Kerolox plumes. These are all added as new prefabs, it doesnt replace anything so new configs are needed to apply them. Please note that most of these have new adjustment parameters, please follow the link in first post to the wiki to obtain sample configs. I am looking into new NTR plumes built using new Kerbal Atomics FX in the future. List of newly added plumes: https://github.com/KSP-RO/RealPlume/issues/47 RealPlume-Stock What many of you have been waiting for, official support for ReStock! ReStock engines are configured mostly with the new plumes mentioned above. They are seperate from the normal stock engines and the plume type matches the fuel type of the IRL engine they are inspired by so the configs are very different to regular stock. There are also a number of other updates, please see the changelog above.
  8. Some more MOL and Gemini Ferry stuff. Although I need to deorbit these and send up MOL 2 with the new stuff added yesterday! Was using the low profile Agena port here which IRL wouldnt have been able to transfer resources or crew. Guess they had to resupply via EVA
  9. These are some custom edits I did in Photoshop/Lightroom although once the issues with KS3P v6 are sorted out I plan to create a series of KS3P configs in with various colour profiles similar to these. Should be even easier once the curves functionality is implemented. The built in KS3P film grain will always be too harsh compared to these though. edit: I am using KS3P in these pics though, its just the colour corrections and film grain are done on top of it. https://www.dropbox.com/s/iyqo4qhygzwb9f1/Config6.cfg?dl=0 This config is derived from the one Orbital Phoenix posted in his screenshot thread but has been tuned for Jrodriguez's KS3P DX11 fork which Im using while KS3P v6 is being fixed. https://github.com/jrodrigv/KS3P/releases
  10. Finally got a chance to get back to KSP and try out the new MOL stuff. And we're starting with... A mockup made mostly from procedural parts launched on Titan III-C Gotta do this properly. What I anticipate to be the first of many MOL iterations as Cobalt continues to work on new parts. Launched on Titan III-M of course.
  11. Yes the folder you need to get rid of is "Configs" inside of PlumeParty. Thats what I was trying to say with PlumeParty/Configs
  12. Ok couple of things. 1) Benjees Shuttle, ReDirect, reStock and PlumeParty. PlumeParty is not like real plume, the main component of PlumeParty is quite simple, it contains a set of particle FX models and textures for modders to use to make "stock" plumes. PlumeParty is a hard dependency for Benjees mods because his engines use PlumeParty FX in the main part CFG for standard plumes (non real plumes). The version of plume party included with reDirect also has some configs that apply these plumes to the stock engines. They are not compatible with restock as restock changes a few things around with respect to the plume transforms and such. HOWEVER, the patches have a :NEEDS[!Restock] in them. In other words, they will NOT interfere with stock engines if ReStock is detected. "Mutually exclusive" in the sense that PlumeParty is not meant to apply to ReStock engines but there is no conflict. Nothing should break. Put very simply there should not be a problem having ReStock, PlumeParty, reDirect and SOCK all installed together. 2) Everything above is irrelevant when using RealPlume as RealPlume overwrites all of that with its own expanding smokescreen plumes. The problem with RealPlume and ReStock is due to the fact that the differences in plume transforms need to be accounted for in the real plume stock configs. Unfortunately the maintainer of real plume stock configs has been away for a while. However, Vladimir-CSP has made a fix that accounts for these which you can get here. https://github.com/Vladimir-csp/RealPlume-StockConfigs Just install real plume, smokescreen, and get stock configs from that link. Most things should look OK then. 3) I am working on a long term solution for ReStock and RealPlume in coordination with someone who has access to the Realism Overhaul repository (where realPlume stock configs is) but thats still a work in progress and a little while away. Vladimirs fix makes adjustments to existing real plumes so they look right but I am working on bringing All New plumes using all new FX for restock. All of these changes will be done on the RealPlume/RealPlume-StockConfigs side. ps. 4) the warning about plume scaling in PlumeParty applies to all effects using the stock plume system. Not something you as an end user need to worry about unless you are yourself making configs for parts with lots of nozzles. I think @DeltaDizzy has answered some of this already but I hope this post summarises things and puts your mind at ease
  13. Deleting Plume Party entirely would break the plumes for the reDirect/SOCK engines as they use Plume Party FX in the main part CFG. If you didn't want to use Plume Party for the stock engines you can just delete PlumeParty/Configs. Note that reDirect/SOCK engines will still have PlumeParty FX. The only way around that would be for you to personally patch them with standard stock plumes. ( I think Plume party is way better than stock plumes but hey everyone is entitled to their opinion)
  14. Why restrict yourself? I always play with a mix of historically accurate rockets, historically proposed but never built rockets, and of course, my own personal abominations Anyway on the more historical side, continuing my "archival images" series with Titan III-A and Titan III-C. All 3 images 100% historically accurate including the rare X20 Dynasoar launch (colourised)
  15. Also messing around with the new Fatlas parts. A somewhat purist SLV3-X Vega. The original proposals called for Centaur D but it can handle D1 and even Centaur II just fine But for serious lifting power added 4 algols with a 4 ring extension tank . Delivered a fully fueled Centaur D1 into a 90x90km orbit with a 2 ton payload (JNSQ). The payload incidentally was a four legged Surveyor MK II built using Gemini lander legs
  16. I believe there is a mod for it! I havent tried it myself yet but plan to for the next shuttle mission.
  17. Hi @Beale by overpowered were you referring to the ISP? It should be easy enough to set up a MM patch so that the ISP is is in the kerolox range when LH2 is not being used. Same for the tank dry masses too. Cryoengines also does this if people use the patch that forces them to use LFO (why would you!). It will nerf the ISP to kerolox equivalents.
  18. Nice! I'll be following this. I tend to play with a story in my head too but am too lazy to write it down
  19. It works just fine in 1.7.3. The B9 errors are not game breaking (they've been there for some time before B9 started reporting it). All of the parts with the errors are being completely replaced anyway in the next update.
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