Nhawks17 Posted October 25, 2017 Author Share Posted October 25, 2017 1 hour ago, StevieC said: @Nhawks17Any leads on the problem with the SDHI LES issue that @drtedastromentioned? Nope, can't figure out what is causing it. Best bet is to just delete the LES config for now. Everything is how it should be but I may be missing something in SDHI. Link to comment Share on other sites More sharing options...
Jalaris Posted November 7, 2017 Share Posted November 7, 2017 (edited) @Nhawks17 Hi! I recently started using this mod, and I have noticed a particular bug. The mod works, but only for solid rocket engines! It isn't working at all for liquid fuel engines. There are no smoke plumes for any engines besides solid rocket engines. Any ideas as to what may be occurring here? Edited November 7, 2017 by Jalaris Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 7, 2017 Author Share Posted November 7, 2017 1 hour ago, Jalaris said: @Nhawks17 Hi! I recently started using this mod, and I have noticed a particular bug. The mod works, but only for solid rocket engines! It isn't working at all for liquid fuel engines. There are no smoke plumes for any engines besides solid rocket engines. Any ideas as to what may be occurring here? Are there no plumes, or just no smoke. LFO engines don't have smoke effects. Link to comment Share on other sites More sharing options...
Jalaris Posted November 7, 2017 Share Posted November 7, 2017 10 minutes ago, Nhawks17 said: Are there no plumes, or just no smoke. LFO engines don't have smoke effects. You know what? I didn't know that. I googled a video of a LFO rocket, and you're absolutely right!! Thanks for educating me! Link to comment Share on other sites More sharing options...
Cratzz Posted November 9, 2017 Share Posted November 9, 2017 (edited) Hello, i noticed that AJE isn't supported in this mod, that would explain why i don't have Plume on a couple of engines. Weird if it isn't supported sinse it's all part of the Realism-suite. Anyway not sure where is should ask, i have zero programming skills, but if i want to do own configs what should be my next step? Or if someone wanna help me out, what do you need from my end? Thanks. Edited November 9, 2017 by Cratzz Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 10, 2017 Share Posted November 10, 2017 11 hours ago, Cratzz said: Hello, i noticed that AJE isn't supported in this mod, that would explain why i don't have Plume on a couple of engines what makes you think AJE has anything to do with anything regarding this mod? I can't think of why it would. List the engines that you are expecting to have plumes - chances are they are engines that don't actually create smoke IRL. (Read the three posts above yours) Link to comment Share on other sites More sharing options...
Cratzz Posted November 10, 2017 Share Posted November 10, 2017 (edited) 5 hours ago, Drew Kerman said: List the engines that you are expecting to have plumes - chances are they are engines that don't actually create smoke IRL. (Read the three posts above yours) Nah, something is not right sinse im getting a "Error: Cannot find animation named HeatAnimationEmissiveTurbofan" on part aje.atar, aje.avon, aje.j57, aje.j75, aje.j79. So about half of all Jets have no Plume. Here's my .log too if that helps: https://www.dropbox.com/s/czez443sxw29qbi/KSP.log?dl=0 I've had this issue sinse 1.2 Edited November 10, 2017 by Cratzz Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 10, 2017 Author Share Posted November 10, 2017 3 hours ago, Cratzz said: Nah, something is not right sinse im getting a "Error: Cannot find animation named HeatAnimationEmissiveTurbofan" on part aje.atar, aje.avon, aje.j57, aje.j75, aje.j79. So about half of all Jets have no Plume. Here's my .log too if that helps: https://www.dropbox.com/s/czez443sxw29qbi/KSP.log?dl=0 I've had this issue sinse 1.2 There is a guide on Github for adding plumes to mods. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 10, 2017 Share Posted November 10, 2017 4 hours ago, Cratzz said: all Jets have no Plume. Oh. when you said "engines" I assumed rockets Link to comment Share on other sites More sharing options...
Cratzz Posted November 10, 2017 Share Posted November 10, 2017 31 minutes ago, Nhawks17 said: There is a guide on Github for adding plumes to mods. Thx, good to have. Thing is all the engines above seem to have a config present in AJE.cfg. For example the J57: @PART[aje_j57,aje_j57P20A]:BEFORE[RealPlume] { PLUME { name = Turbojet //pre-fabbed plume you want transformName = thrust_transform //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,0 //Any offset needed //flare|plumePosition are optional, and conflict with localPosition. //flarePosition = 0,0,1 //If localPosition is insufficient //plumePosition = 0,0,2 //Specify flare and plume positions separately. //Only specify one of these fixedScale = 1.66 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 1 //Adjust speed to fit resize, //generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* //Add the effect to every engine config { %powerEffectName = Turbojet } Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 10, 2017 Author Share Posted November 10, 2017 24 minutes ago, Cratzz said: Thx, good to have. Thing is all the engines above seem to have a config present in AJE.cfg. For example the J57: @PART[aje_j57,aje_j57P20A]:BEFORE[RealPlume] { PLUME { name = Turbojet //pre-fabbed plume you want transformName = thrust_transform //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,0 //Any offset needed //flare|plumePosition are optional, and conflict with localPosition. //flarePosition = 0,0,1 //If localPosition is insufficient //plumePosition = 0,0,2 //Specify flare and plume positions separately. //Only specify one of these fixedScale = 1.66 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 1 //Adjust speed to fit resize, //generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* //Add the effect to every engine config { %powerEffectName = Turbojet } I'm sorry I don't understand the problem then? Are the plumes not showing up at all? Where is the aje.cfg? I don't see it in the AJE mod and it's not in my mod (at least I don't think it is). Link to comment Share on other sites More sharing options...
Cratzz Posted November 10, 2017 Share Posted November 10, 2017 11 minutes ago, Nhawks17 said: I'm sorry I don't understand the problem then? Are the plumes not showing up at all? Where is the aje.cfg? I don't see it in the AJE mod and it's not in my mod (at least I don't think it is). No, the Plumes is not showing even if i have a config, but i mixed up the topics here, i was suppose to post this in @Raptor831,s RF Engine Config thread Link to comment Share on other sites More sharing options...
MaxZhao Posted November 19, 2017 Share Posted November 19, 2017 Hi! A quick question. I’m playing KSP on a low end Mac and the plume from the trench on the launchpad is really causing some lag. How can I adjust the amount of particle from there? Link to comment Share on other sites More sharing options...
Mecripp Posted November 19, 2017 Share Posted November 19, 2017 25 minutes ago, MaxZhao said: Hi! A quick question. I’m playing KSP on a low end Mac and the plume from the trench on the launchpad is really causing some lag. How can I adjust the amount of particle from there? If you have toolbar also you should have a smokescreen button click on it and there is a nice list there Link to comment Share on other sites More sharing options...
Nightside Posted November 19, 2017 Share Posted November 19, 2017 4 hours ago, MaxZhao said: Hi! A quick question. I’m playing KSP on a low end Mac and the plume from the trench on the launchpad is really causing some lag. How can I adjust the amount of particle from there? If you do not have Toolbar mod, you can turn off particle physics in the SmokeScreen Settings config file and turn down # of particles a bit. This requires a restart of the game. Link to comment Share on other sites More sharing options...
MaxZhao Posted November 21, 2017 Share Posted November 21, 2017 On 19/11/2017 at 1:20 AM, Mecripp said: If you have toolbar also you should have a smokescreen button click on it and there is a nice list there Yes but I don't think the max particle count in the control affect launch trench plume since even if i turn it down to zero the plume still exists. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 21, 2017 Share Posted November 21, 2017 1 hour ago, MaxZhao said: Yes but I don't think the max particle count in the control affect launch trench plume since even if i turn it down to zero the plume still exists. yea that's not realplume that's a stock effect. If you don't want it you'll have to disable it in the engine config by editing or removing the ModuleSurfaceFX node. Try tweaking the falloff property, as I think the smaller the number the faster the particles disappear so that way you won't end up with so many on the screen. I haven't touched these settings in a long while so can't remember really what does what Link to comment Share on other sites More sharing options...
Deddly Posted November 22, 2017 Share Posted November 22, 2017 Removed some off-topic discussion Link to comment Share on other sites More sharing options...
Refreshpage Posted December 2, 2017 Share Posted December 2, 2017 Is it possible to see some examples of this mod before I download it? Spoiler This Spoiler Is Spoiler A Spoiler Spoiler Link to comment Share on other sites More sharing options...
Wyzard Posted December 3, 2017 Share Posted December 3, 2017 After upgrading to ModuleManager 3.0, I'm getting "more than one pass specifier on a node" errors reported on several RealPlume patches: RealPlume-Stock/SXT Continued/SXTnuclearramjet.cfg RealPlume-Stock/Taerobee/Aerobee_Jr.cfg RealPlume-Stock/Taerobee/Little_Leo.cfg This is caused by the patches having both a :FOR clause and a :FINAL (or :AFTER, in the case of the SXT one). That's not allowed — a patch can have only one of :FIRST, :BEFORE, :FOR, :AFTER, or :FINAL. (This post explains why.) Previous versions of MM didn't report it as an error (though it was still incorrect), but MM 3.0 does. (It's not really a problem for me — I don't use SXT or Taerobee, so I'll just delete those files for now — but I figured I should report it anyway.) Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 3, 2017 Author Share Posted December 3, 2017 11 hours ago, Refreshpage said: Is it possible to see some examples of this mod before I download it? Reveal hidden contents This Hide contents Is Hide contents A Hide contents Spoiler I believe these are the only screenshots I have. Sorry there aren't more! 5 hours ago, Wyzard said: After upgrading to ModuleManager 3.0, I'm getting "more than one pass specifier on a node" errors reported on several RealPlume patches: RealPlume-Stock/SXT Continued/SXTnuclearramjet.cfg RealPlume-Stock/Taerobee/Aerobee_Jr.cfg RealPlume-Stock/Taerobee/Little_Leo.cfg This is caused by the patches having both a :FOR clause and a :FINAL (or :AFTER, in the case of the SXT one). That's not allowed — a patch can have only one of :FIRST, :BEFORE, :FOR, :AFTER, or :FINAL. (This post explains why.) Previous versions of MM didn't report it as an error (though it was still incorrect), but MM 3.0 does. (It's not really a problem for me — I don't use SXT or Taerobee, so I'll just delete those files for now — but I figured I should report it anyway.) Thanks. A pull request was actually just merged fixing this issue. I will put out a hotfix tomorrow including the new MM and the fixes. Link to comment Share on other sites More sharing options...
Poodmund Posted December 3, 2017 Share Posted December 3, 2017 The second pass tags have just been deleted from the patches. Do the plumes still work as they did previously for those engines? Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 3, 2017 Author Share Posted December 3, 2017 16 hours ago, Poodmund said: The second pass tags have just been deleted from the patches. Do the plumes still work as they did previously for those engines? Yes, they work fine. The only thing I could think that would be effected is if the mod adds realplume configs on its own that I'm not aware of in which those configs may overwrite mine. Hotfix is out. Let me know if there are any issues! RealPlume-Stock v1.0.1 - Includes fix for multiple MM passes (thanks @blowfish) - Updated Module Manager to v3.0.0 Download Here Link to comment Share on other sites More sharing options...
Rel52 Posted December 23, 2017 Share Posted December 23, 2017 Does this mod support 1.3 not just 1.3.1? Or is it backwards compatible? Sorry if this was already answered just bought the game a few days ago and not really familiar with this mod scene. Link to comment Share on other sites More sharing options...
Mecripp Posted December 23, 2017 Share Posted December 23, 2017 1 hour ago, Rel52 said: Does this mod support 1.3 not just 1.3.1? Or is it backwards compatible? Sorry if this was already answered just bought the game a few days ago and not really familiar with this mod scene. What ever smokescreen plugin and MM you you might have to rewrite the patches if you go back to far Link to comment Share on other sites More sharing options...
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