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Everything posted by Nhawks17
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Nhawks17 replied to Pak's topic in KSP1 Mod Releases
Heh, the rest were, that one was just abnormaly large- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Nhawks17 replied to Pak's topic in KSP1 Mod Releases
Also I should note, RPS syntax is changing in the next update that's why the ModuleEngines portion looks different than the other configs.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Nhawks17 replied to Pak's topic in KSP1 Mod Releases
Hey @Pak, I'm working on updating RealPlume-Stock and I noticed you now have patches directly in your download now. I went over them and noticed the booster pack needs a little update. Below is an updated config for it which makes the plumes look much better than before since RPS uses a new particle system! Hope this can get in a future update! @PART[CA_boosterPack]:FOR[RealPlume]:NEEDS[SmokeScreen] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Sepmotor } PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.4 energy = 0.5 speed = 1.2 emissionMult = 1 } }- 2,351 replies
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Well Real Fuels effects the types of fuels in KSP. This is just a visual mod. Last time I checked it works but it could've changed as that's been awhile. Because no one has made configs for them.
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I wouldn't see why you wouldn't be able to. I don't know what kind of transforms firespitter engines use but as long as it's defined correctly it should™ work.
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For anyone curious to follow development of the next update you can check out the opened issue on Github here
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Okay, I'm going to be doing a mostly complete rewrite of all the configs for engines as some of the "backend" work of the stock configs portion and RealPlume has changed. If sarbian can't find a fix by the time I release the new update, hopefully the update will help. I have a computer that is similar to yours so the testing should be along the same lines.
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I will hurt you, @Galileo back to you!
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Not again @JadeOfMaar
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Oh no, @Galileo
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Ohhhhhhhh, okay okay. I totally get it now. I'm definitely going to go with the global patch because of the reason you pointed out earlier regarding any possible new engine modules. Good to know, thank you for the information!
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Hopefully so, yes. Ohhh oh oh. Okay, I didn't read that well enough. I see what you guys are saying now. So, as an example, what would be necessary is to change the config for these engines from: @PART[turboFanEngine]:FOR[RealPlume]:NEEDS[SmokeScreen] //J-X4 "Whiplash" Turbo Ramjet Engine { PLUME { name = Turbojet transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 1.8 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } } to this? @PART[turboFanEngine]:FOR[RealPlume]:NEEDS[SmokeScreen] //J-X4 "Whiplash" Turbo Ramjet Engine { PLUME { name = Turbojet transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 1.8 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name:NEEDS[!AJE] = ModuleEnginesFX %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } } If this isn't what you're saying, I'm sorry. I really only know the basics of MM syntax
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I'm sure I could create an AJE plume folder for people that have it. I don't know MM syntax very well is there something I could use that would have the AJE config overwrite the stock config if AJE is present?
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Awesome, thanks. I don't play with AJE myself so I would've never noticed I will be sure to include this in the next update.
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Okay here is an update. It isn't as much as I wanted to get done but I don't have the time to do everything right now. This update just includes some configs by DerpyFirework and the new SmokeScreen. For the next update I will be going through all of the configs and adjusting them to look decent as it seems some have been messed up with the new particle system. From my testing I am seeing no performance issues and I'm getting steady FPS. @gamerscircle I have an idea on how to fix the volume issue with the poodle but it'll have to be looked into for the next update. Sorry I couldn't get out more but life is busy. -------------------------------------------------------------------------------------------------------------- RealPlume-Stock v0.11.4 - Updated SmokeScreen to v2.7.2 - Updated Phoenix Booster configs - Updated NewTantaresLV configs - Added NewTantares configs -------------------------------------------------------------------------------------------------------------- Woo, go performance!
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If you need a how-to for installing this mod you shouldn't be playing modded KSP On another note, expect an update no later than this coming Sunday. Hopefully it'll fix some issues people have been having.
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You can go into the /RealPlume-Stock/Squad folder for the vector and jet engines and find the engines part names and delete the configs you don't want. You can also just delete the /RealPlume-Stock/CryoEngines folder to get the effects back for that mod.
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Good to know, thanks for reporting this Here's a quick update that includes the latest SmokeScreen version which hopefully fixes the phantom plumes (???????). I wasn't able to sit down and test it extensively so please tell me if this helps. If it doesn't, I'll have to sit down with it when I have a chance. -------------------------------------------------------------------------------------------------------------- RealPlume-Stock v0.11.3 - Updated SmokeScreen to v2.7.1 -------------------------------------------------------------------------------------------------------------- Phantom plumes begone!?
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Let me know if it fixes it. There have been other reports of the phantom plumes in other engines.