HafCoJoe Posted August 16, 2015 Share Posted August 16, 2015 Awesome! Can you submit it as a pull request to the Github Repository? That's the easiest, and gives you full credit for your work on the repo. Steps:Fork the repository to your accountDownload Github for WindowsUse Github for Windows to clone the repository locallyMake and Commit your changesSync them to the website and submit a pull requestWell I don't have a Github account and wasn't planning on starting one... and I also don't care if I'm accredited to this or not... so if you want to download it and add it yourself as your own I would be happy with that . I didn't post it with a licence either so I couldn't possibly do anything about credit if I wanted. Link to comment Share on other sites More sharing options...
Nhawks17 Posted August 16, 2015 Share Posted August 16, 2015 Well I don't have a Github account and wasn't planning on starting one... and I also don't care if I'm accredited to this or not... so if you want to download it and add it yourself as your own I would be happy with that . I didn't post it with a licence either so I couldn't possibly do anything about credit if I wanted. https://github.com/KSP-RO/RealPlume-StockConfigs/pull/8Done Link to comment Share on other sites More sharing options...
SmashBrown Posted August 16, 2015 Share Posted August 16, 2015 Fair enough, and at the very least my stock configs should be good, under the assumption that the user isn't using Ven's, so I'll get that fixed this weekend, I think.Well, I'm mucking about in the SmokeScreen plugin, I'll see if there are any optimizations to be done. No promises, but I'll give it a shot!- - - Updated - - -As an aside, are you on the very latest graphics drivers for your card for windows 10?Drivers are all up to date. Have to force AA through nvidia control panel now as AA does not work in opengl for me any more either. Pain in the butt. Link to comment Share on other sites More sharing options...
Felger Posted August 16, 2015 Author Share Posted August 16, 2015 Drivers are all up to date. Have to force AA through nvidia control panel now as AA does not work in opengl for me any more either. Pain in the butt.Oh, one thing I almost forgot, did you try reducing the max particles in SmokeScreen? (You'll need Blizzy's toolbar) Link to comment Share on other sites More sharing options...
SmashBrown Posted August 16, 2015 Share Posted August 16, 2015 ahh that might help, tyvm! Link to comment Share on other sites More sharing options...
Nhawks17 Posted August 16, 2015 Share Posted August 16, 2015 Hey Felger for some reason the newest release of the configs doesn't include Avera9eJoe's BTSM support. Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 17, 2015 Share Posted August 17, 2015 Hey Felger for some reason the newest release of the configs doesn't include Avera9eJoe's BTSM support. Yeah my... er... Nhawk's configs aren't included! LOLI'm enjoying myself way too much over this... Link to comment Share on other sites More sharing options...
curtquarquesso Posted August 18, 2015 Share Posted August 18, 2015 RealPlume is now on my list of essentials. Really neat stuff. I'm a big TweakScale user, and I've discovered that RealPlume and TweakScale don't really work too well.Before I try messing around with configs and MM patches, could someone tell me if it's even feasible for a TweakScale config to adjust flare and plume sizes of rescaled engines? Thanks in advance. Link to comment Share on other sites More sharing options...
Svm420 Posted August 18, 2015 Share Posted August 18, 2015 Did anything ever get figured out about the rare circumstance where an engine didn't want to ever show particles because of how it was made or something? Link to comment Share on other sites More sharing options...
Nhawks17 Posted August 18, 2015 Share Posted August 18, 2015 RealPlume is now on my list of essentials. Really neat stuff. I'm a big TweakScale user, and I've discovered that RealPlume and TweakScale don't really work too well.http://i.imgur.com/cCoVrwF.pngBefore I try messing around with configs and MM patches, could someone tell me if it's even feasible for a TweakScale config to adjust flare and plume sizes of rescaled engines? Thanks in advance. This has been an issue even with HotRockets, Felger could give a better answer but from what I've experienced with HotRockets, I don't think it is but I'm not 100% on that. Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 18, 2015 Share Posted August 18, 2015 I would say that because the flare and plume have set positions tweakscale moves the object around these set positions making the visual look out of place if that makes sense Link to comment Share on other sites More sharing options...
sashan Posted August 18, 2015 Share Posted August 18, 2015 Has anyone made config for Baha's thrust vectoring turbojet? While the flame from it looks nice the stock Squad smoke effect reminds me of cotton. TUrbojet flame lacks those nice shock rings. Link to comment Share on other sites More sharing options...
Felger Posted August 19, 2015 Author Share Posted August 19, 2015 RealPlume is now on my list of essentials. Really neat stuff. I'm a big TweakScale user, and I've discovered that RealPlume and TweakScale don't really work too well.http://i.imgur.com/cCoVrwF.pngBefore I try messing around with configs and MM patches, could someone tell me if it's even feasible for a TweakScale config to adjust flare and plume sizes of rescaled engines? Thanks in advance. This would have to be a change in SmokeScreen or TweakScale itself, but it'll never look quite right. Relatively low on my priority list at this point.Did anything ever get figured out about the rare circumstance where an engine didn't want to ever show particles because of how it was made or something?Nope, still mystified.I would say that because the flare and plume have set positions tweakscale moves the object around these set positions making the visual look out of place if that makes sensePretty much. The plume parameters aren't adjusted by TweakScale at all.Has anyone made config for Baha's thrust vectoring turbojet? While the flame from it looks nice the stock Squad smoke effect reminds me of cotton. TUrbojet flame lacks those nice shock rings.I have not, but it'd be pretty easy to do so, have a look at the guide:https://github.com/KSP-RO/RealPlume/wiki Link to comment Share on other sites More sharing options...
Felger Posted August 19, 2015 Author Share Posted August 19, 2015 Hey Felger for some reason the newest release of the configs doesn't include Avera9eJoe's BTSM support. Yeah my... er... Nhawk's configs aren't included! LOLI'm enjoying myself way too much over this...Oops, they're in the release package now. Link to comment Share on other sites More sharing options...
Poodmund Posted August 19, 2015 Share Posted August 19, 2015 Can I put in a request for Real Plume on CryoEngines and RLA Stockalike?Now that RLA has been released as a full version, I would like to second this request suggestion. Link to comment Share on other sites More sharing options...
Felger Posted August 19, 2015 Author Share Posted August 19, 2015 Now that RLA has been released as a full version, I would like to second this request suggestion.I'm on it! Link to comment Share on other sites More sharing options...
hoojiwana Posted August 19, 2015 Share Posted August 19, 2015 I'm on it!FYI the fx spawn points for the three aerospikes are all inside the model, and the linear aerospike has three in a row along its length. All engines bar the tiny LFO+MP ones use ModuleEnginesFX, those tiny ones still use stock FX and thus still use ModuleEngines. Everything else should (hopefully!) be easy to work with. Link to comment Share on other sites More sharing options...
Felger Posted August 20, 2015 Author Share Posted August 20, 2015 FYI the fx spawn points for the three aerospikes are all inside the model, and the linear aerospike has three in a row along its length. All engines bar the tiny LFO+MP ones use ModuleEnginesFX, those tiny ones still use stock FX and thus still use ModuleEngines. Everything else should (hopefully!) be easy to work with.Yep, it was! Might go back and refine them as I go along, plan on using the parts in my game (when I get a chance to play >_>) The only engine that gave me any funny business was the high-thrust engine, had a different thrust transform name.On a related note, your particles are awesome, do you mind if I use them? I'll give you credit. Link to comment Share on other sites More sharing options...
hoojiwana Posted August 20, 2015 Share Posted August 20, 2015 On a related note, your particles are awesome, do you mind if I use them? I'll give you credit.Unfortunately, according to this the RLA license (CC BY-SA) isn't compatible with the one used here (CC BY-NC-SA). Which one(s) did you want in particular though? We can easily work around that. Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 20, 2015 Share Posted August 20, 2015 (edited) Is there an easy way to decrease the engine smoke trail life (AKA lower energy)? In each config there is an energy level for the flames but I don't think it effects the smoke. Making the trails despawn in half the time (Or another method of cutting down on the number of particles) would greatly improve performance. An 88 part rocket lags the h*** out of my game. And I have a fairly nice computer too (GTX 660 + 3.5GHz 8 core CPU). Update: I just manually went through and decreased the smoke persistence by half. (from curves of 2, 2, 1, 0 to 1, 1, 0.5, 0 when increasing in height left to right). Lag has dropped considerably. Edited August 20, 2015 by Avera9eJoe Link to comment Share on other sites More sharing options...
Felger Posted August 20, 2015 Author Share Posted August 20, 2015 Unfortunately, according to this the RLA license (CC BY-SA) isn't compatible with the one used here (CC BY-NC-SA). Which one(s) did you want in particular though? We can easily work around that.You know, I really only have that set due to the history of the project, it's what I inherited, I'll have to take a look at what I actually want the license to be. In any case, I took a bunch of screenshots of your particles and put them on the RealPlume repo, I'll have to look them over and figure out which. Probably one or two of the monoprop effect, and a couple others. Is there an easy way to decrease the engine smoke trail life (AKA lower energy)? In each config there is an energy level for the flames but I don't think it effects the smoke. Making the trails despawn in half the time (Or another method of cutting down on the number of particles) would greatly improve performance. An 88 part rocket lags the h*** out of my game. And I have a fairly nice computer too (GTX 660 + 3.5GHz 8 core CPU). Update: I just manually went through and decreased the smoke persistence by half. (from curves of 2, 2, 1, 0 to 1, 1, 0.5, 0 when increasing in height left to right). Lag has dropped considerably. In the OP I list a better way, just adjust the max particle count in smokescreen. Link to comment Share on other sites More sharing options...
bigshow281 Posted August 20, 2015 Share Posted August 20, 2015 Have you or the community created a set of RealPlume configs for CMES that you are aware of? I use that addon a lot so I would love to see your plumes on those engines. The way they are configured now...the engines with the exception of the SRBs burn too "cleanly" so there isn't much in the way of smoke/condensation trails. Also, the CMES rockets do not vent exhaust from the launchpad's exhaust trenches but I noticed that when I use engines that do have RealPlume configs like FASA, SpaceY, etc, they do show the trench plumes. Link to comment Share on other sites More sharing options...
Nhawks17 Posted August 20, 2015 Share Posted August 20, 2015 Hey Felger you couldn't get in touch with Nertea to see if you could adapt the particles that come with the Cryogenic engines to realplume-ify them could you? Those particles are amazing and I'd love to see them available to use here. Link to comment Share on other sites More sharing options...
SmashBrown Posted August 20, 2015 Share Posted August 20, 2015 Hey Felger you couldn't get in touch with Nertea to see if you could adapt the particles that come with the Cryogenic engines to realplume-ify them could you? Those particles are amazing and I'd love to see them available to use here.You know, i thought i recognized your forum name, your the chap from sphax aren't you! Here have some rep . Link to comment Share on other sites More sharing options...
Siphonophore Posted August 20, 2015 Share Posted August 20, 2015 AWESOMENESS OVERLOAD INITIATED!!! Could you give Mk2 Expansion, Taurus HCV, the Vanguard Astrodynamics VX series engines, LLL and RLA Stockalike the RealPlume treatment, please? Link to comment Share on other sites More sharing options...
Recommended Posts