Nhawks17 Posted December 20, 2016 Author Share Posted December 20, 2016 46 minutes ago, SkyKaptn said: @Nhawks17 Could it be done to simulate wing contrails from high AoA and/or G-forces? I imagine a tiny placeable object that could be clipped into wings and is triggered when certain values are reached. This would make for an excellent immersion factor for us fighter jockeys. I have no idea honestly I only write the config files for the engines. The effects were assembled by @Felger and I don't have the slightest clue how that kind of stuff is created Link to comment Share on other sites More sharing options...
Jaxx Posted December 20, 2016 Share Posted December 20, 2016 (edited) what is the fileset listed as on CKAN? i'm not seeing it ne'er mind, it popped up recently Edited December 21, 2016 by Jaxx Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 21, 2016 Share Posted December 21, 2016 3 hours ago, Nhawks17 said: I have no idea honestly I only write the config files for the engines. The effects were assembled by @Felger and I don't have the slightest clue how that kind of stuff is created 4 hours ago, SkyKaptn said: @Nhawks17 Could it be done to simulate wing contrails from high AoA and/or G-forces? I imagine a tiny placeable object that could be clipped into wings and is triggered when certain values are reached. This would make for an excellent immersion factor for us fighter jockeys. There has been mention of shaders over in the FAR thread by Ferram for the latest update. If any specific were posted, I missed them. I'm not sure how shaders would help FAR from an aerodynamic computation perspective, since as far as I know they are graphical in nature. So my speculation is that FAR will have visible aerodynamic effects coming soon. But don't quote me on that Link to comment Share on other sites More sharing options...
Jart Posted December 22, 2016 Share Posted December 22, 2016 On 12/18/2016 at 2:32 AM, Bombaatu said: I installed linuxgurugamer's SXT_Continued & this mod - the plumes for the SXT engines are on all the time regardless of throttle. Didn't know if this was a know issue or not. Please let me know if you need any further information. Link to SXT_Continued: I experienced this issue also, I have not investigated as I am currently playing a stock game. Link to comment Share on other sites More sharing options...
Tiptonian Posted December 22, 2016 Share Posted December 22, 2016 I also am having the issue of some of the engines from SXT Continued constantly having their plumes shown, regardless of throttle. The two engines I've noticed it happening on: BA-2 "Flicker" Liquid Fuel Engine BA-8 "Flare" Liquid Fuel Engine Link to comment Share on other sites More sharing options...
sarbian Posted December 22, 2016 Share Posted December 22, 2016 On 21/12/2016 at 1:03 AM, Drew Kerman said: There has been mention of shaders over in the FAR thread by Ferram for the latest update. If any specific were posted, I missed them. I'm not sure how shaders would help FAR from an aerodynamic computation perspective, since as far as I know they are graphical in nature. So my speculation is that FAR will have visible aerodynamic effects coming soon. But don't quote me on that FAR shader have nothing to do with graphics. You can use shaders to compute stuff too Such effects are doable but they would require a new modules to trigger them. Not too hard to write but I have a feeling that the trigger conditions are a bit more complex than "if AoA > x" Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 22, 2016 Share Posted December 22, 2016 2 hours ago, sarbian said: FAR shader have nothing to do with graphics. You can use shaders to compute stuff too Such effects are doable but they would require a new modules to trigger them. Not too hard to write but I have a feeling that the trigger conditions are a bit more complex than "if AoA > x" consider myself edumacated! Link to comment Share on other sites More sharing options...
tg626 Posted December 22, 2016 Share Posted December 22, 2016 So I found an issue, RP is altering performance of SRBs at least. Craft file - > https://drive.google.com/open?id=0B4GZ_xaPIBHhMFdFX3RzZ1R1dE0 Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 22, 2016 Share Posted December 22, 2016 17 hours ago, Jart said: I experienced this issue also, I have not investigated as I am currently playing a stock game. 6 hours ago, Tiptonian said: I also am having the issue of some of the engines from SXT Continued constantly having their plumes shown, regardless of throttle. The two engines I've noticed it happening on: BA-2 "Flicker" Liquid Fuel Engine BA-8 "Flare" Liquid Fuel Engine I'm also having this issue. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2016 Author Share Posted December 22, 2016 4 hours ago, tg626 said: So I found an issue, RP is altering performance of SRBs at least. Craft file - > https://drive.google.com/open?id=0B4GZ_xaPIBHhMFdFX3RzZ1R1dE0 Yep! Just confirmed this issue myself the other day. When I get some free time I'm going to look more into the issue. Link to comment Share on other sites More sharing options...
darvo110 Posted December 23, 2016 Share Posted December 23, 2016 13 hours ago, Tiptonian said: I also am having the issue of some of the engines from SXT Continued constantly having their plumes shown, regardless of throttle. The two engines I've noticed it happening on: BA-2 "Flicker" Liquid Fuel Engine BA-8 "Flare" Liquid Fuel Engine Not sure if this is related but Ven's Stock Revamp "Bollard" engine has this same issue. Link to comment Share on other sites More sharing options...
tg626 Posted December 23, 2016 Share Posted December 23, 2016 9 hours ago, Nhawks17 said: Yep! Just confirmed this issue myself the other day. When I get some free time I'm going to look more into the issue. I did notice that the video exaggerated the effect. It seems that not only do the scenarios get their thrusts reset, but so do crafts loaded from an install that doesn't have realplume installed. Thinking on it, it makes sense, since that's the same thing the scenarios do (as far as the craft goes) but you might want to clarify that in the OP. Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted December 27, 2016 Share Posted December 27, 2016 There is this Hybrid booster in the SETI rebalance pack, that has the normal SRB plume, not the RealPlume one. How can copy the plumes from the RealPlumes SRB to the Hybrid booster? Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 27, 2016 Author Share Posted December 27, 2016 56 minutes ago, SiCaRiO31 said: There is this Hybrid booster in the SETI rebalance pack, that has the normal SRB plume, not the RealPlume one. How can copy the plumes from the RealPlumes SRB to the Hybrid booster? You can use the information on this page to figure it out, I can't give an in-depth how-to right now sorry Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted December 27, 2016 Share Posted December 27, 2016 11 hours ago, Nhawks17 said: You can use the information on this page to figure it out, I can't give an in-depth how-to right now sorry Thanks :D, the hybrid rocket now looks 200% cooler Link to comment Share on other sites More sharing options...
Vanamonde Posted December 28, 2016 Share Posted December 28, 2016 Guys, please just report posts you believe to be a problem rather than reply to them. Replying just creates off-topic clutter for others to have to click past. And also, please allow modders to update at their own pace. This is, after all, a voluntary activity they do without compensation. With these points in mind, some posts have been removed from this thread. Link to comment Share on other sites More sharing options...
Guest Posted December 29, 2016 Share Posted December 29, 2016 (edited) There's a typo in the config for the one of KW Rocketry engines preventing it from loading: the KW3mengineWildcatXR.cfg is called KW3mengineWildcarXR.cfg. The typo appears both in the filename and the name of the part within the config. Edited December 29, 2016 by Guest Link to comment Share on other sites More sharing options...
Virtualgenius Posted December 29, 2016 Share Posted December 29, 2016 Thanks for notifying us I just fixed mine Link to comment Share on other sites More sharing options...
Brainpop14 Posted December 29, 2016 Share Posted December 29, 2016 Does this work in 1.2.2? Cause the SpaceDock page still says it's for 1.2.1 Link to comment Share on other sites More sharing options...
MaxxQ Posted December 30, 2016 Share Posted December 30, 2016 2 hours ago, Brainpop14 said: Does this work in 1.2.2? Cause the SpaceDock page still says it's for 1.2.1 Just like I mentioned in the other thread, I've been using it since 1.2.2 was released and as far as I can tell, there's been no issues that I've noticed. When 1.2.2 was released, Squad mentioned that it probably wouldn't break many mods, so, what I did was just try anything that was already working in 1.2.1, and put it in 1.2.2. So far, not a single mod has broken for me between versions, and I've got something like 90+ mods installed. Link to comment Share on other sites More sharing options...
tsaven Posted January 2, 2017 Share Posted January 2, 2017 Looks like RealPlume updated for 1.2, so now this finally shows up in CKAN. And it's AWESOME, my god I can't express how much I missed this mod! It adds so much to the game, finally SRBs feel like they've got the real punch and they ignite with a crack that it always feels like they should. Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 2, 2017 Author Share Posted January 2, 2017 (edited) On 12/29/2016 at 3:21 PM, Brainpop14 said: Does this work in 1.2.2? Cause the SpaceDock page still says it's for 1.2.1 Sorry, just updated spacedock showing 1.2.2 compatibility [snip] Edited January 2, 2017 by Vanamonde Removed quote of removed post. Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 6, 2017 Author Share Posted January 6, 2017 Figured out the issue with the SXT engines, unfortunately the fix will have to have the real fuel check removed but I don't think it's that big of a deal. I'm still looking into the varying thrust issue and hopefully can figure it out. If you guys have any other bugs to report please report them now! @String Witch I fixed the typo in the KW config and will have that fix in the next update, thanks for pointing it out! Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 6, 2017 Author Share Posted January 6, 2017 (edited) Here's an update for yah, hopefully this will fix a lot of the issues that have been reported lately. Sorry it has taken so long, holidays were super busy If you find any bugs or see that any of the "fixes" didn't actually fix anything please let me know so I can get it fixed. Thanks! Enjoy everyone. -------------------------------------------------------------------------------------------------------------- RealPlume-Stock v0.11.2 - Updated plumes to Shuriken particle system (thanks @sarbian) - Added support for New TantaresLV (thanks @DerpyFirework) - Fixed varying thrust issue (I think?) - Fixed SXT engines showing constant plume effects - Fixed typo in KWRocketry config (for you @String Witch) - Updated SmokeScreen to v2.7.0 - Updated Module Manager to v2.7.5 - Updated .version file to v0.11.2 -------------------------------------------------------------------------------------------------------------- A delayed Christmas present perhaps? Also please note I don't think the CKAN downloads will have the new particle system until my pull request on Github for the RealPlume side of things is merged. Just be aware, it shouldn't affect anything, you just won't get the benefits of the new system. Edited January 6, 2017 by Nhawks17 Lol at me not linking the release Link to comment Share on other sites More sharing options...
Guest Posted January 7, 2017 Share Posted January 7, 2017 4 hours ago, Nhawks17 said: Here's an update for yah, hopefully this will fix a lot of the issues that have been reported lately. Thank you for your work, Nhawks! It truly is appreciated. Link to comment Share on other sites More sharing options...
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