eberkain Posted January 15, 2018 Share Posted January 15, 2018 5 hours ago, Drew Kerman said: IIRC the thrust transform is case-sensitive, at least I have a vague memory back when I did the USI sounding rockets a year or so ago that changing the thrust transform name gave me effects and I was like - "really?!" Ohh, care to share? The sounding rockets are the last engines on my list to do. I can also add it to my pull request if you want? Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 15, 2018 Share Posted January 15, 2018 (edited) 4 hours ago, eberkain said: Ohh, care to share? The sounding rockets are the last engines on my list to do. I can also add it to my pull request if you want? sure, you can check it out here. someplace to start from at least maybe. Edited January 15, 2018 by Drew Kerman Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 15, 2018 Author Share Posted January 15, 2018 On 1/13/2018 at 8:50 PM, eberkain said: I made about a dozen configs no problem, but I have two specific engines that just wont work. I've tripple checked the part name to make sure its right. What other common things would cause it to not work? In-game the engine has no plume at all, and smokescreen shows no particle effects. log file... https://drive.google.com/open?id=16YvH1eo6W-WP996_9-1RZctljnzSzg5u This is the config I'm trying. @PART[FTT_Engine_375_01]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hypergolic-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition =0,0,5 fixedScale = 1.5 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hypergolic-Upper !runningEffectName = DELETE } } The part even says "Plume configured by Real Plume" on it. EDIT: I put in a pull request for all the other configs I did. 12 hours ago, Drew Kerman said: IIRC the thrust transform is case-sensitive, at least I have a vague memory back when I did the USI sounding rockets a year or so ago that changing the thrust transform name gave me effects and I was like - "really?!" Yeah, make sure you double check with the actual mod engine config and see what transform the engine uses. If the plume and engine config don't match, the plume won't be applied. On 1/14/2018 at 12:06 PM, Tonas1997 said: Does anyone use this mod with KSPI-E? The nuclear turbojets don't seem to have a defined plume/sounds for any propellants other than IntakeAir. I don't have KSPI-E plumes bundled with RPS. It looks like the mod comes bundled with configs so report this on their thread so they can look into it Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted January 19, 2018 Share Posted January 19, 2018 Realplume does't work for me. I have smokescreen and module manager installed, but it still doesn't work. Could it be that smokescreen isn't updated? Please help! Thanks Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 19, 2018 Author Share Posted January 19, 2018 2 hours ago, JEB'S DESTINY said: Realplume does't work for me. I have smokescreen and module manager installed, but it still doesn't work. Could it be that smokescreen isn't updated? Please help! Thanks What KSP version are you using? Are you using the dependencies included with the RealPlume download? Do you have logs? Pictures? Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted January 19, 2018 Share Posted January 19, 2018 OHH! I see, there is the realplume configs and the realplume dependency if I am correct. Nevermind! I just need to download the zip file RealPlume-Stock_v1.0.1.zip. Link to comment Share on other sites More sharing options...
Player-DestroyerOfRockets Posted January 22, 2018 Share Posted January 22, 2018 What is the current issue with LFO Engine smoke? Is this something that you are currently working on? Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 23, 2018 Author Share Posted January 23, 2018 5 hours ago, Player-DestroyerOfRockets said: What is the current issue with LFO Engine smoke? Is this something that you are currently working on? LFO engine plumes do not have smoke effects. Only SRB plumes have them. This is by design, not an issue. Link to comment Share on other sites More sharing options...
Boomer Posted January 29, 2018 Share Posted January 29, 2018 Hi guys, maybe this is a silly question,but.... does KW Rocketry "REBALANCED" use this mod, will I am able to see those wonderful effect on KW Rocketry "REBALANCED"'s parts?.... Thank you in advance Cheers! Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 29, 2018 Author Share Posted January 29, 2018 5 hours ago, Boomer said: Hi guys, maybe this is a silly question,but.... does KW Rocketry "REBALANCED" use this mod, will I am able to see those wonderful effect on KW Rocketry "REBALANCED"'s parts?.... Thank you in advance Cheers! If the engines use the same engine ID names, yes it should. Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 30, 2018 Author Share Posted January 30, 2018 Ladies and gentlemen, it is my pleasure to announce that, thanks to @sarbian, RealPlume-Stock now supports TweakScale on all engines. This long awaited feature is finally here and I'm very happy to pass it along to you all. Enjoy your 100m engines RealPlume-Stock v1.1.0 - TweakScale support added (thanks sarbian!!!) - Updated Module Manager to v3.0.1 - Updated SmokeScreen to v2.7.6.1 - Added engine configs (thanks @eberkain) Download Here Link to comment Share on other sites More sharing options...
Boomer Posted January 30, 2018 Share Posted January 30, 2018 9 hours ago, Nhawks17 said: If the engines use the same engine ID names, yes it should. Ok thank you for the reply, now, I'm a noob, so, how can I check the engine id ? cheers; Link to comment Share on other sites More sharing options...
Galileo Posted January 30, 2018 Share Posted January 30, 2018 17 minutes ago, Boomer said: Ok thank you for the reply, now, I'm a noob, so, how can I check the engine id ? cheers; Basically, what he is saying is if the parts are named the same, they will work, and they are, so you can enjoy real plume with kw rocketry rebalance. Link to comment Share on other sites More sharing options...
Boomer Posted January 30, 2018 Share Posted January 30, 2018 oh, ok my friend, thank you, and keep developing your wonderful SVT/SVE they're awesome! Link to comment Share on other sites More sharing options...
aluc24 Posted February 2, 2018 Share Posted February 2, 2018 @Nhawks17 , I have a serious issue to report. It took me almost 4 full days to track down, but now I'm 100% sure that RealPlume (or SmokeScreen) causes lag spikes in the game, unrelated to Garbage Collection spikes. I removed all my mods and then added them one by one until I found out this. These spikes happen every 4-6 seconds, or sometimes randomly. Very noticeable during Kerbin ascent. Logs are clean, so there's really nothing I can give to go on... Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 2, 2018 Author Share Posted February 2, 2018 12 hours ago, aluc24 said: @Nhawks17 , I have a serious issue to report. It took me almost 4 full days to track down, but now I'm 100% sure that RealPlume (or SmokeScreen) causes lag spikes in the game, unrelated to Garbage Collection spikes. I removed all my mods and then added them one by one until I found out this. These spikes happen every 4-6 seconds, or sometimes randomly. Very noticeable during Kerbin ascent. Logs are clean, so there's really nothing I can give to go on... Would you mind taking a recording of it and posting it? And giving me your system specs. I have never seen this in my own testing and haven't received any reports before. Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted February 2, 2018 Share Posted February 2, 2018 12 hours ago, aluc24 said: @Nhawks17 , I have a serious issue to report. It took me almost 4 full days to track down, but now I'm 100% sure that RealPlume (or SmokeScreen) causes lag spikes in the game, unrelated to Garbage Collection spikes. I removed all my mods and then added them one by one until I found out this. These spikes happen every 4-6 seconds, or sometimes randomly. Very noticeable during Kerbin ascent. Logs are clean, so there's really nothing I can give to go on... Have you tried turning max particles down in your SmokeScreen .cfg? Could just be your rig choking on the additional FX. (No offense.) Link to comment Share on other sites More sharing options...
eberkain Posted February 16, 2018 Share Posted February 16, 2018 On 1/29/2018 at 6:02 PM, Nhawks17 said: Ladies and gentlemen, it is my pleasure to announce that, thanks to @sarbian, RealPlume-Stock now supports TweakScale on all engines. This long awaited feature is finally here and I'm very happy to pass it along to you all. Enjoy your 100m engines RealPlume-Stock v1.1.0 - TweakScale support added (thanks sarbian!!!) - Updated Module Manager to v3.0.1 - Updated SmokeScreen to v2.7.6.1 - Added engine configs (thanks @eberkain) Download Here Can this be applied to RCS blocks? I find that I scale those up and down a good bit, but the gfx look goofy sometimes when you scale them small. Is there a sutible plume to use for RCS? Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 16, 2018 Author Share Posted February 16, 2018 8 hours ago, eberkain said: Can this be applied to RCS blocks? I find that I scale those up and down a good bit, but the gfx look goofy sometimes when you scale them small. Is there a sutible plume to use for RCS? The RCS plumes should scale already. My testing shows that it works and doesn't look bad. You can try using the Hypergolic-Vernier or Hypergolic-OMS-White plumes on RCS blocks if you don't like the look of stock plumes. Link to comment Share on other sites More sharing options...
eberkain Posted February 16, 2018 Share Posted February 16, 2018 1 hour ago, Nhawks17 said: The RCS plumes should scale already. My testing shows that it works and doesn't look bad. You can try using the Hypergolic-Vernier or Hypergolic-OMS-White plumes on RCS blocks if you don't like the look of stock plumes. I'll have to check the parts but I know I was getting weird plumes with the RLA micro blocks when they were scaled down to like 50% size. Link to comment Share on other sites More sharing options...
eberkain Posted February 18, 2018 Share Posted February 18, 2018 I get no plume at all on the LV-NX3 "Phoebus" Atomic Rocket Motor from SXT. The part name is SXTNERVA and a quick search shows it does have a config. @PART[SXTNERVA]:FOR[RealPlume]:NEEDS[SmokeScreen] // LV-NX3 "Phoebus" Atomic Rocket Motor { PLUME { name = Hydrogen-NTR-HighTemp transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 1 energy = 1.5 speed = 1.3 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR-HighTemp } } Link to comment Share on other sites More sharing options...
eberkain Posted February 19, 2018 Share Posted February 19, 2018 The other SXT nerta is called LV-NX4 "Fat Mun" Atomic Rocket Motor with the part name SXTNERVAB and has this config, @PART[SXTNERVAB]:FOR[RealPlume]:NEEDS[SmokeScreen] // LV-NX4 "Fat Mun" Atomic Rocket Motor { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2.3 fixedScale = 1.2 energy = 1 speed = 1.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } It seems to work fine. Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 22, 2018 Share Posted February 22, 2018 (edited) I'm doing a small patch for Kerbal Atomics, from @Nertea: The second (right-left) is the stock squad, what do you guys think? The other 2 engines are huge (so they plumes), I tried to give each one a slight different style, with the Emancipator receiving one that it's worth it's overpoweredness Now I'll try to do the same with the multi-mode engines, will post when/if finished. I'll left the 2 aerospikes out, they work great in the vacuum with the included plumes in the mod, but in atm not so much, and they have relatively good and unique "stock" plumes. Finished the dual mode engines, It's a little confusing at first, but not very hard. Normal mode, I gave them smaller plumes than the "pure" nuclear engines. The biggest one it's around the size/power of the second biggest from the first picture. Oxidizer augmented: I was surprised to not found any patch for this awesome mod. Hope it's useful! Files, feel free to make suggestions/point errors: Spoiler @PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -1.6 fixedScale = 0.2 energy = 2.0 speed = 1.8 emissionMult = 1.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -1.4 fixedScale = 1.5 energy = 2.0 speed = 1.7 emissionMult = 4.0 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -2.0 fixedScale = 1.0 energy = 3.0 speed = 2.0 emissionMult = 1.0 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 0.7 energy = 1.5 speed = 1.5 emissionMult = 1.0 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.9 flarePosition = 0,0,0.5 plumeScale = 0.7 flareScale = 1.3 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.25 fixedScale = 0.3 energy = 1.5 speed = 1.5 emissionMult = 2.5 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.7 flarePosition = 0,0,0.2 plumeScale = 0.8 flareScale = 1.0 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2.8 fixedScale = 1.5 energy = 1.2 speed = 1.6 emissionMult = 2.5 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,-0.3 flarePosition = 0,0,-0.9 plumeScale = 2.8 flareScale = 2.6 energy = 0.8 speed = 1.3 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } Edited February 22, 2018 by MaximumThrust Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 25, 2018 Author Share Posted February 25, 2018 On 2/22/2018 at 2:49 PM, MaximumThrust said: I'm doing a small patch for Kerbal Atomics, from @Nertea: The second (right-left) is the stock squad, what do you guys think? The other 2 engines are huge (so they plumes), I tried to give each one a slight different style, with the Emancipator receiving one that it's worth it's overpoweredness Now I'll try to do the same with the multi-mode engines, will post when/if finished. I'll left the 2 aerospikes out, they work great in the vacuum with the included plumes in the mod, but in atm not so much, and they have relatively good and unique "stock" plumes. Finished the dual mode engines, It's a little confusing at first, but not very hard. Normal mode, I gave them smaller plumes than the "pure" nuclear engines. The biggest one it's around the size/power of the second biggest from the first picture. Oxidizer augmented: I was surprised to not found any patch for this awesome mod. Hope it's useful! Files, feel free to make suggestions/point errors: Reveal hidden contents @PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -1.6 fixedScale = 0.2 energy = 2.0 speed = 1.8 emissionMult = 1.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -1.4 fixedScale = 1.5 energy = 2.0 speed = 1.7 emissionMult = 4.0 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, -2.0 fixedScale = 1.0 energy = 3.0 speed = 2.0 emissionMult = 1.0 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 0.7 energy = 1.5 speed = 1.5 emissionMult = 1.0 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.9 flarePosition = 0,0,0.5 plumeScale = 0.7 flareScale = 1.3 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.25 fixedScale = 0.3 energy = 1.5 speed = 1.5 emissionMult = 2.5 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.7 flarePosition = 0,0,0.2 plumeScale = 0.8 flareScale = 1.0 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2.8 fixedScale = 1.5 energy = 1.2 speed = 1.6 emissionMult = 2.5 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,-0.3 flarePosition = 0,0,-0.9 plumeScale = 2.8 flareScale = 2.6 energy = 0.8 speed = 1.3 emissionMult = 1 } @MODULE[ModuleEngines*]:HAS[#engineID[LH2]] { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*]:HAS[#engineID[LOxAugmented]] { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } Submit this as a pull request on github and I'll get it added to the mod. Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 25, 2018 Share Posted February 25, 2018 anybody want to tackle NovaPunch? Honestly I'm surprised it isn't already done. I will at least be doing the K2-X engine in the next few weeks... Link to comment Share on other sites More sharing options...
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