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Zorg

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Everything posted by Zorg

  1. Since a couple of different people have asked about this I've dropped a patch to remove this into BDB extras which will be available from the next patch update. https://github.com/CobaltWolf/Bluedog-Design-Bureau/commit/a5721d08da835e84233e66b8045df616c8ddd79e
  2. The issue has been narrowed down to a conflict with missing history realplume patches. Now that I finally know this should be an easy fix as well. Coming soon.
  3. The last release fixed some issues with RS 1.0 plume patches but you're right that Missing History has some incompatibilities which I've just discovered. I will push another patch that will resolve this conflict. EDIT: and v3.0.1 of RealPlume-Stock just released should fix that.
  4. Ok I think I know whats happened here. I didnt make specific restock configs for the SRBs since the stock ones should work but a special patch is still needed to delete the restock smoke. Will include it an upcoming patch update. Looking at the second set of pictures I think this is different to what I initially thought. It looks like the flare effects arent being scaled correctly and yet it works for me and I checked the github and spacedock downloads and installed them too. Could you please send me your ModuleManager.ConfigCache amd ModuleManager.log? Wondering if anyone anyone else is getting this problem with oversized engine bell flare effects?
  5. This probably belongs more in the BDB thread as those plumes are custom configs for BDB. Anyway not a big deal but you should probably change it so that the BDB_LR87_HypergolicLower_Complex should reference the geminiWhoop sound effect in the BDB library rather that a stock sound effect for the engage sound. The LR87 LH2 engines and the LR87 single vac and the Titan I LR870Aj3 although they use different plumes should have a part specific patch to give them this engage sound effect as well.
  6. Those all look like issues that would be caused by using ReStock 1.0 with a version of RealPlume-Stock older than 3.0.0. I've just checked with the exact same setup as above (KSP 1.8.1, ReStock 1.0, RealPlume 13.1.0, RealPlume v3.0.0 and MM 4.1.1) and it looks fine. Please double check your install and make sure that RP and RP stock were actually updated properly. Can I also ask where you downloaded from? I checked the zips I uploaded just in case I uploaded a bad zip and they look fine to me as well.
  7. The big thing for this update is 3 new kerolox plumes, 1 vac and 2 sea level. I will be using these 3 for all kerolox configs going forward and I hope anyone else using RP will do the same for configs being made outside of RealPlume stock. It annoys me greatly that I didnt manage to make something like this earlier but this is IMO better than the kerolox plumes I added in v 12.0.0 All the old kerolox plumes (both legacy and the ones I added in 12.0.0) have been moved to a deprecated folder as mentioned above. But this is just for clarity. It doesnt affect the patches and I have no intention of deleting them. The key features of these 3 new plumes are: 1. they are much more transparent when they start expanding so they look better when clustered. Still, because KSPs particle system is additive, there will come a point where it will all turn into a bright blob if you use a lot of engines on a stage but this is more manageable than before. 2. They turn reddish orange when expansion begins just like a real kerolox plume 3. They turn blueish purple in the upper reaches of the atmosphere again like a real kerolox plume. Here is a little test video I made (I originally designed these for BDB as seen on this Thor LR79 but I am up-streaming them into realplume ) Note that the steep trajectory means the transitions are happening quicker than they would in a normal ascent. Anyway hopefully this is the final say on kerolox plumes in RealPlume for now. Further changes if any should just be small tweaks to these. \
  8. UPDATE RealPlume v13.1.0 and RealPlume-Stock v3.0.0 have been tested and found working in KSP 1.7.3, 1.6.1 and 1.4.5 However Smokescreen (v2.8.7) and Module Manager (4.1.0) ONLY WORKS with KSP 1.8.0 and newer. The github download link has two zips, one with 1.8 dependencies, and one with backwards compatible dependencies. Spacedock only has 1.8 dependencies so if you download from there, please download Smokescreen 2.8.6 and Module Manager 4.0.3 separately. CKAN installations should be fine, CKAN should automatically install the correct versions of the dependencies for your KSP version RealPlume-Stock v3.0.0 New Support for new ReStock Making Engines and new ReStock+ engines Updates Update .version file Update bundled RealPlume to v13.1.0 Revamp ReStock kerolox plumes with new ones added in RealPlume v13.1.0 Revamp Tantares LV kerolox plumes with new ones added in RealPlume v13.1.0 New plume for ReStock Rhino Fixes Update ReStock patches to handle new MM patch order in ReStock ReStock NERV plume tweak RealPlume v13.1.0 Move obsolete plumes to deprecated folder (has no impact on patches, they are not being removed, this is just to make it more obvious what is current for anyone who checks the generic plumes folder). Upload new FX 2 new kerolox sea level plumes to supersede all previous ones. 1 new kerolox vacuum plume to supersede all previous ones. DOWNLOAD [ Github]
  9. Technically the plumes that are appearing arent even RealPlumes. They are restocks own custom fx which replaces the stock fx. Some may look familiar since some restock particle models are now part of realplume.
  10. IVA's take a fair amount of effort to make for something with very little gameplay purpose. As such CobaltWolf has never had the time or inclination to make IVAs given the huge amount of parts he's always had on his plate either for making or revamping. The IVA's that BDB has are either borrowed from other mods (in a couple of cases), made for him by other people (mostly by those who dont seem to be around anymore) or make use of stock IVAs for parts that match reasonably close with crewed stock parts (eg some of the new station modules). As mentioned above, the 1.875m "rumble seat" extension re-uses the Big G IVA. If this IVA causes more trouble than its worth, all we can do is remove it for a blank placeholder. Although If anyone is reading this and would like to volunteer to make proper IVAs, of course your efforts would be greatly appreciated (I wouldn't hold my breath, the call for help has gone unanswered for a long time.)
  11. Just a little heads up for ReStock and RealPlume users, a change in the way ReStock handles its MM patches means that there might be some issues with non realplume fx playing even when the engine is running. The fix to adapt RealPlume-stock is quite simple and will be coming hopefully tomorrow with support for newly added parts.
  12. It is indeed the correct place. I know whats going on here, its caused by a change in the way ReStock handles its module manager patches. The fix for RealPlume to adapt is simple and coming tomorrow along with support for newly added parts.
  13. Just a little preview of custom engine lights configs for NFP and NFLV
  14. The most recent version of BDB is v1.6.1. It is compatible with KSP 1.7.3 and KSP 1.8.x However you need to make sure the dependencies such as B9PartSwitch and Module Manager are for your version of KSP If you download from here you will find two downloads, one with included dependencies for 1.7.3 and one for 1.8.0 onwards https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases If you download from spacedock, the bundled dependencies will be for 1.8.0
  15. Do you have a reference for this Pappystein? I've only seen the Ed Kyle card which has the LR89 boosters and a single H1 sustainer. Curious about any growth proposals.
  16. Very exciting stuff! More advanced GUI tools such as trackballs (and curves too maybe?) sound amazing!
  17. It sounds like the craft files you downloaded are very old. The current release added lots of new parts but no Gemini or Atlas parts were removed. New official craft files are coming soon and there is a very detailed build guide on the wiki here too: https://github.com/friznit/Unofficial-BDB-Wiki/wiki
  18. The boiloff module and the menu option looks functional to me, even in KSP 1.8.0. I would check for any mod conflicts. The F1 engines are configured to be deliberately quite loud, because well they are F1 engines . Launching a Saturn V should feel quite eventful.
  19. which plume is this? You can find some info on each parameter on the smokescreen page. Its pretty good! xyForce could just be set to 0 instead of a curve I guess. Basically to stop horizontal velocity. The density curves set the parameter relative to atmo density. Basically you want no expansion from 1.0 to 0.7, then very slight from 0.7 to 0.52, should be noticeable at 0.19 and plume should be at max expansion between 0.07 and 0.045. Then shrinks to vacuum shape around 0.02-0.0 zForce is not something I use a lot anymore, most appearances in my plumes are from early development where I copied existing realplume configs and modified them. not 100% sure about its significane but it grows the vertical. Tiny changes can be quite significant. Its probably better to just use speed instead. linGrow and logGrow are very important. LinGrow is linear growth. If you had no other growth effects and applied linGrow it would expand in a cone shape. logGrow is logarithmic growth. It forms a parabolic shape. ie It grows outwards quite fast and then slows down. This is what you would expect for a normal plume shape. You have to use both together to make a nice plume, messing around you will get a feel for it. keep in mind small negative values can also be used to pinch in an effect like the sea level look of a vacuum plume. Dont over do it or it will pinch in and then expand again after than speed is particle velocity and energy is the lifetime. these are the usual stock parameters. offset allows you to change the positition of an effect on top of the localPosition. It also allows you to move it according to an input curve like atmo or even throttle (power). if you're trying to make a plume from scratch I suggest setting it up with no parameters except global energy and speed. Then set up speed, energy and emission against power (for throttle response). Thenwork on setting up growth using linGrow and logGrow. and once you feel you're getting there can introduce a curve for randConeEmit maybe to make the plume look a bit more energetic while expanding (if needed). You can do a pretty decent job just with those. Once you have the shape you can control the intensity with emission and alphaMult curves against density. I also feel I need to use saturationMult against density a bit more. Basically make the plume not just fainter but also less colourful when expanded. Dont want to turn everything white but a little bit of a colour change might be a nice touch.
  20. My settings are quite bright as well. Generally I find a brighter look more appealing for spacecraft. But with my settings its easy to adjust the exposure by going to ColorGrading_>ToneMapping-> and changing the "Black In" value a bit higher. I keep a default on 0.03ish bit when Im somewhere too bright, I adjust up to around 0.08. I dont mind doing this from situation to situation (as a hobbyist photographer, I expect to adjust exposure lol). But if you like my profile, you can adjust black-in to a happy medium you like and save that.
  21. I've been documenting my set up here. Very WIP (but it is for JNSQ). Some people might find it a bit too bright. Am working on a more neutral profile though.
  22. Thanks . I mean I need to stop making dumb mistakes like that. (yet another bad copy paste)
  23. I really need to stop doing this Fixed on the dev branch for now https://github.com/KSP-RO/RealPlume/commit/0247feeb3563e5688ea3fa903ebcfe3343aba18c
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