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KSP2 Release Notes
Everything posted by Zorg
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[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
I don't know what to tell you. At the end of the day RealPlume is a set of module manager patches and it patches the audio node of the relevant parts EFFECTS node correctly. I've double checked the configCache and I don't see any mis-configuration of the audio node. Smokescreen is not involved in that part of the realplume patches so thats not really relevant. I just opened my fresh 1.8 install. As you say, the volume is reduced when you zoom out on a bone stock install. And when realplume is installed the volume in constant regardless of zoom. However given that there is no issue with the way the node is configured, I had a thought and installed ReStock WITHOUT realplume. Restock also removes the effects node and inserts its own. However the sounds it uses are KSP built in sounds. And yet the bug returns. So I can only conclude that this isnt anything to do with RealPlume per se. Perhaps its module manager? Or more likely something about the way KSP handles sound. I dont know enough about the guts of the game to speculate further. EDIT: I've eliminated Module Manager. I unistalled MM, removed everything else. Just installed TantaresLV. The Tantares engines do not reduce in volume when zoomed out. The stock engines do on the same install. So whatever it is, its down to KSP. -
[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
Yeah it will be in the next version. Havent done the microsat mod configs yet but Im working on RealPlume today and tomorrow and so will fit that in at some point. Not too sure when the next release will be, I need to check and see if smokescreen works in 1.8. As always can check the latest on the development branches of realplume and realplume stock on github. Right now I have learned to create my own plume FX models (so far I've only used Jade's and Nertea's FX) and am redoing the methalox plumes This is the updated methalox vac plume at sea level (NFLV Raptor vac) And in vacuum The sea level plume seen here on the NFLV BE4 (the vaccum look will be identical to the vac plume) -
[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
Yeah there are some volume scaling issues with some nuclear engines. I switched the sound to the stock running sound (just so they sound a bit different) but with much lower pitch which makes the percieved sound lower too. I've made some adjustments already but will take a second look at the NERV in case i missed it. edit: Looks like I made a 50% bump in volume within the prefab itself actually. so all nuclear engines using those prefabs should be louder. -
Oh because of the post you quoted, I misunderstood, you werent using BDB at all were you? Just CryoEngines. Anyway glad its sorted out now.
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[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
Yeah RealPlume just uses pretty standard stock audio nodes just with its own sound files. -
These issues with BDB do not affect the game in a very big way. It just means some of the B9 switches with BDB parts are not working correctly. All of those parts have either been fixed or replaced entirely in the dev branch of BDB, which is also very close to a full release as per cobalt wolf. Deleting B9 part switch on the other hand WILL break BDB and most other mods that require it as a dependency and will cause serious problems. Just ignore the warning for now or use the development branch of BDB on github.
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Yes it needs to be in its own folder the way its written now. The saturn rescale doesnt have a NEEDS the way BDB_realnames does. Once again: The realnames patches has a NEEDS[BDB_RealNames] which means either a folder called BDB_RealNames needs to exist in Gamedata or another patch somewhere needs to decalare :FOR[BDB_RealNames]
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Hermes mission.
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[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi @linuxgurugamer, while testing out the patches I've been writing, I've discovered a bug. It looks like its possible for ignitions to randomly fail even when fuel is stable. The error message seems to be not enough EC even when there is a considerable excess of EC. This has been reproduced with multiple engines. The failures appear to be random. I've posted an issue with a screenshot, some more details and output log here. For the moment I am running a patch to remove EC requirements for myself but thats probably not the solution you want. https://github.com/linuxgurugamer/EngineIgnitor/issues/12 Anyways hope you can take a look when you have time. -
I think you'll find the dev branch to be worth your while (its also coming close to a release). The new Titan stuff is Cobalt Wolf's best work yet and is miles ahead of the old stuff. A little preview of new GLV with Modular Launch Pads of course
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I looks like those craft files are using new parts added to BDB development branch which is currently on github but not officially released yet. Its not that the craft files area out of date, they are ahead of date
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[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah I figured those were hold overs from inherited patches but wanted to check with you first. Will clean up during the update. -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Um another thought, what do you think about greatly increasing the range of the launch clamps for external ignitions to several meters? Right now Several tantares monolithic stages like the N1 and Proton first stages use an internal ignition because the engine is seen as too big to ignite. I am planning on including a compatibility patch for modular launch pads as well and that will certainly require a very large radius for the big pads with large flame holes. (these pads have the launch clamp module) I dont think this makes a huge gameplay difference, an external ignition is still required, and the engine will still only be lit on the ground. The only thing that this changes is the need to place clamps very close to the engine. If you're ok with this I can change the value of the ignition range for the stock clamps to something that will work with very large stages similar to the MLP pads. -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Hi I'm writing some patches to add support for Knes and ReDirect as well as update stale configs for Tantares, CryoEngines, NearFuture Spacecraft and NF Launch Vehicles. (I might have jumped the gun on a PR, I've closed that and will open a new one once everything is ready.) While doing so I noticed that some of the patches, in particular the stock ones have :FINAL in them. Do you mind if I remove the FINAL from them during this PR? From what I can tell its unnecessary and I might have a future use case where I would like the patch the ignitions of some stock engines. -
Not by default, you need to install the mod RealPlume-Stock for that (see link in signature). Tantares is supported.
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[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
As Blowfish pointed out, the big persistent trails come with solid rocket boosters. As illustrated by this incident when I forgot to check my staging. -
Oh yeah, thing is I havent been using supersampling as it seems to mess with the EVE clouds above a certain altitude threshold (last I tried). I have a 2560x1440 monitor so I get decent res without but will add that in. Good points about the rest, will incorporate more into the first post gradually.
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Some sample images with the v6.1 70s Negative v1 config [obsolete, this is old KS3P stuff]
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