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Showing results for tags 'smokescreen'.
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Add 8 color smoke generators and one color change smoke generator https://imgur.com/zV20flk https://imgur.com/exujmRr Download :https://spacedock.info/mod/3106/Color changing smoke generator License: MIT
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Waterfall and Smokescreen for an Alumazine Plume.
AtomicTech posted a topic in KSP1 Mods Discussions
Hello, I'm working on an alumazine plume for Restock Waterfall Expansion as I figured that I'd contribute to @AtomicTech's project seeing as the Alumazine plume for the mod still hasn't been finished. I know that, from a previous thread, that the plume would "quickly precipitate in a silvery residue downrange. So, I imagine it would be "sooty" and smoky as all heck, closer to an SRB than an LRPE." (Thanks @DDE ). How would I go about using smoke screen to add the slivery residue and soot to the existing plume? -
Hey Everyone! I've been working on my Junkyards 1.2.2 release (1.2.1 can be found as a pre-release on GitHub) and I've started to implement Waterfall support. I don't really have the time necessary to implement SmokeScreen and I need some help in finishing the existing Waterfall plume and implementing plumes where they're missing. So, if you want to help out, head on over to the GitHub Repo and make some pull requests! Thanks! -AtomicTech
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I'm using the Waterfall mod, but I don't like how there is no engine smoke. However, the Waterfall forum thread states that Waterfall is And I would like to use that compatibility. RealPlume prefabs would be perfect. But, as Waterfall overrides RealPlume, this would require me to Separate the RealPlume effects into smoke and plume And apply only the smoke along with the Waterfall plumes. The SmokeScreen Github wiki is incomplete, while the only followable tutorial for RealPlume that I could find utilizes Realism Overhaul, which I don't use. Does anyone know of a tutorial for making RealPlume/SmokeScreen smoke effects that is up-to-date and doesn't use Realism Overhaul?
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Hey guys, I've started a new install of 1.2.2 for a Realism Overhaul/Realistic Progression Zero career. My old install was RSS and Stockalike RF, also in 1.2.2. While playing this old install I discovered I could make the RealPlumes look much better by increasing maximumActiveParticles in the SmokeScreen config from 1,000 to 10,000. Problem is, when I change that number in my new install, it doesn't seem to work. The plumes look exactly the same, no matter how high I set it. Anyone know what could be overriding the SmokeScreen value in SmokeScreen or RealPlumes? I'll do a test a little later, replacing the SmokeScreen and RealPlume mods with the ones from my old install, but I believe they are all the same version anyway, so I doubt that will solve it. On a related note, what do you guys set your PHYSICS_FRAME_DT_LIMIT to when using RealPlumes? I've found anything above 0.03 will start to make the plumes look gappy and unrealistic. More like strings of beads than flames or exhaust trails. Thanks!
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