-
Posts
1,503 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nhawks17
-
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Here are my screens of various ones I have done. Atomic Age Lantern Atomic Age Lightbulb MRS Hound MRS Quad Cluster MRS Quad Nuke MRS Turbojet SpaceY Kiwi SpaceY Moa -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Bwahaha, ok. I'll get them to you by the end of the day -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Aaand, Atomic Age/SpaceY configs done. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Just submitted a pull request for Modular Rocket Systems I'm going to update my SpaceY configs to add the sepmotor plume now that its fixed then I'll be working on the Atomic Age engines! -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Ohh, so will this fix my issue of the effects not working on the engines? -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
No, they aren't aligned. I don't think this can be fixed unless Squad fixes it themselves but I'm not positive. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
I just tested it again and no, none of them do actually. And oddly enough without any special config on it the nuclear engine from MRS has a jet engine smoke/sound effect coming from it so I think something broke haha -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Hey Felger, can you check the Hydrogen-NTR plume. I keep running into the plume not showing up like how the sepratron plume is doing. I've tried it on the Atomic Age engines and the MRS nuclear engine and neither are having the plume show. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
I'll get to work on those Overlocker. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
Woop! I'm going to continue working on getting more mods supported today -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Awesome! Glad you found it -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Let me test with the new version to see if its working better and I'll let you know. Edit: Oh my I need to update the SRBs xD Changing that plume did not work in their favor Edit Edit: So this is what I was talking about with the smoke being odd on the scaling. Maybe it's suppose to be this way? However, the smoke trail seems, to me, a little too large compared to the plume/flare Edit Edit Edit: <.< Just created a pull request for the updated SRB plumes so they don't look funny -
Blackrack, this is just... absolutely stunning, this latest update is beautiful. Just want to share a neat shot with everyone. I'm using AVP V2. I do have the optional atmospheric scattering that AVP provides and I think thats why Kerbin looks a little too hazy but it still looks wonderful. Brilliant work Blackrack, really. [spoiler=High Res, open to see ]
-
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Yokay, all of the SpaceY engines are done except for the sepratron(sp?) which I need to poke around. -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Wooo! That worked! I'll get the rest of the engines done for SpaceY today now Edit: Alright now another question, is there a way to configure the smoke externally in a config per engine? I'm having trouble with one of the 0.625m SRB's having a proper plume size but the smoke does not scale with it. Its using the Solid-Lower plume so I don't know if that makes a difference. Here is the config I'm trying to put on it. Everything scales right except for the smoke. -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Ah ok, awesome. I'll work on getting this implemented today! Thanks Felger -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Yep! Here is the actual engine config and here is the RealPlume config for it. -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Ahh ok awesome, thanks - - - Updated - - - Hmmm... that didn't seem to work. It basically reversed the effect so the main engine mode no longer works but the second engine mode does but incorrectly. For example, by default the M9 has 9 nozzles, the main mode is all 9 engines going and it shows all 9 plumes coming out correctly normally, the second mode is only the center engine going and is suppose to only be the center plume showing. Adding the ,* caused the main mode to show no effect and the second mode to show all 9 plumes going even though its only suppose to be the center plume -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Well looking over one of them it seems that it assigns two different EngineIDs. Two of the cluster engines have a AllEngines and a CenterOff ID and then another has a AllEngines and CenterOnly ID. The other clusters don't have a toggle. If you want to look at the configs yourself I'll post them here here and here -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Oh, I forgot to ask you Felger. The cluster engines that are in the pack for SpaceY have two modes, one mode is where all the engines are ignited and the second one is where only the center engine is ignited like the actual Falcon 9. I would've figured that it would've applied the effect to both modes but it doesn't. How would I go about making sure that the second mode gets the engine effect as well? -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Yaay I'll have the rest finished today! -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Well... I think I did stuff.... and things. Possibly successfully created a Pull Request but then again I could have totally blown it, let me know if you get the pull request Felger xD -
[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
TeeGee I think this project aims at bringing the neat effects of RealPlume to stock, not based off of their fuel type but what looks the best and what a user prefers. If you really want to have them all be one specific plume type its really easy to configure if you follow his guide straight through.