Drew Kerman Posted April 17, 2018 Share Posted April 17, 2018 28 minutes ago, Beetlecat said: I started to poke around your configs, and restored the visuals as per Gordon Dry's efforts. Trying to compare notes with other modded configs, I restored sound by commenting out a call to ModuleEnginesFX, but that killed the new plume. Overall, there's a whole lot more going on here than most all the other sample and mod-configs, so we may need wait on you to walk back through your changes. I said a few weeks but now I don’t know as the new kerbalism maintainer axed the signal mechanism I like most about it. So now I’ll need to fork my own first and I can figure it out just no idea how long it’ll take me. Will def wait for the minor KSP versioning updates to ease up Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 17, 2018 Share Posted April 17, 2018 Hmmm.... Spoiler KSP is a love-hate relationship Link to comment Share on other sites More sharing options...
Hunony Posted April 18, 2018 Share Posted April 18, 2018 just tested it and i loved, thanks to the dev of this mod. Link to comment Share on other sites More sharing options...
Tyko Posted April 19, 2018 Share Posted April 19, 2018 Is there a way to use the RealPlume visual effects but keep the Stock sounds? Link to comment Share on other sites More sharing options...
theonegalen Posted April 24, 2018 Share Posted April 24, 2018 On 4/19/2018 at 12:29 PM, Tyko said: Is there a way to use the RealPlume visual effects but keep the Stock sounds? Link to comment Share on other sites More sharing options...
Tyko Posted April 24, 2018 Share Posted April 24, 2018 (edited) I put the answer in a spoiler because once I noticed this audio quirk it's all I hear during launches. if you have any OCD tendencies you have been warned. Spoiler Because the heavy engine sound use by many engines for real plume has a subtle but noticeable mechanical noise in the background that has a pattern that's several seconds long. Edited April 24, 2018 by Tyko Link to comment Share on other sites More sharing options...
A_name Posted April 25, 2018 Share Posted April 25, 2018 (edited) I' m having the same issue. So far I've only observed it on the Swivel. https://i.imgur.com/O1d5CCN.png My modlist: https://i.imgur.com/ABthPBH.png Edited April 25, 2018 by A_name Link to comment Share on other sites More sharing options...
Kwebib Posted April 25, 2018 Share Posted April 25, 2018 1 hour ago, A_name said: I' m having the same issue. So far I've only observed it on the Swivel. https://i.imgur.com/O1d5CCN.png https://sabercathost.com/lYnq/RealPlume-Stock_MissingHistoryFix2.zip Link to comment Share on other sites More sharing options...
Zorg Posted May 3, 2018 Share Posted May 3, 2018 (edited) Hi! First of all thank you to the developers of this mod, RealPlume is definitely among my favourites of the 80 plus mods I've installed. I was however wondering if someone could help me out with some customization snags I've run into. I recently downloaded the RealEnginesPack by Alcentar; he has recently ceased development of the mod but the models are really beautiful so I decided to modify the pack for a highly customized personal install. I ran into 2 issues when trying to make realplume configs and was wondering if someone could help me out. Bear in mind that I have no prior coding skills and this the first time I'm trying to mess with configs.. 1) For the SSME model, I wanted to use the Cryogenic-UpperLower-375 plume but the volume was very low. I think that the volume is scaled based on the plume size scaling factor after seeing this in the prefab configs and the particular sound effect associated with that plume isnt very loud to begin with. In this case I had to scale it down to 0.5 Spoiler AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = #$../../../PLUME[Cryogenic-UpperLower-375]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } I assumed this scales the volume based on plume size? I found this inside Cryoigenic-UpperLower-375 in 000_GenericPlumes folder I tried a few different things but so far have not been able to modify the volume. Is there a way to change the volume to my liking on an engine by engine basis? The Github wiki says use :FOR[zzRealPlume] - Adjust the EFFECTS nodes and engine sounds here. So I tried this config (and several other bumbling variations after looking at other config files etc...) but it makes the plume disappear and doesn't solve the volume issue. Spoiler @PART[SSME_Engine]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Cryogenic-Cryogenic-UpperLower-375 // Pre-fabbed plume you want. transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.2 flarePosition = 0,0,0 plumeScale = 0.5 flareScale = 1 energy = 1 speed = 0.8 emissionMult = 1 // Optional - Density of the plume particles (global). } @MODULE[ModuleEngines*] { %powerEffectName = Cryogenic-UpperLower-375 !runningEffectName = DELETE } } @PART[SSME_Engine]:HAS[@PLUME[Cryogenic-UpperLower-375]]:FOR[zzRealPlume]:NEEDS[SmokeScreen] { EFFECTS { running_closed { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } } I guess its not super critical as using a 1.25m scale cryogenic plume doesnt cause volume issues as its not downscaled. But still I like the colours of the 3.75m plume for the SSME.. 2) The second issue is more troublesome and I fear there may not be a simple solution. The pack contains models for the RD107 and RD108. Both of these models have additional smaller thrusters for attitude control. I am able to apply a realplume to the actual engines but that makes the thruster plumes disappear. I am attaching the part config file below in case someone is keen to have a look. I am not sure how to target the thrusters with a seperate plume such as one of the vernier thruster ones. Alternatively I would be fine with the original plume for the thrusters and realplume for the main engine if thats easier. The thrusters firing separately on the RD108 model without realplume (main engines are deactivated so we can see clearly) RD107 model with succesful realplume config for the main engines. Thrusters fire without plume now... Link to the part config file for the RD108 model https://www.dropbox.com/s/j8oknvf6y54pa1l/RD108.cfg?dl=0 Thanks in advance for anyone who can help out! Edit: The below successfully applies the vernier plume to the thrusters (thrustTransform2) but makes the main engine plumes disappear (although the sliders are still there in the smokescreen config tool. Spoiler @PART[RD107]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Kerolox-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-1 plumePosition = 0,0,-0.8 plumeScale = 0.3 flareScale = 0.3 energy = 0.8 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Upper } PLUME { name = Kerolox-Vernier transformName = thrustTransform2 localRotation = 0,0,0 flarePosition = 0,0,-1 plumePosition = 0,0,-0.8 plumeScale = 0.3 flareScale = 0.3 energy = 0.8 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Vernier } } Edited May 3, 2018 by Zorg Link to comment Share on other sites More sharing options...
Hunony Posted May 3, 2018 Share Posted May 3, 2018 i want to delete the plume of certain engine, to i do this i just need to go to RealPlume-Stock and delete the .cfg file? Link to comment Share on other sites More sharing options...
Nhawks17 Posted May 3, 2018 Author Share Posted May 3, 2018 4 hours ago, Zorg said: Hi! First of all thank you to the developers of this mod, RealPlume is definitely among my favourites of the 80 plus mods I've installed. I was however wondering if someone could help me out with some customization snags I've run into. I recently downloaded the RealEnginesPack by Alcentar; he has recently ceased development of the mod but the models are really beautiful so I decided to modify the pack for a highly customized personal install. I ran into 2 issues when trying to make realplume configs and was wondering if someone could help me out. Bear in mind that I have no prior coding skills and this the first time I'm trying to mess with configs.. 1) For the SSME model, I wanted to use the Cryogenic-UpperLower-375 plume but the volume was very low. I think that the volume is scaled based on the plume size scaling factor after seeing this in the prefab configs and the particular sound effect associated with that plume isnt very loud to begin with. In this case I had to scale it down to 0.5 Hide contents AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = #$../../../PLUME[Cryogenic-UpperLower-375]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } I assumed this scales the volume based on plume size? I found this inside Cryoigenic-UpperLower-375 in 000_GenericPlumes folder I tried a few different things but so far have not been able to modify the volume. Is there a way to change the volume to my liking on an engine by engine basis? The Github wiki says use :FOR[zzRealPlume] - Adjust the EFFECTS nodes and engine sounds here. So I tried this config (and several other bumbling variations after looking at other config files etc...) but it makes the plume disappear and doesn't solve the volume issue. Reveal hidden contents @PART[SSME_Engine]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Cryogenic-Cryogenic-UpperLower-375 // Pre-fabbed plume you want. transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.2 flarePosition = 0,0,0 plumeScale = 0.5 flareScale = 1 energy = 1 speed = 0.8 emissionMult = 1 // Optional - Density of the plume particles (global). } @MODULE[ModuleEngines*] { %powerEffectName = Cryogenic-UpperLower-375 !runningEffectName = DELETE } } @PART[SSME_Engine]:HAS[@PLUME[Cryogenic-UpperLower-375]]:FOR[zzRealPlume]:NEEDS[SmokeScreen] { EFFECTS { running_closed { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } } I guess its not super critical as using a 1.25m scale cryogenic plume doesnt cause volume issues as its not downscaled. But still I like the colours of the 3.75m plume for the SSME.. 2) The second issue is more troublesome and I fear there may not be a simple solution. The pack contains models for the RD107 and RD108. Both of these models have additional smaller thrusters for attitude control. I am able to apply a realplume to the actual engines but that makes the thruster plumes disappear. I am attaching the part config file below in case someone is keen to have a look. I am not sure how to target the thrusters with a seperate plume such as one of the vernier thruster ones. Alternatively I would be fine with the original plume for the thrusters and realplume for the main engine if thats easier. The thrusters firing separately on the RD108 model without realplume (main engines are deactivated so we can see clearly) RD107 model with succesful realplume config for the main engines. Thrusters fire without plume now... Link to the part config file for the RD108 model https://www.dropbox.com/s/j8oknvf6y54pa1l/RD108.cfg?dl=0 Thanks in advance for anyone who can help out! Edit: The below successfully applies the vernier plume to the thrusters (thrustTransform2) but makes the main engine plumes disappear (although the sliders are still there in the smokescreen config tool. Reveal hidden contents @PART[RD107]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Kerolox-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-1 plumePosition = 0,0,-0.8 plumeScale = 0.3 flareScale = 0.3 energy = 0.8 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Upper } PLUME { name = Kerolox-Vernier transformName = thrustTransform2 localRotation = 0,0,0 flarePosition = 0,0,-1 plumePosition = 0,0,-0.8 plumeScale = 0.3 flareScale = 0.3 energy = 0.8 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Vernier } } For your first issue try adding the following code to your config and adjusting the volume parameters until it meets what you desire. @PART[partName]:HAS[@PLUME[Cryogenic-UpperLower-375]]:FOR[zzRealPlume] { @EFFECTS { @Cryogenic-UpperLower-375 { @AUDIO { vol = #$volume,1[1, ]$ @vol *= 10 @volume,1 = #1.0 $vol$ !vol = DEL } } } } Make sure you add this separate from the plume section of the config. For your second issue, try looking in the engine config and looking for different engineID names for the separate modes on the engine and follow a config structure similar to something like the multi-mode engines for the SpaceY mod. (see below). @PART[SYengine5mM9]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY M9 "Heavy-Moa" Engine Cluster { PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,1 plumePosition = 0,0,1.3 flareScale = 0.75 plumeScale = 0.45 energy = 1.2 speed = 1 } PLUME { name = Kerolox-Upper transformName = centerTransform localRotation = 0,0,0 flarePosition = 0,0,1 plumePosition = 0,0,1.2 flareScale = 0.8 plumeScale = 0.5 energy = 1.2 speed = 1.2 } @MODULE[ModuleEngines*]:HAS[#engineID[AllEngines]] { !runningEffectName = DELETE %powerEffectName = Kerolox-Lower } @MODULE[ModuleEngines*]:HAS[#engineID[CenterOnly]] { !runningEffectName = DELETE %powerEffectName = Kerolox-Upper } } Notice how the @MODULE[ModuleEngines*] nodes have the :HAS condition based off of the engineID that is activated for the mode. Let me know if any of this helps. 2 hours ago, Hunony said: i want to delete the plume of certain engine, to i do this i just need to go to RealPlume-Stock and delete the .cfg file? Yes Link to comment Share on other sites More sharing options...
Zorg Posted May 3, 2018 Share Posted May 3, 2018 (edited) 1 hour ago, Nhawks17 said: For your first issue try adding the following code to your config and adjusting the volume parameters until it meets what you desire. @PART[partName]:HAS[@PLUME[Cryogenic-UpperLower-375]]:FOR[zzRealPlume] { @EFFECTS { @Cryogenic-UpperLower-375 { @AUDIO { vol = #$volume,1[1, ]$ @vol *= 10 @volume,1 = #1.0 $vol$ !vol = DEL } } } } Make sure you add this separate from the plume section of the config. Thanks a lot! This worked a treat! 1 hour ago, Nhawks17 said: For your second issue, try looking in the engine config and looking for different engineID names for the separate modes on the engine and follow a config structure similar to something like the multi-mode engines for the SpaceY mod. (see below). I do have SpaceY so I just took a close look at that config. Unfortunately unlike SpaceY which has unique identifiers within its 2 engine modules, the two engines I'm grappling with don't seem to have any identifiers that I can find for the 2 modules (which run simultaneously). Perhaps I could add an engine Identifier? In any case shortly before I saw your post I got things working by directly editing the part config file and setting the appropriate plume for powerEffectName in each of the modules. I then adjusted parameters in the separate patch file. Its hacky and not best practice but since its just for my personal use and not for distribution its fine I guess. Anyway thanks a lot for your help once again! Edited May 3, 2018 by Zorg spelling Link to comment Share on other sites More sharing options...
Zorg Posted May 3, 2018 Share Posted May 3, 2018 (edited) 1 hour ago, Nhawks17 said: @AUDIO { vol = #$volume,1[1, ]$ @vol *= 10 @volume,1 = #1.0 $vol$ !vol = DEL Hi Nhawks17, would you mind letting me know which parameters do what in this snippet? The values in the example you gave worked out of the box for my SSME problem but I would like to adjust some other engines. Experimenting blind without knowing what they do can be quite tedious given the game's load times. Cheers Edited May 3, 2018 by Zorg Link to comment Share on other sites More sharing options...
Nhawks17 Posted May 4, 2018 Author Share Posted May 4, 2018 7 hours ago, Zorg said: Hi Nhawks17, would you mind letting me know which parameters do what in this snippet? The values in the example you gave worked out of the box for my SSME problem but I would like to adjust some other engines. Experimenting blind without knowing what they do can be quite tedious given the game's load times. Cheers The things being changed are the lines beginning with the @ symbol. The only value you should have to worry about is the [vol *= X] line where you can adjust the multiplier accordingly. I believe it takes the volume based on the plume config adjusted by the specific engine plume size and multiples it by X. I'm not 100% on that however as it's been a while since I looked at that stuff. By the way regarding your load times. It may be easier for you to use a separate install that only has the mods you are working on to play with the values. It makes testing a lot easier. Link to comment Share on other sites More sharing options...
theonegalen Posted May 5, 2018 Share Posted May 5, 2018 23 hours ago, Nhawks17 said: By the way regarding your load times. It may be easier for you to use a separate install that only has the mods you are working on to play with the values. It makes testing a lot easier. This is so true. Also @Zorg, a mod recently came out which allowed you to reload a specific part config while in game without having to reload everything. It's a lifesaver. Link to comment Share on other sites More sharing options...
Zorg Posted May 5, 2018 Share Posted May 5, 2018 1 hour ago, theonegalen said: This is so true. Also @Zorg, a mod recently came out which allowed you to reload a specific part config while in game without having to reload everything. It's a lifesaver. Thanks! Looks useful, there really does seem to be a mod for everything! Link to comment Share on other sites More sharing options...
Speadge Posted May 5, 2018 Share Posted May 5, 2018 On 4/25/2018 at 3:12 AM, Kwebib said: https://sabercathost.com/lYnq/RealPlume-Stock_MissingHistoryFix2.zip what happened to this fix? Link to comment Share on other sites More sharing options...
Critter79606 Posted May 12, 2018 Share Posted May 12, 2018 @Nhawks17 I wanted to report an issue I've been having with the nuclearEngine animations. Even when unstaged and off, there is an animation like the engine is on. I finally ran it down to a conflict between KerbalAtomics and RealPlume. I had to make the following edit to nuclearEngine.cfg to make it stop. @PART[nuclearEngine]:FOR[RealPlume]:NEEDS[!KerbalAtomics&SmokeScreen] // LV-N "Nerv" Atomic Rocket Motor KerbalAtomics does a lot to this engine (some I understand, some I don't), including adding a second mode to it, and I"m unsure exactly what is happening, but I wanted to post a solution in case anyone else has this issue. Also it doesn't appear that any of the other stock nuke engines are having this issue, just this one so far. Love the mod, sorry to see you stepping a side. I wish you well! Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 12, 2018 Share Posted May 12, 2018 9 hours ago, Critter79606 said: I had to make the following edit to nuclearEngine.cfg to make it stop. You mean GameData\RealPlume-Stock\Squad\nuclearEngine.cfg Link to comment Share on other sites More sharing options...
Critter79606 Posted May 12, 2018 Share Posted May 12, 2018 6 minutes ago, Gordon Dry said: You mean GameData\RealPlume-Stock\Squad\nuclearEngine.cfg Actually it is GameData\RealPlume\RealPlume-Stock\Squad\nuclearEngine.cfg (1 hit) Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 12, 2018 Share Posted May 12, 2018 (edited) 14 minutes ago, Critter79606 said: GameData\RealPlume\RealPlume-Stock\Squad\nuclearEngine.cfg Well, then you decided to put that folder as subfolder in there, but you don't have to, you can just put it directly into GameData like I did. When you download the latest release you see this folder structure: </smartypants> I like word censorship in all cases, yeah Edited May 12, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
Briso Posted May 12, 2018 Share Posted May 12, 2018 (edited) Who can explain to me how to get the number of engine ignitions into the game, otherwise I can start the engines endlessly. Edited May 12, 2018 by Briso Link to comment Share on other sites More sharing options...
Critter79606 Posted May 12, 2018 Share Posted May 12, 2018 2 minutes ago, Gordon Dry said: Well, then you decided to put that folder as subfolder in there, but you don't have to, you can just put it directly into GameData like I did. When you download the latest release you see this folder structure: </smartypants> I like word censorship in all cases, yeah That's where ckan put it. I just edited the original file. I was just clarifying the file path, in case there is another mod that uses the same filename. I wasn't very clear about that. 2 minutes ago, Briso said: Who can explain to me how to get the number of engine ignitions into the game, otherwise I can start the engines endlessly. @Briso Take a look at this mod Link to comment Share on other sites More sharing options...
Briso Posted May 12, 2018 Share Posted May 12, 2018 Thank you Link to comment Share on other sites More sharing options...
Briso Posted May 12, 2018 Share Posted May 12, 2018 (edited) 4 hours ago, Critter79606 said: @Briso Take a look at this mod Is there any way to fix this mod so that the number of ignitions works? Edited May 12, 2018 by Briso Link to comment Share on other sites More sharing options...
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