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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6


ensou04

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Looky! I INTRODUCE YOU THE

SEASys (ShipEffects Alarm System)

So i've been thinking about how the Alarm System will work this morning and I started fiddling around. I got this, its not yet complete. the other indicators dont work yet except for the HIGHG one. And it does make alarm sounds.

I have a vague idea how Master Alarm Works so what are your thoughts on this? How will I make this behave? "going to add TAC support as well once I now exactly How this thing works". I had the idea of when you click it they will mute, but will still Light Up.

This looks great! And that's how Master Alarm and Caution and Warnings System worked on Apollo - you would press Master Alarm button to mute the alarm, but light remained lit on the C&W System board, pointing out what's wrong with the spacecraft. I think that we don't need separate Master Alarm button and your system will work well enough.

Edited by Walker
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Guess what! We now have docking sounds!!

But I dont know if I should do UnDocking sounds as well and how to do it.

EDIT: I'll just leave the undocking part alone. figured it'll be too difficult when the API is quite hidden. Still WE HAVE DOCKING SOUNDS!

Alarm Systems on the other hand will be a separate(ish) Part Module mod. but will still be inside the main plugin. I'll put a hold on this for now and will work on it later once im done adding a few little details to ShipEffects itself

Edited by ensou04
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Update. Noice. Will check shortly.

As for the undocking sound, you could do again some brrrrr (like deep battery drill sound) and clack! at the end.

unfortunately i cant for now, and also it wouldn't make sense because you have already undocked before the sound plays

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If it hasn't already been mentioned, for caution and warning sounds I would suggest looking at Ippo and Coffeman's Dang It! mod. I mean... that mod is terrifying enough without the ship creaking and groaning as if it were in the grip of the Kraken itself. Throw in a dashboard of flashing caution + warning lights...

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Kerbals laughing, oohing and ahhhing, other noises reflecting their mood (facial expression), and especially screaming when they are about to die (which would greatly improve Danny2462's sacrifices to the Kraken) ,would all be welcome to this mod. Danny would make hilarious videos with the screaming feature.

Edited by hieywiey
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Kerbals laughing, oohing and ahhhing, other noises reflecting their mood (facial expression), and especially screaming when they are about to die (which would greatly improve Danny2462's sacrifices to the Kraken) ,would all be welcome to this mod. Danny would make hilarious videos with the screaming feature.

Charterer can cover most Kerbal voices imo. Screaming? No. Astronauts don't scream. Atleast they can't be depicted as such.

Edited by Motokid600
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So does this also handle iva cam shaking, or is KerbQuake still the only mod that does that?

Last time I played with KerbQuake it was throwing all kinds of NREs when i was flying unmanned missions and would crash the game after like 5 minutes of flight.

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So does this also handle iva cam shaking, or is KerbQuake still the only mod that does that?

Last time I played with KerbQuake it was throwing all kinds of NREs when i was flying unmanned missions and would crash the game after like 5 minutes of flight.

The kerb quake linked in this thread works flawlessly

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Chatterer can cover most Kerbal voices imo. Screaming? No. Astronauts don't scream. At least they can't be depicted as such.

Well, they're Kerbals. And chatterer doesn't add sounds based on the situation, this does.

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Well, they're Kerbals. And chatterer doesn't add sounds based on the situation, this does.

That feels like an awesome mod to make actually, kerbal reactions! but i do think it will be better if it was a separate mod. probably named "KerbalEffects!"

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unfortunately i cant for now, and also it wouldn't make sense because you have already undocked before the sound plays

I think if you find a way to trigger sounds on undocking, simple depressurization sound is good even if it plays right after unocking.

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I think if you find a way to trigger sounds on undocking, simple depressurization sound is good even if it plays right after unocking.

alright that would work. I'll try that :D

EDIT: Docking AND undocking sounds are now done, I figured it out it wasnt that hard than I thought it was, I was just quite dumb ahah

Edited by ensou04
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Kerbals laughing, oohing and ahhhing, other noises reflecting their mood (facial expression), and especially screaming when they are about to die (which would greatly improve Danny2462's sacrifices to the Kraken) ,would all be welcome to this mod. Danny would make hilarious videos with the screaming feature.

Excellent idea. It's one of those things KSP really lacks. Kerbals are totally mute when they really should be making sounds.

That feels like an awesome mod to make actually, kerbal reactions! but i do think it will be better if it was a separate mod. probably named "KerbalEffects!"

I suggest heavy research of Squad's official KSP videos. There's plenty of Kerbal vocalizations inside.

By the way, you got mentioned here on Modding Monday.

https://www.facebook.com/kerbalspaceprogram/posts/970976469588244

Edited by lajoswinkler
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excellent idea. It's one of those things ksp really lacks. Kerbals are totally mute when they really should be making sounds.

I suggest heavy research of squad's official ksp videos. There's plenty of kerbal vocalizations inside.

By the way, you got mentioned here on modding monday.

https://www.facebook.com/kerbalspaceprogram/posts/970976469588244

i panicked when you said that shipeffects got mentioned

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If someone here has knowledge on how Part works in KSP, I need help for this feature im trying to add

Im trying to figure out what forces are in play that causes parts to break and bend in code format.

I have Isolated each parts already, I know how to grab the BreakingForce and Torque limits but I cant figure out what I need to get the amount of stress there is for specific part

The plan is to add soundeffects for each part that is being stressed so you can "hear" which part is having it worst. And at very high stresses where parts will actually break, I would play a sound that would correspond to the situation.


foreach (Part part in vessel.parts) {
if(part.physicalSignificance == Part.PhysicalSignificance.FULL)
{
//whattodohere
}
}

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