curtquarquesso Posted December 10, 2015 Share Posted December 10, 2015 32 minutes ago, .50calBMg said: I'm sure this is the wrong place to ask, but it might not be because it pertains to realplume. Now, I love it to death and cant play without it, but the one thing I wish it did was make the flame cone much smaller once you enter the vacuum of space, like in Scott Manley's videos on RSS. How do I get the effects to replicate his? Spaceships are serious business part 10 It completely depends on what engines you are using. Each engine has a config that someone took the time to write. Make sure the engine you're using is actually supported. RealPlume should do this if the engine has a config written properly for it. What engines are you trying to get this to happen with? Link to comment Share on other sites More sharing options...
.50calBMG Posted December 10, 2015 Share Posted December 10, 2015 Every mod I have supports realplume, it kinda became a prerequisite for me honestly. This video shows what I mean, as (to my sleep deprived brain) it is somewhat difficult to explain. In ksp with realplume installed, the exhaust flames are massive when in space, looking at the second stage in this video, around 3:30, the flames barely escape the nozzle with a light haze around it. is it possible to scale the size of the flames back down after having them scale up in the higher atmosphere? Link to comment Share on other sites More sharing options...
mreadshaw Posted December 10, 2015 Share Posted December 10, 2015 Is it possible to make the smoke slightly transparent? I love the engine plumes from this mod but the smoke, especially on solid boosters is just too repetitive and bland for my liking. If not how hard would it be replace the realplume smoke fx with the squad one? Can either of these things be done by through the configs alone? Link to comment Share on other sites More sharing options...
ChrisMetal Posted December 11, 2015 Share Posted December 11, 2015 On 11/1/2015, 1:49:02, davidy12 said: SSTU support yet? I started working on this, but am hung up on the RL10A-4 and B-2 engines. The nozzles have a deploy animation that happens before the engine ignites and for some reason that's preventing RealPlume from showing. Link to comment Share on other sites More sharing options...
.50calBMG Posted December 12, 2015 Share Posted December 12, 2015 3 hours ago, ChrisMetal said: I started working on this, but am hung up on the RL10A-4 and B-2 engines. The nozzles have a deploy animation that happens before the engine ignites and for some reason that's preventing RealPlume from showing. The smallest high isp engine (cant remember the name) from cryogenic engines has an extending nozzle as well and it works fine with realplume. Link to comment Share on other sites More sharing options...
ChrisMetal Posted December 12, 2015 Share Posted December 12, 2015 (edited) 3 hours ago, .50calBMg said: The smallest high isp engine (cant remember the name) from cryogenic engines has an extending nozzle as well and it works fine with realplume. Thanks - I'll take a look at the config for it and see what I can figure out. Update - The RealPlume config for the Cryo engine (the CT10) is standard. It doesn't help me in this case. I'll continue testing and figuring Edited December 12, 2015 by ChrisMetal Update Link to comment Share on other sites More sharing options...
Psycho_zs Posted December 15, 2015 Share Posted December 15, 2015 (edited) I've tried to change configs for stock engines, so that all LFO engines would use Kerolox-Lower or Kerolox-Upper FX. But I can't seem to get Poodle and Terier to work right with Kerolox-Upper FX. For Poodle, the plume is too big, setting fixedScale seem to have no effect. For Terier, scale is perfect at 0.3, but position of the plume is buried inside the engine, no matter how I tweak localPosition. By the way, is it remotely possible to select FX automatically based on the fuel being used? Theoretically, FX could be tied to fuel, speed of the plume to ISP, saturation of particles to fuel consumption, etc. Edited December 16, 2015 by Psycho_zs Link to comment Share on other sites More sharing options...
Motokid600 Posted December 20, 2015 Share Posted December 20, 2015 It seems when using RP the B9 engines loose their FX. I was told to remove anything related to B9 in RP, but I'm not seeing anything. Any solution? Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 21, 2015 Share Posted December 21, 2015 I really miss this mod. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 21, 2015 Share Posted December 21, 2015 2 hours ago, lajoswinkler said: I really miss this mod. It works fine in 1.0.5 Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 21, 2015 Share Posted December 21, 2015 It did not work for me... Link to comment Share on other sites More sharing options...
Svm420 Posted December 21, 2015 Share Posted December 21, 2015 (edited) 17 minutes ago, lajoswinkler said: It did not work for me... Well with all the info you have provided I don't know how anyone couldn't help. Edited December 21, 2015 by Svm420 Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 21, 2015 Share Posted December 21, 2015 Now it seems to work, but what's the keystroke for opening settings? I need to lower the particle number... Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2015 Share Posted December 22, 2015 59 minutes ago, lajoswinkler said: Now it seems to work, but what's the keystroke for opening settings? I need to lower the particle number... You have to have blizzy's toolbar installed and have the SmokeScreen button there to access those parameters. Or you can change it in the actual config file for SmokeScreen. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 22, 2015 Share Posted December 22, 2015 3 hours ago, lajoswinkler said: It did not work for me... Just the basics first, did you install ModuleManager, SmokeScreen and RealPlume before installing this set of configs? Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 22, 2015 Share Posted December 22, 2015 15 hours ago, Nhawks17 said: You have to have blizzy's toolbar installed and have the SmokeScreen button there to access those parameters. Or you can change it in the actual config file for SmokeScreen. 14 hours ago, Red Iron Crown said: Just the basics first, did you install ModuleManager, SmokeScreen and RealPlume before installing this set of configs? I'd like to do it without installing Blizzy's toolbar and yes, I have installed all those things. However, I don't have any configuration files in SmokeScreen folder. Link to comment Share on other sites More sharing options...
MichaelPoole Posted December 22, 2015 Share Posted December 22, 2015 I am sorry but what is "Squad's FX folder?". I searched for the mod on the web and found nothing. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 22, 2015 Share Posted December 22, 2015 9 minutes ago, MichaelPoole said: I am sorry but what is "Squad's FX folder?". I searched for the mod on the web and found nothing. It's included in the core game in the Squad folder. That requirement is there for people who might have removed all or parts of it. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2015 Share Posted December 22, 2015 1 hour ago, lajoswinkler said: I'd like to do it without installing Blizzy's toolbar and yes, I have installed all those things. However, I don't have any configuration files in SmokeScreen folder. There should be some in there after you run the game with it for the first time. Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 22, 2015 Share Posted December 22, 2015 1 hour ago, Nhawks17 said: There should be some in there after you run the game with it for the first time. Oh! Well, these things should be noted in the first post... Link to comment Share on other sites More sharing options...
John FX Posted December 24, 2015 Share Posted December 24, 2015 Not sure if this is the right place but after updating realplume I now have no exhausts on some craft and some solid fuel engines produce plumes when not firing. Link to comment Share on other sites More sharing options...
mcfunk0017 Posted December 28, 2015 Share Posted December 28, 2015 On 10/27/2015 at 2:18 PM, Alshain said: The phrase you are looking for is 'Volume Normalization', and I would like this as well. The rockets sound cool and all but I live in an apartment, I can't be blasting my neighbors with that level of noise. I'd like to third this. I had to hunt down and modify the wav files myself because, using headphones, the ignition blast sound for the first stage engines (and that shotgun ignition sound for the vacuum engines) were literally making my ears hurt, even with the spacecraft volume down to 20% Link to comment Share on other sites More sharing options...
OneEyedBob Posted December 29, 2015 Share Posted December 29, 2015 (edited) 13 hours ago, mcfunk0017 said: I'd like to third this. I had to hunt down and modify the wav files myself because, using headphones, the ignition blast sound for the first stage engines (and that shotgun ignition sound for the vacuum engines) were literally making my ears hurt, even with the spacecraft volume down to 20% Possible workaround: I went under \GameData\RealPlume\000_Generic_Plumes\ and changed the volume levels (-50%) in the cfgs under audio. Some have 2 entries, for those I assumed one was min and the other max. Works for me. Edited December 29, 2015 by OneEyedBob quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted December 29, 2015 Share Posted December 29, 2015 (edited) If we have an existing engine, do we replace the current FX module or add the example real plume config somewhere in the existing one? cause i replaced the engine Fx that were stock with the real plume plume and the engine didn't load. Edit: i just added the base config to the engine, without replacing the stock one and the engine loaded! but the real plume effect didn't load. Made a separate MM .cfg, hopefully this should work. didn't. text of MM.cfg Spoiler @PART[KK_SPX_Merlin!D]:FOR[RealPlume]:NEEDS[SmokeScreen] { @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 } } Edited December 29, 2015 by DarthVader Link to comment Share on other sites More sharing options...
Kerbal01 Posted December 29, 2015 Share Posted December 29, 2015 (edited) bump^^^ apparently this isn't even compatible with 1.05, so never mind. Edited December 29, 2015 by DarthVader Link to comment Share on other sites More sharing options...
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