Felger Posted July 19, 2015 Share Posted July 19, 2015 (edited) RealPlume - Stock ConfigsRealPlume is a mod that adds realistic engine exhaust plume expansion to engine parts in Kerbal Space Program. This mod would not be possible without the help of the many contributors on the project:Contributors:Felger, Nazari1382, ferram4, Dragon01, Kickasskyle, Probus, Nhawks1717, DerpyFirework, Svm420, randazzo, nanuschaoSome plume screenshots:Javascript is disabled. View full albumJavascript is disabled. View full albumInstallation[table=width: 100%, align: center][tr][td]Dependencies:You absolutely need all of these mods installed, or RealPlume will not work.Module ManagerlinkReal PlumelinkSmokeScreen linkSquad's FX folder[/td][td]Suggestions:These are the supported mods, all (with few exceptions) of the engines in these mods are configured by RealPlume Stock Configs.AB Launchers linkAIES linkAtomic Age linkBetter Than Starting Manned link\Cryogenic Engines linkCustom Clusters linkFASA linkKSPX linkKW Rocketry linkModular Rocket Systems linkPheonix Industries: Boosters! linkProcedural Parts linkRLA Stockalike linkSpace Shuttle Program linkSpaceY Expanded linkSpaceY Heavy-Lifters linkSquadSXT linkTaerobee linkTantares linkTantares LV linkTaurus HCV linkTundra Exploration - SpaceX Stockalike linkVen's Stock Revamp link[/td][/tr][/table] Configs DownloadRealPlume DownloadSourceCompatibilityThis is fully cross-compatible with HotRockets, however RealPlume will overwrite HotRockets plumes where both configure the same engine. Because of the way ModuleManager works, any other mods that add effects to engines will either be overwritten, or potentially overwrite RealPlume configs depending on where they fall in alphabetical order relative to RealPlume.PerformanceIf you find you have a lot of lag in your game due to the particles, try setting the particle limit in SmokeScreen a bit lower. To do this, you'll need Blizzy78's Toolbar mod.ContributingSince we don't support all the mods that add engines, we're always looking for contributors to help attach plumes to engines. The process itself is very easy. Start out with a regular RealPlume install, with Blizzy's Toolbar installed as well.Make a .cfg file for your engine with this text in it: { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Lower } PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.15 fixedScale = 0.5 energy = 1 speed = 1 }}@PART[partname]:FOR[RealPlume]:NEEDS[SmokeScreen]Launch the game, and put your engine on the pad upside down.Open the SmokeScreen config tool and adjust the parameters in the PLUME nodes to size and position the plume to the part.Copy those parameters back to the config created in step 1 and hit save.And you're done! Submit them as a Pull Request to the RealPlume-StockConfigs repository, and you're good to go!For more detailed instructions, check out this Wiki Page on Adding a Plume to an Engine, or just ask in the thread and we'll help you out!License:CC-BY-NC-SAChangelog:DerpyFirework added or updated support for the following mods:Pheonix Industries - Boosters CTNSpaceY ExpandedTareobeeTaurus HCVTantaresLVnanuschao added support for:Space Shuttle Program ModRandazzo added support for:Custom ClustersSome minor tweaks to plume appearance.CryoEngines is now supportedRLA Stockalike is now supportedChange atmospheric scaling based on solar system.Adjusted placement of effects for non-VSR stock enginesAdded support for BTSMNHawks17 edition!Fixed Turbojet emissivesAdded support for KSPXAdded support for new solids in SpaceYFixed NonVSR mainsail plume placementUpdated hydrogen ntr nerva plume placement to match new particles. Added plume to stock LES.Improved plume placement and sizing on several packsAdded support for the following:SXTTantaresAIESSome plume improvementsAdded support for:Tundra Exploration SpaceX StockalikeModular Rocket SystemCompleted SpaceY LiftersProcedural Parts SRBAtomic Age Nuclear RocketsInitial release, supported mod packs:AB LaunchersFASAKW RocketrySpaceY LiftersSquadTantares LVVen's Stock Revamp Edited October 8, 2015 by Felger Release 0.8.1 Link to comment Share on other sites More sharing options...
Mitchz95 Posted July 19, 2015 Share Posted July 19, 2015 This looks amazing. I'm upgrading to 1.0.4 right now and will definitely try this out! Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 19, 2015 Share Posted July 19, 2015 Woop! I'm going to continue working on getting more mods supported today Link to comment Share on other sites More sharing options...
amo28 Posted July 19, 2015 Share Posted July 19, 2015 Figured I'd mention that I'm working on SXT and Tantares (not LV) configs -- just in case anyone else was going to. Link to comment Share on other sites More sharing options...
BrutalRIP Posted July 19, 2015 Share Posted July 19, 2015 Cryo Engines support would be nice....Thanks Link to comment Share on other sites More sharing options...
Overlocker Posted July 19, 2015 Share Posted July 19, 2015 Also if the SpaceY pack is supported how about Modular Rocket Systems? Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 19, 2015 Share Posted July 19, 2015 I'll get to work on those Overlocker. Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 19, 2015 Share Posted July 19, 2015 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. Link to comment Share on other sites More sharing options...
Felger Posted July 19, 2015 Author Share Posted July 19, 2015 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.Do other plumes show up on the same engines? Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 19, 2015 Share Posted July 19, 2015 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 Link to comment Share on other sites More sharing options...
sashan Posted July 19, 2015 Share Posted July 19, 2015 Aren't they too long in atmosphere? They should become turbulent and turn into shoke much earlier, aren't they? Link to comment Share on other sites More sharing options...
CaelumEtAstra Posted July 19, 2015 Share Posted July 19, 2015 Insta-download. Looks great! Link to comment Share on other sites More sharing options...
Felger Posted July 19, 2015 Author Share Posted July 19, 2015 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 hahaYeah, I've seen that on a couple of engines. One thing to check is that you've got the right transformName selected. Check the original part.cfg, or in ModuleManager.configCache for your engine and see what the transformname is called in there.Aren't they too long in atmosphere? They should become turbulent and turn into shoke much earlier, aren't they?I certainly hope not! But if you think they should be shorter, just adjust the "energy" parameter in the PLUME node. However, I did use real rockets as guides for how the plumes should look. Some examples:In fact, a valid complaint might be that our plumes are in some cases too short.Insta-download. Looks great!Thanks! Hope you like it! Link to comment Share on other sites More sharing options...
Felger Posted July 20, 2015 Author Share Posted July 20, 2015 (edited) Cue Felger launching up his game to play some, launching a Redstone rocket and noticing the enormous plume. So, I may have been a bit hasty, I'm certain we'll be making some refinements to the plumes as we go, it's quite easy, so if you find one that needs a tweak, tweak it and send it my way! I'll incorporate your changes. Edited July 20, 2015 by Felger Queue != Cue Link to comment Share on other sites More sharing options...
sashan Posted July 20, 2015 Share Posted July 20, 2015 Oh, ok. I'm just concerned about KSP misaligned smoke and plume. Have you got them aligned? Link to comment Share on other sites More sharing options...
Torih Posted July 20, 2015 Share Posted July 20, 2015 Noticed a slight issue with the LV-N, its not producing any effects at all. Link to comment Share on other sites More sharing options...
Captain Sierra Posted July 20, 2015 Share Posted July 20, 2015 Cryo Engines support would be nice....ThanksCryo Engines already has its own great particle effects. Why would you want to overwrite that? A better thing to do would be ask Nertea to make a cfg for his effects to support this, so you get the beautiful base effects plus dynamic plume. Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 20, 2015 Share Posted July 20, 2015 Oh, ok. I'm just concerned about KSP misaligned smoke and plume. Have you got them aligned?No, they aren't aligned. I don't think this can be fixed unless Squad fixes it themselves but I'm not positive. Link to comment Share on other sites More sharing options...
BrutalRIP Posted July 20, 2015 Share Posted July 20, 2015 (edited) Cryo Engines already has its own great particle effects. Why would you want to overwrite that? A better thing to do would be ask Nertea to make a cfg for his effects to support this, so you get the beautiful base effects plus dynamic plume.yeah i agree thats probably the best option..thanksEDIT: Done Edited July 20, 2015 by BrutalRIP Link to comment Share on other sites More sharing options...
Svm420 Posted July 20, 2015 Share Posted July 20, 2015 Cryo Engines already has its own great particle effects. Why would you want to overwrite that? A better thing to do would be ask Nertea to make a cfg for his effects to support this, so you get the beautiful base effects plus dynamic plume.Because they are unrealistic even if they look "nice" Link to comment Share on other sites More sharing options...
Frizzon Posted July 20, 2015 Share Posted July 20, 2015 I love this mod, especially your addition of the KW sounds.Though, should liquid fuel engines leave so much "smoke" behind them? I mean IRL they leave practically nothing, even less than stock ksp. Link to comment Share on other sites More sharing options...
Felger Posted July 20, 2015 Author Share Posted July 20, 2015 Oh, ok. I'm just concerned about KSP misaligned smoke and plume. Have you got them aligned?Unfortunately, not yet. It's going to have to be a longer-term project, figuring out how to do that properly. The way KSP does smoke effects isn't really conducive to well-aligned smoke/engine plumes.Noticed a slight issue with the LV-N, its not producing any effects at all.Good catch! Not sure how I missed that one, I'll put out a release soon to fix it.Cryo Engines already has its own great particle effects. Why would you want to overwrite that? A better thing to do would be ask Nertea to make a cfg for his effects to support this, so you get the beautiful base effects plus dynamic plume.Well, unfortunately RealPlume is kind of all-or-nothing. I will look into Nertea's particles and see how well they fit, but it is a fairly simple matter to add plumes to engines if you'd like to give it a go.I love this mod, especially your addition of the KW sounds.Though, should liquid fuel engines leave so much "smoke" behind them? I mean IRL they leave practically nothing, even less than stock ksp.Sometimes, most liquid engines do leave a "contrail" smoke pattern, where some distance after the plume has ended you get condensation, similar to jet aircraft. I tried to simulate that using the smokejet particles, since they fade into existence, but it is definitely something I want to tweak quite a lot more. Link to comment Share on other sites More sharing options...
Felger Posted July 20, 2015 Author Share Posted July 20, 2015 Well, I'm not sure how this got in there, but there is a mistake in the Hydrogen-NTR config. I'll make a RealPlume release tonight to fix it, thanks for calling that to my attention, Torih! Link to comment Share on other sites More sharing options...
Nhawks17 Posted July 21, 2015 Share Posted July 21, 2015 Well, I'm not sure how this got in there, but there is a mistake in the Hydrogen-NTR config. I'll make a RealPlume release tonight to fix it, thanks for calling that to my attention, Torih!Ohh, so will this fix my issue of the effects not working on the engines? Link to comment Share on other sites More sharing options...
SSGFouts31 Posted July 21, 2015 Share Posted July 21, 2015 Hey, I really enjoy this mod. One question though. Is it possible to remove, and or make the smoke or contrail effect dissipate as the vehicle gains altitude, and vanish as it leaves the atmosphere? I used this mod the other day and launched a kerbal x. There was still a trail of smoke behind the mainsail engine at 100k altitude.Also, has anyone started a config for procedural parts solid rocket boosters? Link to comment Share on other sites More sharing options...
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