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KSP2 Release Notes
Everything posted by Nhawks17
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The old Stock Configs won't be updated any longer. DerpyFirework and myself are maintaining it now and all future updates will be posted here.
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Interesting... Did an earlier/later version of EVE fix the issue or are you still getting it.
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Engine volume needs to be lowered. That is technically separate from this as that's coming from the RealPlume side of things and not the Stock Configs side. I think some wav files would need to be edited in order to fix this but I haven't noticed it being a major issue myself.
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I mean yeah, if you want to make a temporary fix for the RSS stuff with SVE thats fine.. I can host it for you temporarily. Pingopete did say he was going to be working on it in a week, a couple of days ago, so I'd suspect it wouldn't be long before he got an updated version out. But if you want to, go ahead that's fine?
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I'm trying hard to understand you haha, you want me to host a config file for RSS?
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Well all textures that can be are in the .dds format so they're as optimized as they're going to get. However, I don't know the exact amount of extra memory it adds as it's different for every person and depends on which graphics api you are using. I plan on doing benchmarks before the release version and have that information available to people who need it but I haven't had it add more than 2GB of RAM and that's on the UR version. As to the CKAN thing, I don't know what's going on with that. I've recently found out how to write the netkan files for CKAN so I'll be able to release official support for it once this is released as it is just doing whatever is done when you use Kerbal Stuff. You don't need to download EVE separately, it's included in the download of SVE.
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Not a problem! Thanks for making such a great mod I'll look into getting the Ven's stuff updated to the 1.9.1 version
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Development of the mod has now moved over to this new thread. If you're looking for that, please go there -
This is a continuation of Felger's amazing RealPlume - Stock Configs mod. Without his amazing work, this would not be possible. Felger has handed over the upkeep of this mod to @DerpyFirework and myself (see here). RealPlume is a mod most well known among RSS users that is now been brought over for non-RSS users to enjoy! This mod adds realistic engine exhaust plume expansion to engine parts in stock KSP as well as other part mods (if supported). IMPORTANT ANNOUNCEMENT How to Install: Dependencies: These are REQUIRED in order for RealPlume-Stock to work. These files are included in the download and do not need to be installed separately. Module Manager Real Plume SmokeScreen Supported Mods: The following lists all of the mods that currently have support for these effects. The listed mods may or may not be compatible with the latest KSP version. AB Launchers Antares & Cygnus - Joint Project Atomic Age Bluedog Design Bureau Cryogenic Engines D.I.R.E.C.T Eve Optimized Engines FASA Home Grown Rockets Jool DIRECT Kerbal Atomics Kerbal Stock Launcher Overhaul KOSMOS URM KSPX KW Rocketry Redux Missing History Moar Mk1 Modular Rocket Systems Near Future Technologies Porkjet's Part Overhaul Planetary Base Inc. Procedural Parts Real Scale Boosters RLA Stockalike SDHI Service Module System Space Launch System Space Station Parts Pack SpaceY Expanded SpaceY Heavy-Lifters Squad Squad - Making History SXT Continued Taerobee Tantares Tantares LV Taurus HCV Tundra Exploration - SpaceX Stoackalike Umbra Space Industries Ven's Stock Revamp VX Series II Engine Pack Download Here SpaceDock Mirror Licensed under CC-BY-NC-SA Known Issues: Thrust limiting on engines get reset upon install. BEWARE IN THE KSP TUTORIALS Switching to a vessel with an engine as a root part will cause the plume to not show. Smoke effects looks strange, will fix eventually. Contributing: Since we don't support all the mods that add engines, we're always looking for contributors to help attach plumes to engines. The process itself is very easy. Start out with a regular RealPlume install, with Blizzy's Toolbar installed as well. Make a .cfg file for your engine with this text in it: Performance: If you are suffering from a FPS drop, set the particle limit (bundled with a default value of: 5000) in the SmokeScreen settings to a lower number. You will need to use the toolbar mod to access this or change it in the configuration file after running the game with SmokeScreen once. Compatibility: This is fully cross-compatible with HotRockets, however RealPlume will overwrite HotRockets plumes where both configure the same engine. Because of the way ModuleManager works, any other mods that add effects to engines will either be overwritten, or potentially overwrite RealPlume configs depending on where they fall in alphabetical order relative to RealPlume. Changelog: v1.3.1: Updated Module Manager to v3.1.3 Updated Making History configs Updated Sounding Rockets config Updated .version file v1.3.0: Updated Module Manager to v3.1.1 Updated Squad configs Updated Making History configs Updated Ven's Stock Revamp configs Re-added .version file 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 v1.1.0: TweakScale support added Updated Module Manager to v3.0.1 Updated SmokeScreen to v2.7.6.1 Added engine configs All dependencies are included with their own license and are separate from the development of RealPlume-Stock Older changes can be found here RealPlume-Stock Contributors: Felger - Made the mod, we wouldn't be here without him <3 Sarbian - For giving us the gift of scaling our engine plumes DerpyFirework - Co-Maintainer alongside myself DaZeInBok - Thread header Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Svm420, randazzo, nanuschao, amo28, NoMrBond, jsolson, politas, Andrew2448, OhioBob
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Oh I know you will be Yeah, I've seen in other packs that aurora's always stay colored in-texture. Do you mean 255,255,255,255 though? Its on the 0-255 scale now, not 0-1 like it used to be.
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With the 1.2.0 version depending on the development of RVE (the work pingopete is doing for RSS which this mod is based on) it won't be difficult for me to push out that version because as soon as it's made available there in the RSS colors, I'll be able to do simple file name changes and have it work immediately (it'd be like a max of 10 minutes at most when I have the textures available from him). Now, if for whatever reason the development of RVE takes longer than I'm expecting (pingopete is coming back to work on it in a week though so I don't see why it would) I'd probably go ahead and overhaul the textures thus changing the roadmap.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
The only thing with SVE is that the colors are designed for the stock bodies, not our solar system so things would be off and wouldn't work 100% with RSS... That's the reason I ported RVE over to stock as not everything corresponds exactly between our solar system and the Kerbol solar system. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Ok, I'll get in touch with DerpyFirework about the thread. And as of now we only have Read access to the repo, we'd need Write access to be able to merge and draft new releases I believe, I've tried doing a merge but I don't have the option to do so. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
If you use this version of EVE the old config works... He changed the format of configuration files in version 1-05-4 so using an older version works. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Nhawks17 replied to rbray89's topic in KSP1 Mod Releases
I'd suggest doing it on a clean install and seeing if the problem persists. Looks like you have a couple of additional mods which might be causing an issue when EVE is installed. But it could also be EVE, never know. -
Yay! Glad it helped!! I honestly can't wait to play with your mod after 1.1 (hopefully you'll update it for that :P) Really looking forward to having my 2x scaled solar system back.
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Fog you'd have to know how to create a new cloud layer and edit the variables accordingly. The thickness of the clouds, like I said, if you read the past posts between me and Sigma88 show what you need to change for that.
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Rain, no. Fog, kinda but you'd have to make the configs for them. Thick clouds, yes, if you read up a few posts you'll see me and Sigma88 talking about something similar and messing with those values can give you thick clouds.
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Interesting... I know that whenever the second value was changed on my end the frames would drop because of the increased cloud height and it needing to render that, but it never crashed.
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wat.... ALL THIS TIME AND I DIDN'T KNOW THIS WHO AM I
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Yes! That's what I was trying to get across Glad to be of help
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It's been so long since I've messed with those... If I'm remembering correctly 4000 sets the... I guess spread.... of the volumetric clouds... so how often there is a new cloud rendered inside of the given 2D cloud texture. So a lower number in a given space would render 2 different volumetric clouds but a higher number in the same given space would render 20 different volumetric clouds (this is exaggerated obviously). I don't know how to really describe it in writing very well haha. If that doesn't make sense to you I can grab you a screenshot of the difference later on in the day. Just let me know