-
Posts
2,342 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zorg
-
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Yes that would work for a global energy setting. (which will multiply the energy curve) -
Since by default those engines are running LFO giving them high Isp makes them overpowered compared to the real thing (even when taking into account KSP conversion). Keeping in mind the real launchers would use LH2 in those stages and LFO is much much denser so you're packing more Dv into the same volume. Nerfing the Isp hard makes them behave more reasonably while running LFO and using the optional LH2 configs will bring it even closer to accuracy in a system like JNSQ. But like Well said balancing real world cryogenic stages using LFO only is very difficult if you care about accuracy to a reasonable degree.
-
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
You could post your ModuleManager.log + MMPatch.log (KerbalSpaceProgram/Logs) and modulemanager.configcache (KerbalSpaceProgram/GameData) -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
I contributed configs for all Tantares engines which were included in the last update and they seem to work fine for me. Please make sure both tantares and engine ignitor are up to date. The config file has support for the new Soyuz engines but the existing configs for the old ones have been kept in as well. -
If you have existing saved craft using old titan parts they will have "rusty" textures. The new Titans are added as completely new parts which you will find in the parts list. Essentially you need to rebuild your craft with the fresh parts and remove the old parts. You should also retire any craft in flight using old titan parts. The old parts will be removed entirely at some point in a future update.
-
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
with a handful exceptions most plumes will respond to emissionMult in the PLUME node. If you really really want to edit emission mult on the plumes that dont, you can do the same as what you did for sizeClamp but like @emissionMult = Again even putting aside performance concerns, I generally dont recommend bumping emission up too high. If you do push ahead, its a good idea to test in night and daylight conditions as well as in an engine cluster. KSP particles are additive, so the light form surrounding plumes and the environment are added together. Once of my goals (ongoing) is to try to reduce the big whiteout blob that happens for many plumes when clustered during expansion. You can always see what parameters a plume effect node supports by looking inside the prefabs inside 000_Generic_Plumes. -
Yay! Looking forward to trying out the new Hermes IVA.
-
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
UPDATE RealPlume v13.0.1 and RealPlume-Stock v2.0.1 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 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 v2.0.1 Updates - Update .version file - Update bundled RealPlume to v13.0.1 Fixes - set plumes using cryogenic_upperBlue_CE to default emission mult RealPlume v13.0.1 Fixes - path fixes for Kerolox_lowerNk33 - change some start up sounds - add emissionMult to cryogenic_upperBlue_ce - add missing alphaMult and saturationMult to cryoengines derived plumes where relevant - tweak shock cones on cryogenic_lowerRed_ce - change running sounds for methalox plumes - correct float curve errors DOWNLOAD [Github] -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Hmm I've decided some of the new added plumes are best served by not adding an emissionMult. However I will make sure all relevant effects have an alphaMult that can be picked up in the PLUME node. If the value is not specified in PLUME it will default to 1. historically emission was the only way to control intensity. Higher emission values however came at the expense of performance and lower values can make the plume look odd as not enough particles are emitted to make the intended effect. alphaMult lets you control the transparency of the plume without affecting the number of particles. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
So alphaMult looks like its appearing for you though? Do note that the core effect does not pick up the alphaMult parameter, this was deliberate. The idea being giving the option to let players control the intensity of the actual plume but keep the engine glow consistent. Looks like I forgot to add emissionMult. Will add that in for todays update. Now that we have alphaMult though, its probably more useful to control the intensity of the plume using that instead. speed and energy are indeed not supported on that particular plume. I'll look at adding it. But that was something I originally created as a bespoke plume for CryoEngines, distributed within CE itself. This is a port of it. Will have to check and see if it responds well to speed and energy but IMO especially for a vacuum plume you dont want to mess around with that too much as it can change the intended shape quite a bit. Apologies for the inconsistency in this stuff but a lot of what I added since I took over were designed as bespoke plumes to be carried within the mod itself such as BDB and CryoEngines. So they didnt necessarily all follow the existing realplume conventions. I've been trying to normalise this. Most of your MM syntax for your patches look correct, however there is a big issue. when editing individual keys you need to use an @ or % . just writing sizeClamp would insert a second sizeClamp. (maybe its somewhere at the bottom) @ modifies existing key and % modifies a key if it exists or creates it if it doesnt. iirc smokescreen does not like it when two alphaMult keys are specificied outside of a curve. Just add a % before those You may also find Hydrolox_UpperBlue, based on plume party effects originally used for BDB rather than CryoEngines, a bit easier to work with. I'll try and get around to documenting all this a bit better but just too busy right now! -
That was an oversight yes! Already fixed for the next patch release. However, the current bdb CKAN file doesnt actually look at the version file, its pulling the compatibility data directly from the spacedock API. Spacedock as far as I can tell can only specify one version of KSP as compatible with a given update but we will speak to the ckan people and resolve it.
-
Keeping an eye on this!
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Zorg replied to Paul Kingtiger's topic in KSP1 Mod Releases
For peeps who have been having trouble with the probe core, this module manager patch should fix it until the next release @PART[USDoubleProbeCore]:AFTER[UniversalStorage2] { %vesselType = Probe } Just save this into a text file with the extension .cfg (example, US2ProbeFix.cfg ) and put it anywhere inside your gamedata folder.- 1,555 replies
-
- 6
-
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
I can absolutely assure you that for the group of players who are obsessed with having the best possible visuals, KS3P is indispensable. Of course real life matters more and your absence is totally understandable. Just know that we greatly appreciate the effort you've put into developing KS3P over time. I couldn't imagine playing KSP without it anymore.
- 1,022 replies
-
- 2
-
-
- beautify
- visualoverhaul
-
(and 1 more)
Tagged with:
-
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
The question really is if Smokescreen 2.8.5 or newer is compatible. Smokescreen 2.8.6 is the last version of Smokescreen compatible with pre KSP 1.8 versions. Not that I tested extensively, just a quick look to see if plumes appear. But from what I can tell RealPlume 13.0.0 is fine on KSP 1.4.5 and KSP 1.6.1 if you use Smokescreen 2.8.6 (and of course a version of Module Manager compatible with that KSP version). -
This looks like a problem with the tree toppler mod. Looking at the repo for it, looks like it uses a plugin of some sort to unlock the tree and B9PS probably does not pick up on whatever its doing. If you must unlock the tree I suggest using Alt+F12 to cheat yourself a bunch of science and actually unlock the nodes which I can confirm works just fine.
-
Oh yes I have a patch for the Ariane engines like that. I ought to make a pull request to Modular Launch Pads, kept forgetting.