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Nertea

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Everything posted by Nertea

  1. Turned out it was a completely different issue. FFT 1.1.2 Updated Waterfall to 0.6.1 Updated SystemHeat to 0.3.10 More Waterfall fixes
  2. I can't reproduce this, can you detail it? Logs, specific events, repro steps. SystemHeat 0.3.10 Improvements to Russian localization form r4nd0m Potential fix for stack of exceptions when radiators broke sometimes Tweaked radiator thermal emission values to look less obnoxious in everyday operation @barfing_skull I can't reproduce your issue but this *might* fix it, please let me know
  3. Waterfall 0.6.1 Fixed light editor in UI overwriting light settings with last light's settings Minor performance improvements Fixed throttle being considered 'on' always with engines that have a minThrust specified Added new ramp up and ramp down optional config flags for throttle controllers New template updates from Zorg Another alcolox template, alcolox-lower-2 (more accurate to Mercury redstone). Revised alcolox-lower-1 (looked too nice to delete so its another alternative). Revamped hydyne plume Added hydrazine monoprop plume (only for v small engines, dervied from RCS plume). Added Kerosene+Nitric acid, lower and upper (R12, kosmos 2I type). Removed click when looping NFT engine sound loops. Added thalox sustainer template Slight tweaks to RCS template. (existing templates should be fine).
  4. Is edit2 the final (e.g. all those problems are fine in the release version)? I specifically asked him to post his complaints here so we could look at investigating them. Definitely a limitation. I would contest that particle systems do this better. If you're trying to create discrete effect boundaries with them, the problem is the same, have witnessed this a lot when working with particles myself. Also occurs with particles . For RCS in particular the feedback of this versus RP has been great. I have some improvement to mesh clipping that should come in 0.7 or later though. We are actively working to improve the interaction of the plume with the bell from the back with what I think is some success. That being said, I can provide screenshots of times when particle plumes exhibit "don't look here" syndrome too. I actually know what you're talking about and well, that's a feature I find attractive. we can generate these sharp-edged things that are quite common in a lot of sea-level plumes and we can do it at a very low performance threshold. Fundamentally I hoped we could get some useful feedback when I asked, but this feels... nitpicky. I can fire up an install with some particle-based solution and demonstrate a bunch of edge cases that are handled very poorly by particles and very well by this mod. Waterfall is not perfect and it's still quite in development with new features added every couple of days. I built this mod to do things specifically difficult to do well with particles, and I'm very happy with how they turned out: Sea level shock cones High energy plumes in vacuum Very long plumes Large part count ships where the game engine chugs and spits out particles in chunks Particles do other things very well. The more 'flamey' an effect is, the harder it is to do well here, and the more continuous an effect is, the easier it is to do here. You should know that I have built quite a few very nice effects using particles for my various mods and I know some of them have been assimilated as seed effects into RealPlume. I do know what I'm doing when making this trade.
  5. Hmm I thought I'd got all those but nah so I'll look at it as soon as I can.
  6. The editor is always disabled by default, you need to enable it. This setting in the config file does get overwritten of if you install a new version. engineID now needs to be in the throttle controller block, not the main module as per the changelog.
  7. This may not come as a surprise but I fundamentally disagree! Rocket engines don't eject discrete billboarded meshes that only look good from certain angles and positions. Assuredly, we live in a world which in which many opinions are valid and there may be more than one answer to a problem. However that is no call to go around being uh, distinctly impolite about people's hard work. If you seriously want to have a productive discussion, you can go to the Waterfall thread and post your complaints and damnning screenshots there. Then we can work to address the issues, instead of complaining in people's threads.
  8. No need for anyone to get agitated. I don't personally control RealPlume so in a sense it's a valid question. I'm sure learning to write/configure RealPlume configs would be useful to you though.
  9. Thats a pretty big number, I don't intend to make bigger tanks for a while yet.
  10. This is a really interesting strategy to get things from the author of both mods! We'll have to see if it pays off!
  11. Kerbal Atomics needs an update to solve this. Animation starting point is already randomized but might not be enough. I will keep looking into this for the next minor version update (.7.0) For the blending, no, convince squad to switch KSP to a better color space.
  12. Just keep in mind this is just assessment of interest. I'm not using this to definitively say what I'm doing next. Yeah science stuff is popular. Probably not doing rovers though, don't have interest in making the one people are specifically interested in. 'more' reactors is probably filling out this thing I posted like.. years ago. It's really more about cleaning up which reactors belong where in terms of their real output and provided some better options at the low end for non-EP uses. Also better models. The problem with KA is that some crazy people made two really nice NTRs that are in BDB and the old models definitely don't match up against that. So I get jealous. The science stuff would likely be a collab with dmagic as I did with the SCANSat parts, yes. I do have a fairly good technical solution for the smoke stuff but yeah. It'll be some work.
  13. Yes, that is correct. This is so you can have the old EL stuff as we move to supporting all those other mods with WF. Works fine for a lot of people, you should check your install to make sure it has all the mods/dependencies in the right place.
  14. You have the NFElectrical Kerbal Atomics integration patch and the SystemHeat Fission Engines patch at the same time. That's going to cause a huge mess. There should be stuff in the SystemHeat patch to prevent this but maybe it's not correct. Anyways, remove one or the other.
  15. FFT 1.1.1 Updated DynamicBatteryStorage to 2.2.2 Updated Waterfall to 0.6.0 Updated SystemHeat to 0.3.9 Fixed effects to work with Waterfall 0.6.0 (probably improvements to FX coming in the future) Reduced thrust of Frisbee by 1/3, increased Isp by 1/3 Fixed Cascade Isp typo (should have been 365k, was 265k) Changed nuclear transfer behaviour; if NFE is installed without SystemHeat reactor patches, the NFE nuclear transfer mechanic will be used
  16. Updated NFLV to 2.1.3 Updated DeployableEngines to 1.3.0 Updated Waterfall compatibility to be much better, using new 0.6.0 features Fixed Manatee, Walrus atmosphere curves Fixed decoupler FX on some parts Adjusted some engine core effects to look better
  17. CryoEngines 2.0.1 Updated Russian translation by r4ndom Adjusted some engine core effects to look better Zeroed Harrier thrust transforms Updated Waterfall configurations to use new features from Waterfall 0.6.0 (thanks Zorg!) Updated LFO extras patch to handle methalox engines Added new CryoEngines NFLV patch Converts Cougar, Lynx to use LH2/LF/O and LH2/O when installed
  18. Thanks, probably not getting sorted anytime soon though. Curseforge client is garbage. Avoid at all costs.
  19. Just a note - this mod needs an update to work with Waterfall 0.6.0. Will be coming in the next few days.
  20. This is a pretty big update. Major features: Vastly improved HDR support. Plume lighting effects Distortion effects Significant improvements to built-in templates Lots of QoL improvements for plume makers We put together a little gallery here: Waterfall 0.6.0 Moved 'engineID' field inside the Throttle controller Added 'thrusterTransformName' field to RCS controllers, which will allow them to map to unique ModuleRCSFX Added a new 'minimum' field to perlin noise that allows the generation of negative numbers. Renamed old 'scale' to 'maximum', as that's what it was When adding effects, can now select a Workflow, which filters Shaders and Models so they are easier to match up with valid choices When selecting modifier types, visible target transforms are filtered so only valid ones are shows (e.g, no) Fix for culling of Alpha (Directional) shader Improved algorithm for effect sorting, should be better most of the time Fix for all shaders under HDR mode: significantly better looks! Better descriptions/text in the UI when selecting models, shaders, etc Various UI fixes throughout Added support for Lights More or less like EngineLight Add Lights through the usual workflow Apply modifiers to modify light parameters like other effects Added new Deformation (Dynamic) shader Added new simple plane models for use in various effects Templates are now better Specifying multiple templates per module are now supported in configs Editing multiple templates at once is supported in the UI WaterfallRestock 0.2.1 Fixed Restock+ Galleon effects Fixed Spider effects Adpated to new Waterfall 0.6.0 stuff
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