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Zorg

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Everything posted by Zorg

  1. Thanks for all the fixes @clusta ! Just wondering if fixing the LUT feature is amongst the things you are looking at. I am crazy enough that I am running KS3P for bloom, tonemapping and grain with ReShade on top of it for a custom LUT
  2. Bleh it was using some BDB specific stuff copied from custom plumes I made for BDB. The errors dont show up if used together with BDB which is why I didnt see it. I've pushed a fix to the development branch if you want to grab it now. Will probably publish a bugfix release on Sunday. https://github.com/KSP-RO/RealPlume/tree/development Yes and yes. Both are supported with newly added plume types.
  3. Commercial Titan 3 And Titan 34D (in the no upper stage configuration that was launched from Vandenburg)
  4. What exactly is the problem? Is it with the existing config for Tantares N1 first stage? Are you applying it to something new? Module manager error? MM log?
  5. Heads up, due to @CobaltWolf's concern for the health of BDB users, the Titan engines all have non toxic kerolox switches now. So the AJ5 and AJ11 series engines can be switched via B9PartSwitch to run on kerolox which gives you a slight bump in Isp, a small loss in thrust and of course kerolox plumes. For this to work you need the latest B9PS , v2.11.0 or newer (came out yesterday). In addition the LR87 single sea level now has AJ3, and AJ5 B9 switchable variants. So it now unlocks with Titan I and will unlock the additional models as you move up the tech tree. Of course the AJ5 and AJ11 unlocks will give you both kerolox and hypergolic variants. So its 5 engines in one. AJ3, AJ5-K, AJ5, AJ11-K and AJ11 Works with realplume too ---------------------- ---------------------- Additionally @Jso's Procedural Fairings for BDB mini mod now lives as a patch in the BDB compatiblity folder. Anyone using the old version of it can delete it. The variants and textures are carried over.
  6. Oh I missed your post earlier. No I'm not handling Realplume-RFStockalike. I believe RealFuels uses its own engine module. RealPlume-stock patches the stock engine module. Which is why RealPlume-RF-stockalike exists. If you need help with that you need to check here. RealPlume-RFStockalike is part of that.
  7. I don’t really have the time to go through the hundreds of configs and update everything to use the new plumes. I would hope people who use those mods would make pull requests to update them if they so want. updating the wiki is on my list of things to do but I’ve prioritised the actual development for now. Plus I’ve been busy with some other stuff. When I have the time I will try to complete it. In the meantime I am always happy to point to sample configs for the newly added plumes to anyone who wants to use them. Most of them have been used in at least one config now.
  8. Lol its the thought that counts and thank you for the support, its definitely appreciated. To be fair I dont actually need to take special steps to support a new or old version of KSP. Its just a matter of making sure the dependencies Smokescreen and Module Manager, (both made by Sarbain of course) work. RealPlume basically consists of just MM patches that remove stock effects and add new ones. So long as KSP's handling of the EFFECTS node or the particle system doesnt change, RealPlume will work for new versions of KSP. For backwards compatibility, old plumes will work quite far back. New plumes which I added, some of which use smokescreen features added in smokescreen 2.8.2 and 2.8.5, might not look entirely right with older versions of the plugin. So the only limiting factor is how far back at least 2.8.5 of smokescreen works.
  9. Yes. I'm not 100% sure if smokescreen 2.8.7 and MM 4.1.0 are. Should probably check that. But RealPlume and RealPlume-stock themselves will work on KSP 1.7.x with the older versions of the plugins for sure.
  10. UPDATE RealPlume-Stock v2.0.0 and RealPlume v13.0.0 DOWNLOAD RealPlume-Stock v2.0.0 new additions Update for KSP 1.8.x Support for Fuji Support for Tantares Support for KSP 1.8 SRBs Support for SSR Microsat and launcher vehicle Updates Update .version file Update bundled RealPlume to v13.0.0 Update bundled Module Manager to v4.1.0 Update bundled smokescreen to v2.8.7 revamp NFLV plumes Redo all existing Tantares LV configs with new plumes, add missing engines Fixes Fix Knes viking SM Fix ReDirect AJ10 RealPlume v13.0.0 New Additions Update for KSP 1.8.x Kerolox NK33 plume (aimed at clusters like Tantares N1 1st stage) Hypergolic Vernier Red plume Upload new effects by me (Zorg, BY-NC-SA 4.0) New methalox lower shock plume (multi segmented plume with realistic shock diamonds) Add hypergolic lower orange shock plume (multi segmented plume with realistic shock diamonds) Hypergolic upper orange plume Hypergolic vernier orange plume Cryogenic orange vernier plume Breaking change Replace methalox upper entirely with new FX. Any configs using Methalox_Upper need to be rewritten. (already done on realplume stock side) Fixes Add decluster and emit on update to legacy hydrolox plumes Update expansion behaviour of hypergolic upper red and hypergolic upper yellow fix audio file patch in Cryogenic_upperBlue_CE boost volume for nuclear solid core plumes fix engage audio scaling for several prefabs Update cryogenic lower ablative plume
  11. Uh yeah thats a fair point. The FX needed are already there in realplume actually. the recently added CryogenicLowerAblative plume is ported over from the config I did for cryoengines RS68 using CE stock effects. A vernier was also used there. I can port that vernier effect into an independent realplume.
  12. Yay! So hyped for this release with the new Salyut parts. With regard to RealPlume now Tantares and Tantares LV both will be supported by RealPlume stock. An update is coming very shortly (by tomorrow latest) that will add configs to all Tantares and TantaresLV engines using all new plumes.
  13. The Titan pages on the wiki are actually quite comprehensive https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Prometheus-III
  14. If you have an Agena inside the fairing that would make it a Titan 33B (or 34B if using stretched 1st stage).
  15. BDB patches are now maintained within BDB's own compatibility folder. They will be in the next official release but they are available in the github development branch. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/Development Best would be to use the dev version of BDB. Its quite close to a release. If you just grab the compatiblity files and use with the current release note that the Engine igniter configs will not cover the existing Saturn and Titan engines as they have been replaced with all new parts in the dev version. The patches only target those new engines.
  16. @linuxgurugamer I've just opened the pull request. Regarding the EC bug I've included the patch to remove EC requirement as an optional extra (disabled by default) in case you arent able to get to it soon. The PR contains: This pull request adds fresh support for the following: - ReDirect - Knes - ReStock plus - Near Future Spacecraft - Near Future Launch Vehicles - Modular Launch Pads - Fuji - Making History Updates stale configs and newly added parts - Stock (revamped engines) - Tantares - TantaresLV - CryoEngines Balance and options - Increase launch clamp external ignitor range to help with combined tank and engine monolithic stages - Optional patch to get rid of external ignitors and make all internal (disabled by default). For people who like to say air start a sustainer core after boosters burn out. It probably better to patch individual engines IMO but I had the thought to add this as an option. - Optional patch to get rid of EC requirement. At time of PR there seems to be an EC related bug, provides another option to customise for players. (Disabled by default) Cleanup - remove FINAL pass from any patches that use it. - Add NEEDS to all updated configs for faster MM patching. https://github.com/linuxgurugamer/EngineIgnitor/pull/13
  17. You are using the shutdown feature arent you? I usually adjust prop load to a slight excess of what I need, try to shut down a couple of seconds before maneuver is completed and then trim velocity with payload rcs.
  18. It is dependant on realplume version to the extent that configs using newly added plumes obviously wont work without a version of realplume core that contains the plume in question. Most stock engines (without restock) therefore are quite resilient as they all still use old plumes although the stock NERV now has a new one as part of the special handling required to deal with Kerbal Atomics multi mode patching (long story, if you're curious, check the Kerbal Atomics thread). RealPlume itself is also fairly resilient to KSP version though. So long as MM is working properly and KSP hasnt made big changes to how effects are handled it will keep chugging along. Smokescreen being a plugin of course can be subject to issues but so far it seems ok on 1.8
  19. Like I said, its nothing to do with realplume itself so Im not interested in pursuing this further here. Technically it does affect realplume but in a very low impact way. A mod like tantares installed on an otherwise bone stock install has the same issue. So if you're interested in pursuing this I would go to the support forums or something. I dont use this forum outside of the addon dev and release forums so I dont even know the structure of the rest of the place
  20. I just edited my post. Please see above. Its definitely not MM. I'll be honest this seems to be the case in 1.7.3 as well. I never noticed as I rarely zoom out with my engine firing. For me personally this "bug" is a non issue. I'm not pursuing this any further.
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