StahnAileron Posted November 18, 2018 Share Posted November 18, 2018 22 hours ago, gamerscircle said: @StahnAileron I do have a couple of MM patches helping with my new game setup, so I know they work. However, this patch doesn't seem to be having any impact. Is there any particular place that this patch should be put? Anywhere inside the GameData folder should be enough. I did make this for KSP 1.2.x, so some stuff may have changed or it isn't affecting the particular thing you're trying to do. All this patch does is replace the activation sound for engines with the original stock sound. The activation sound was the loudest sound clip used by RealPlume (back then in KSP 1.2.x anyway). Oh, and just to be sure: You did make sure the file extension on it is CFG and not TXT, right? If you're on Windows, it defaults to not displaying the file extension. And NotePad, if you used it, appends .TXT to new files by default unless you tell it to save as ALL FILES first. You may also want to make sure it's not labeled as FILENAME.CFG.TXT as well. I apologize if you are already aware of the above, but I know Windows has many idiosyncrasies most users aren't aware of until they have trouble and ask someone for help. Link to comment Share on other sites More sharing options...
gamerscircle Posted November 19, 2018 Share Posted November 19, 2018 7 hours ago, StahnAileron said: Anywhere inside the GameData folder should be enough. I did make this for KSP 1.2.x, so some stuff may have changed or it isn't affecting the particular thing you're trying to do. All this patch does is replace the activation sound for engines with the original stock sound. The activation sound was the loudest sound clip used by RealPlume (back then in KSP 1.2.x anyway). Oh, and just to be sure: You did make sure the file extension on it is CFG and not TXT, right? If you're on Windows, it defaults to not displaying the file extension. And NotePad, if you used it, appends .TXT to new files by default unless you tell it to save as ALL FILES first. You may also want to make sure it's not labeled as FILENAME.CFG.TXT as well. I apologize if you are already aware of the above, but I know Windows has many idiosyncrasies most users aren't aware of until they have trouble and ask someone for help. Oh.. no apology needed, I have been playing and modding KSP for a few years, but just recently started to look at the patches and attempted to mold my game a little differently. I have patches that are intended for my game in their own folder, vs just dropping them into GameData folder, would the root of the GameData be better? I am using Notepad++ So, you think perhaps since things have changed since 1.2.x , that some of the sounds might not be impacted? Link to comment Share on other sites More sharing options...
StahnAileron Posted November 21, 2018 Share Posted November 21, 2018 On 11/18/2018 at 11:11 PM, gamerscircle said: Oh.. no apology needed, I have been playing and modding KSP for a few years, but just recently started to look at the patches and attempted to mold my game a little differently. I have patches that are intended for my game in their own folder, vs just dropping them into GameData folder, would the root of the GameData be better? I am using Notepad++ So, you think perhaps since things have changed since 1.2.x , that some of the sounds might not be impacted? Having your own personal folder for mod patches is fine. Well, I'd have to verify that you are in fact saving the file as a CFG and not some other file type by accident. You know what...: https://www.dropbox.com/s/qcst62p1avgmhqz/RealPlumeAudio.cfg?dl=0 Try that link and download. That's the actual file I'm using and as far as I can tell, it works... I think. Honestly, I've been working with jets lately (usually), so I haven't actually been paying much attention to rocket engines and the sounds they make. Lastly, if you could tell me just exactly what it is you want to do again in detail, maybe I'll be help you a bit more (or realize what I have been trying to do doesn't apply to your end goal...) Link to comment Share on other sites More sharing options...
gamerscircle Posted November 22, 2018 Share Posted November 22, 2018 On 11/21/2018 at 1:47 PM, StahnAileron said: Having your own personal folder for mod patches is fine. Well, I'd have to verify that you are in fact saving the file as a CFG and not some other file type by accident. You know what...: https://www.dropbox.com/s/qcst62p1avgmhqz/RealPlumeAudio.cfg?dl=0 Try that link and download. That's the actual file I'm using and as far as I can tell, it works... I think. Honestly, I've been working with jets lately (usually), so I haven't actually been paying much attention to rocket engines and the sounds they make. Lastly, if you could tell me just exactly what it is you want to do again in detail, maybe I'll be help you a bit more (or realize what I have been trying to do doesn't apply to your end goal...) Thank you.. I appreciate it. I am running KSP 1.5.1 - I am curious if this might be impacting it as this file didn't seem to have any impact either. Link to comment Share on other sites More sharing options...
Mukita12 Posted November 23, 2018 Share Posted November 23, 2018 So...... just wondering if the latest update works with 1.4.5? Link to comment Share on other sites More sharing options...
StahnAileron Posted November 23, 2018 Share Posted November 23, 2018 11 hours ago, gamerscircle said: Thank you.. I appreciate it. I am running KSP 1.5.1 - I am curious if this might be impacting it as this file didn't seem to have any impact either. Then you'll have to tell me exactly what you want accomplished because that patch changes only ONE sound. (Launch something with a KS-25 engine and toggle the engine on and off a few times with JUST RealPlume, my patch, and all necessary dependencies installed. The activation sound should be the quieter stock sound.) 4 hours ago, Mukita12 said: So...... just wondering if the latest update works with 1.4.5? This release of the mod is still technically still for KSP v1.4.x. (See title.) Minor updates to KSP have been less likely to break mods, it seems. Link to comment Share on other sites More sharing options...
Mukita12 Posted November 23, 2018 Share Posted November 23, 2018 11 hours ago, StahnAileron said: This release of the mod is still technically still for KSP v1.4.x. (See title.) Minor updates to KSP have been less likely to break mods, it seems. Owh.... thanks Link to comment Share on other sites More sharing options...
HaydenTheKing Posted November 24, 2018 Share Posted November 24, 2018 What is the difference between realplume stock and realplume in the zip file? Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted November 24, 2018 Share Posted November 24, 2018 5 hours ago, HaydenTheKing said: What is the difference between realplume stock and realplume in the zip file? If I am not mistaken, RealPlume is a set of plume graphics/models/particles and plume definitions - resources that can be used to create new plumes for engines through MM patches. RealPlumeStock is a set of patches that apply those graphics to stock engines. Or something like that. Link to comment Share on other sites More sharing options...
HaydenTheKing Posted November 27, 2018 Share Posted November 27, 2018 (edited) The plume on the swivel for me comes out before the nozzle? Im using Ksp 1.4.5. I’m curious if others are having a issue with that one. I don’t really notice it on other rockets engines, possibly a little on the reliant Edited November 27, 2018 by HaydenTheKing Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 30, 2018 Share Posted November 30, 2018 What is the most common reason for plumes (aka. smoke puffs) going upwards instead of downwards? I'm trying to fix the Sounding Rockets plumes. This is what I actually got: GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg //Sounding Rocket Configs by forum user Drew Kerman // LF/O Engine @PART[SR_Aerospike] { %EFFECTS { Kerolox-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 1 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 energy = 0.5 speed = 0.75 emissionMult = 0.35 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 2 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.4 density = 0 1.6 } logGrow { density = 1.0 1 density = 0.2 1 density = 0.1 7 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1 density = 0.46 1.3 density = 0.2 2 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 -0.2 density = 0.25 0 density = 0.07 4 density = 0.035 12 density = 0.0 25 } speed { density = 1.0 5 density = 0.46 5 density = 0.2 5 density = 0.1 8 density = 0.05 8 density = 0.01 6 density = 0.0 4 } xyForce { density = 1 0.4 density = 0.25 0.6 density = 0.06 0.75 density = 0.01 0.85 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 10 density = 0.5 10 density = 0.2 12 density = 0.1 9 density = 0.07 7 density = 0.035 15 density = 0.01 15 density = 0.0 13 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 0.75 density = 0.3 0.75 density = 0.2 0.7 density = 0.07 0.65 density = 0.035 0.25 density = 0.0 0.2 } size { density = 1.0 1 density = 0.8 0.9 density = 0.2 0.85 density = 0.06 0.7 density = 0.01 0.6 density = 0.0 0.4 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 emissionMult = 0.35 name = plumeboundary modelName = RealPlume/Hoojiwana_FX/MPspike fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 5 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.7 density = 0 2 } grow { density = 1.0 -0.99 density = 0.8 0.0 density = 0.2 0 density = 0.1 0 density = 0 0 } xyForce { density = 1 0.05 density = 0.25 0.1 density = 0.06 0.45 density = 0.01 0.75 density = 0 1 } logGrow { density = 1.0 1 density = 0.2 2 density = 0.1 7 density = 0.0 10 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 3 density = 0.1 4 density = 0.0 6 } linGrow { density = 1.0 -5 density = 0.46 0.0 density = 0.2 3 density = 0.035 20 density = 0.0 25 } speed { density = 1.0 2 density = 0.25 2.5 density = 0.1 4 density = 0.05 4.5 density = 0.0 4 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.04 } emission { density = 1.0 2.0 density = 0.8 2 density = 0.5 3 density = 0.2 4 density = 0.1 4 density = 0.05 density = 0.01 6 density = 0.0 7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.2 1.7 density = 0.05 1.6 density = 0.01 1 density = 0.0 0.4 } size { density = 1.0 1 density = 0.8 0.85 density = 0.2 0.8 density = 0.06 0.55 density = 0.0 0.4 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Upper } } // SRM-L @PART[SR_Rocket_35_02] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.25 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-.05 fixedScale = .2 energy = 0.65 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,2 fixedScale = 0.25 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.5 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } // SRM-S @PART[SR_Rocket_35_01] { %EFFECTS { %Solid-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.23 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.2 energy = 0.35 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.13 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.25 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 10 density = 0.1 15 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Upper } } // SRM-XL @PART[SR_Rocket_625_01] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.4 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = .45 energy = 0.8 speed = 1.5 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,8 fixedScale = 0.35 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 1.75 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower useThrustCurve = True thrustCurve { key = 1 0.754 key = 0.66 1 key = 0.33 0.66 key = 0 0.1 } } } Link to comment Share on other sites More sharing options...
stratvox Posted December 1, 2018 Share Posted December 1, 2018 On 11/29/2018 at 8:56 PM, Gordon Dry said: What is the most common reason for plumes (aka. smoke puffs) going upwards instead of downwards? IME, a TWR of less than one is definitely the most common reason. Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 1, 2018 Share Posted December 1, 2018 @stratvox The USI Sounding Rockets definetely have a TWR much higher than 1. Like 8 or 12 when at 100% Link to comment Share on other sites More sharing options...
stratvox Posted December 1, 2018 Share Posted December 1, 2018 Aye. Just cracking wise. I mean, even given that, it's still true that the most common reason for smoke plumes going up is a TWR of less than one. You know, like when you've completely screwed the pooch on your lifter and you fire off the nukes way too low because they're all that you've got and it's just not enough.... That said, I've noticed that the plume has become wrong for the swivel; it starts at the top of the bell now. I'm guessing there are some configs that need to be updated because of the parts facelift in the latest update, and figuring that you can chalk it up to that. Link to comment Share on other sites More sharing options...
Xurkitree Posted December 7, 2018 Share Posted December 7, 2018 I love this mod, but How can I edit the LV-N PLume to be less bright and burning into my eyes. This is seriously burning my eyes out, send help. Link to comment Share on other sites More sharing options...
Mecripp Posted December 7, 2018 Share Posted December 7, 2018 1 hour ago, Xurkitree said: I love this mod, but How can I edit the LV-N PLume to be less bright and burning into my eyes. This is seriously burning my eyes out, send help. If you know alittle about MM take a look here https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine Link to comment Share on other sites More sharing options...
HLSA30 Posted December 12, 2018 Share Posted December 12, 2018 hi please, can actualize to 1.5.x? Link to comment Share on other sites More sharing options...
Nightside Posted December 12, 2018 Share Posted December 12, 2018 1 hour ago, HLSA30 said: hi please, can actualize to 1.5.x? It works great, no need to update. Link to comment Share on other sites More sharing options...
HLSA30 Posted December 19, 2018 Share Posted December 19, 2018 is not compatible with ckan Link to comment Share on other sites More sharing options...
Tyko Posted December 19, 2018 Share Posted December 19, 2018 2 hours ago, HLSA30 said: is not compatible with ckan Just set CKAN to look for 1.4 mods too... Link to comment Share on other sites More sharing options...
Natokerbal Posted December 20, 2018 Share Posted December 20, 2018 Sooooo, who's gonna update this for 1.6 new engines? Link to comment Share on other sites More sharing options...
HLSA30 Posted December 21, 2018 Share Posted December 21, 2018 9 hours ago, Natokerbal said: Sooooo, who's gonna update this for 1.6 new engines? +1 Link to comment Share on other sites More sharing options...
Natokerbal Posted December 21, 2018 Share Posted December 21, 2018 14 hours ago, HLSA30 said: +1 I honestly doubt anyone will update it. Link to comment Share on other sites More sharing options...
Nightside Posted December 21, 2018 Share Posted December 21, 2018 4 hours ago, Natokerbal said: I honestly doubt anyone will update it. Does 1.6 even add new engines? I thought they were just reskined. Link to comment Share on other sites More sharing options...
theJesuit Posted December 22, 2018 Share Posted December 22, 2018 1 hour ago, Nightside said: Does 1.6 even add new engines? I thought they were just reskined. The poodle may need a two-over... I'll see myself out. Peace. Link to comment Share on other sites More sharing options...
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