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Everything posted by bullettMAGNETT
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[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
For the moment i doubt it will be compatible with hot rockets, given that hotrockets rewrites the original part.cfg from engines, same as my mod. Im working on making it not dependant on that so that any other mod like hot rockets works with mine, after all nice looking flames will go in hand with great sounding engines -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
i believe it should work with the atmospheric sound enhancements mod, but i havent tried it personally. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
hey DirkLarien, first thank you for the feedback, its most welcomed. and im glad you are enjoying the mod! Spread the word The problem i noticed with the sounds right now as of version 1 is that KSP pitch messes up how the engines are supposed to work, so thats one of the reasons some rockets do sound louder than others. especially the ones that have higher frequencies. ill be correcting that in the next version. Ive been trying to adapt the sounds to the new ksp system, had some working fine but i messed something up and couple of days work to the bin lol. With the new KSP sound system control its much better, i just need to figure out how not to mess it up again Raptor831 made a small dll that its making it possible so bunch of creds to him too :D -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Hello everyone, ive been a bit absent from the thread. Thanks for the feedback, i'm going to add a dll on the next version so that it wont conflict with other mods modifying the .cfg files. Since im no coder i did it like it is right now, a friend is helping me with some code to improve the mod and make it less dependant on the ksp folder. As for BLACKHEART, the folder with the sounds must be inside the part folder. For example"GameData\Squad\Parts\Engine\liquidEngine1\part\Sounds" the files are .ogg, the work allright, unity can read .ogg and .wav files for looping. Inside the part .cfg for example you need to replace only the Sound FX Definitions like in here that example uses the lvt-30 engine sound. Concerning the Startup sounds, ill be updating the sounds according to the feedback you guys have given me i hope it helps and i'll be checking the forums often now cheers! -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
hello everyone sorry for my absence, its been quite a bad starting months :/ anyways, ill continue working on the mod, i got to fix some sounds, since ive been test driving it with my own gameplay i've noticed things that well are not working as i expected. Some weird multiple Echoed sounds with the clamps and multiple boosters. not sure why it happens. @CaptRobau : heey! that seems like its going to be useful, thanks for taking the time ill check it out right away. Seem, ill be updating the files soon to use the module manager, your cfg is amazing! thanks , ill test drive it and upload and update ASAP -
Kerbal Sound Overhaul Project
bullettMAGNETT replied to pizzaoverhead's topic in KSP1 Mod Development
Check out my mod, it's in my signature, its called ARP ( Audio Replacement Project) i'll love to hear some feedback from you guys! -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
hey pingonaut, well im not sure about audio muffler, it might if work. not sure i don't use audio muffler dont actually like the way it muffles the sounds. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Hey blackheart612 yeah i think there is a problem with the bigger engines, they are somehow loosing the bass when the game overpitches the sound because they have more higher frequencies in the spectrum. ill test adding a bit more lower frequencies to compensate if necesary in the next release. Keep the feedback, and let me know what engine sounds feel weird to do the proper fixing Hot rocket mod is looking very sexy mate! i love those trails cheers and thanks for the feedback ill be checking soon -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Hey there, boberts314, thanks for the feedback, i will check into tweaking the sounds for the next release. I Would love to get more feedback on the name of the engines you like or dislike the sounds. Separatron sound still doesnt have a custum engage/disengage/flameout sound finished, probably thats why. The other problem i have with this release is tha game pitching the sounds and basically messing up the streght of the original sample. Take for example the SRB they sound over pitched ingame but the real sound has more rumble in the bass. Im working on releasing the mod with Module Manager to centralize the installation and control the pitch to more of my liking Most rocket flameouts were inspired by the sounds of the SRB detaching from the Space Shuttle. Ill check the shutdown sounds and see how to fix it. Man the turbojet engine is one of my favorite sounds too i just need to fix the startup for it so that it has a smoother transition from off to on keep bringing the feedback im taking note for making the fixes I am glad you are liking the mod and enjoying it The startup sounds simulate the gasy sound in the start of a engine ( videos from space launches inspired these) well they might be a bit longer that can be fixed or released 2 versions more choices the better -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
bullettMAGNETT replied to pizzaoverhead's topic in KSP1 Mod Releases
perfect this is just amazing with all the crazy music bugs thanks pizza!- 779 replies
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[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
yes so far the mod modifies the part .cfg until i figure out how to use module manager for them it has to be like that. I first started messing with module manager but it got out of my hand in term of actually making it work lol. So to be able to release the sounds i had to do it the "simple" way. now that the sounds are up and running i will focus on figuring out how to make a plugin or use module manager to use the sounds. sorry not good at programming i'll try to get better for the next release -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
i hope you enjoy the new sounds! i'll be expecting your feedback mate -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
hey there, so far its just engines sounds, and some parts. Ion engines will have sound. On the other hand, i will try figure out how to make a plugin to add sounds to other parts in game, since i already got a couple more sounds in the works. All the delays have been due to several factors, reworking sounds, figuring out how to recreate sounds using synths and real life issues that have limited my time to work on the whole project. I gave up the plugin development because i was going nowhere, since i've been digging into C# tutorials to try to figure out how to implement more stuff and make the mod smaller and more centralized. I will develop more sounds and tweak existing ones to have then sound smooth like butter. there might be minor glitches here and there with the sounds, if you find something you don't like feel free to post it on the forum and ill do my best to address it. In total so far there are 30 new sounds working, i plan to expand on them and make more unique details to some others. One detail i never managed to fix was the pitching of most sounds, since ksp does this inside the game, i can't for now change it until i develop a .dll i do hope you guys enjoy the new sounds. i will be uploading soon. CHEERS -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Ninja update, almost there wont be long w00t! -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
UPDATE 5/2/2014 I'M NOT DEAD YET! Good things come to those who wait they say ( i hope i'm right em.. or they), jokes aside january started pretty crazy over here, limiting my time to do the finishing touches D: but this mod is not staying indoors beyond february! all the sounds are done!! woohoo! Just need to check they all work and sound well in-game together and check the the untested ones. after that release until very soon my fellow kerbalnauts! -
Quick DEV help please!
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 C# Plugin Development Help and Support
hey swamp_ig well simply because i got 0 programming skills for making a plugin . i actually tried that when i started making the sounds but i failed lol . I guess ill figure something out eventually then :/ i guess ill be releasing version 1 with no plugin intill i get to that . -
Quick DEV help please!
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 C# Plugin Development Help and Support
yeah so far im using the Inside the engine folder format, but since stuff changed in ksp there might be hope Thanks for the Support Destroyer! -
Hello to any of the amazing KSP devs! I'm making a mod called ARP ( Audio Replacement Project ) its almost done ( thank god lol ) Anyways, i need a little help on redirecting the sounds to a centralized folder. Since i don't have a plugin for it, i wanted to try to do it like the new RAPIER engine works, using the sound files from the folder. Is there a way to centralize my custom sounds to the path above using the older (engine) parts?? That would make the mod smaller by not repeating sounds on each part folder and to ease the install process. Since the RAPIER access that folder would make all the sounds into a single folder and not divided, i tried replacing the old parts (AUDIO section on the CFG with the RAPIER format but did not work ( my 1% coding skills don't help either ) Thanks in advance for anyone that reads the message !
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[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
ok FYI the mod now has an official name A.R.P ( Audio Replacement Project) and i manage to substitute the RAPIER sounds w00t! right now im working on the left over sounds i had not rendered or tweaked, reworked some of the initial sounds and then ill be writing the CFG for each engine and decouplers. I've Been all day making sounds , testing phase not done yet since i have to relocate and write all the cfg to the new 0.23 textfiles. No .dll plugin on this release but ill work on that on the upcoming releases with more tweaks and better organization. Finally a managed to Make SRB sounds completely from scratch!! w00t!! :D and i think the sound good enough. Feedback would be appreciated with the final release to rate the sounds so that i can tweak on the new releases. Still haven't made the jet engine sounds, they are proving to be pretty challenging, so i'm might skip them on this release for time sake and quality. ( they don't sound quite nice for me yet and its not acceptable ) what else...... so far nothing else to say i'll be posting with more updates soon -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Hey thanks for the video Pizza! im watching it right now, ill try to understand it :'P and see what i can come up with -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Ok guys its the 15th im finally free, so ill be working on the mod on whats left of it to be ready before christmas ! it was a busy end of the year but now i finally got time to work on the mod! Now that KPS 0.23 is out the RAPIER engine wont have a moded sound because i cant seem to be able to replace it yet. The old filepath doest not work and hopefully the other do work . As of right now im downloading the ksp 0.23 update to test it out! -
[RELEASED] A.R.P mod ( Audio Replacement Project )
bullettMAGNETT replied to bullettMAGNETT's topic in KSP1 Mod Development
Hey yeah ive been working a bit slower, havent had much time lately got several work projects at hand that are limiting my progress -
Kerbal Sound Overhaul Project
bullettMAGNETT replied to pizzaoverhead's topic in KSP1 Mod Development
OMFG!!! YOU ARE GOING TO KILL ME ok its working fine now but i think it was my mistake not yours, when i firs rendered the test sound the program named 2 of the wrong. i fixed it later but when i used it to test your mod i by mistake copy the wrong files ...................................................................................................................................................................:blush::blush: :(:(:( Sounds are working fine! each work on their respective field! i feel so dumb >_< lol Tested the new dll its working ill test the old dll just in case -
Kerbal Sound Overhaul Project
bullettMAGNETT replied to pizzaoverhead's topic in KSP1 Mod Development
hey mate i did reorder the code just like that let me show you, but still did not work That what i have in my cfg, but still the sounds got switched like you heard on the video. if you hear on the first part for ksp engate is 1 and flameout is 4 and works right then 2 is running on the mod thats switched for some reason then i did the cfg reorganized thing like you see above but still the sound was switched) -
Kerbal Sound Overhaul Project
bullettMAGNETT replied to pizzaoverhead's topic in KSP1 Mod Development
forgot to upload the video lol here it is. (btw i used the numbers to identify the working sound) The default ksp order on the cfg is : 1= Engage 2= Running 3= Disengage 4= Flameout The mod doesn't use the sounds correctly