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KSP2 Release Notes
Everything posted by Nhawks17
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Nhawks17 replied to Zorg's topic in KSP1 Mod Releases
Congrats to everyone involved in the revival of this wonderful mod! I look forward to watching the continued development of this. The updated and additional plumes look amazing. Hope everyone continues to enjoy this wonderful mod -
I'll just be releasing the pull requests we receive on Github with updated dependencies
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v1.3.1 Better Late than Never Update - Updated Module Manager to v3.1.3 - Updated Making History configs - Updated Sounding Rockets config - Updated .version file Download Here
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Happy New Year!!!! v1.3.0 Update - Updated Module Manager to v3.1.1 - Updated Squad configs - Updated Making History configs - Updated Ven's Stock Revamp configs - Re-added .version file Download Here
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Looks like, from the screenshots, they already have configs in place for real plume RPS already has configs for Ven's (I think ) so this shouldn't be a problem
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The things being changed are the lines beginning with the @ symbol. The only value you should have to worry about is the [vol *= X] line where you can adjust the multiplier accordingly. I believe it takes the volume based on the plume config adjusted by the specific engine plume size and multiples it by X. I'm not 100% on that however as it's been a while since I looked at that stuff. By the way regarding your load times. It may be easier for you to use a separate install that only has the mods you are working on to play with the values. It makes testing a lot easier.
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For your first issue try adding the following code to your config and adjusting the volume parameters until it meets what you desire. @PART[partName]:HAS[@PLUME[Cryogenic-UpperLower-375]]:FOR[zzRealPlume] { @EFFECTS { @Cryogenic-UpperLower-375 { @AUDIO { vol = #$volume,1[1, ]$ @vol *= 10 @volume,1 = #1.0 $vol$ !vol = DEL } } } } Make sure you add this separate from the plume section of the config. For your second issue, try looking in the engine config and looking for different engineID names for the separate modes on the engine and follow a config structure similar to something like the multi-mode engines for the SpaceY mod. (see below). @PART[SYengine5mM9]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY M9 "Heavy-Moa" Engine Cluster { PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,1 plumePosition = 0,0,1.3 flareScale = 0.75 plumeScale = 0.45 energy = 1.2 speed = 1 } PLUME { name = Kerolox-Upper transformName = centerTransform localRotation = 0,0,0 flarePosition = 0,0,1 plumePosition = 0,0,1.2 flareScale = 0.8 plumeScale = 0.5 energy = 1.2 speed = 1.2 } @MODULE[ModuleEngines*]:HAS[#engineID[AllEngines]] { !runningEffectName = DELETE %powerEffectName = Kerolox-Lower } @MODULE[ModuleEngines*]:HAS[#engineID[CenterOnly]] { !runningEffectName = DELETE %powerEffectName = Kerolox-Upper } } Notice how the @MODULE[ModuleEngines*] nodes have the :HAS condition based off of the engineID that is activated for the mode. Let me know if any of this helps. Yes
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You can see what all the plumes look like on this page. There is some variations to the colors and looks but they are mainly there to match a real world counterpart.
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I'm going to go ahead and release the update with @quantumpion's configs included. If you do not want me including the configs I will remove the download and find alternative configs. RealPlume-Stock v1.2.0 - Updated Module Manager to v3.0.6 - Updated SmokeScreen to v2.8.0.0 - Added engine configs - Fixed configs missing various syntax Download Here On another note. It is with great sadness that I have decided to step away from KSP and any future updates for RealPlume-Stock. Life is unfortunately a constant roller coaster for me and I have little time to play KSP let alone keep a mod updated. I will continue to provide support here on this thread for any issues that people may encounter with the mod until a new author can take over. I'm sure everyone here knows this already but the KSP community is seriously one of the greatest and most supportive modding communities out there and the experience I have had here has never ceased to amaze me. I thank you all for the love and support you have shown RealPlume-Stock and I will be sure that whoever takes over the mod after myself will show it the same love that I have shown it after all these years. I won't completely step away from the forums and you'll continue to find me roaming around here but, I will no longer be apart of creating mods. Thank you all again so much, it has been an absolute pleasure. Keep building and flying the craziest rockets that you possibly can, and in the words of one of the greats, Fly Safe.
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Well from my quick testing, they work flawlessly Update is ready to go, waiting on @quantumpion to give me permission to include his configs in the download and I will have it available to download
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@quantumpion Do I have your permission to add these configs to the base RPS mod in the next update?
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Interesting. Maybe post this in the SmokeScreen thread too and see if sarbian knows whats up. May be an issue with the new scaling feature in SmokeScreen How did you try to add slag to the plume? The actual Hydrogen-NTR plume config isn't configured with a slag parameter. Also do you have pics? I'd love to see it in action.
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From your log it looks like an issue with TweakScale, post this on the thread there and see if they know what's going on.
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You are missing the Hypergolic-Lower plume information for the non-airbreathing engine mode. Is the toolbar editor not showing up at all? What is it not doing that makes you think it isn't working? Thanks, will look into it.
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To get the ice effects you're talking about. CoolRockets does something similar. I'm not sure if it's working with 1.3.x but it is up to date with KSP 1.1 so you might want to give it a try. Regarding the smoke trails. A decision was made a bit back by Felger (the original author) to remove smoke particles from LFO plumes to match their real life counterparts who don't really give off smoke trails like the ones you are wanting. The second picture you posted above looks like a launch of the space shuttle where the massive smoke plumes originate from the side SRBs of the shuttle. RealPlume does this for SRB plumes. To increase the time the smoke stays you can try raising the particle count in the Smokescreen.cfg file or with the in-game Smokescreen settings menu which should make the particles stay longer but with a heavy performance impact.