Chase842 Posted February 26, 2018 Share Posted February 26, 2018 Hey everyone, I need some help. I can't seem to get the RealPlume config to work for a the Thermal Turbojet from KSPI-E, which is a multi modal engine. The plume works for the atmospheric intake setting, but for any other fuel type, it is absent. This is the code and it is in a sub folder(the sub folder is named Real Plume) of the KSPI-E's Warp Plugin folder, and not in the RealPlume - Stock folder. @PART[TweakableThermalTurbojet]:NEEDS[RealPlume,SmokeScreen] //Thermal Turbojet { PLUME { name = Turbojet transformName = TT localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.45 plumePosition = 0,0,-5 plumeScale = 4 plumeenergy = 5 plumespeed = 3 flarePosition = 0,0,0.7 flareScale = 4 flareenergy = 10 flarespeed = 5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Turbojet } @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*]:HAS[#engineID[-hydrazine-]] { %powerEffectName = Hypergolic-Lower } } Any help would be appreciated! Thanks! Oh and another thing, I can't get the toolbar for the RealPlume/Smokescreen in-game editor to work.... Some help on this would be nice too, so I wouldn't have to reboot the game(8 minutes process) every time I make a little change! Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted February 27, 2018 Share Posted February 27, 2018 Small and possibly meaningless discovery (made several of these tonight...): In the following files, there's a missing or extra { or } : RealPlume-Stock\EveEngines\eveEngineAsp.cfg RealPlume-Stock\Squad\liquidEngineMini.cfg RealPlume-Stock\Squad\smallRadialEngine.cfg Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 28, 2018 Author Share Posted February 28, 2018 On 2/25/2018 at 9:46 PM, Chase842 said: Hey everyone, I need some help. I can't seem to get the RealPlume config to work for a the Thermal Turbojet from KSPI-E, which is a multi modal engine. The plume works for the atmospheric intake setting, but for any other fuel type, it is absent. This is the code and it is in a sub folder(the sub folder is named Real Plume) of the KSPI-E's Warp Plugin folder, and not in the RealPlume - Stock folder. @PART[TweakableThermalTurbojet]:NEEDS[RealPlume,SmokeScreen] //Thermal Turbojet { PLUME { name = Turbojet transformName = TT localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.45 plumePosition = 0,0,-5 plumeScale = 4 plumeenergy = 5 plumespeed = 3 flarePosition = 0,0,0.7 flareScale = 4 flareenergy = 10 flarespeed = 5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Turbojet } @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*]:HAS[#engineID[-hydrazine-]] { %powerEffectName = Hypergolic-Lower } } Any help would be appreciated! Thanks! Oh and another thing, I can't get the toolbar for the RealPlume/Smokescreen in-game editor to work.... Some help on this would be nice too, so I wouldn't have to reboot the game(8 minutes process) every time I make a little change! You are missing the Hypergolic-Lower plume information for the non-airbreathing engine mode. Is the toolbar editor not showing up at all? What is it not doing that makes you think it isn't working? On 2/27/2018 at 2:12 AM, AccidentalDisassembly said: Small and possibly meaningless discovery (made several of these tonight...): In the following files, there's a missing or extra { or } : RealPlume-Stock\EveEngines\eveEngineAsp.cfg RealPlume-Stock\Squad\liquidEngineMini.cfg RealPlume-Stock\Squad\smallRadialEngine.cfg Thanks, will look into it. Link to comment Share on other sites More sharing options...
Radboy16 Posted March 2, 2018 Share Posted March 2, 2018 (edited) I'm getting a crash on my save. I have narrowed it down to either this mod, or to tweakscale. output_log.txt I'm using the latest versions of Real Plume and TweakScale on CKAN. The crash-to-desktop happens as I am time accelerating towards a ship I am trying to rendezvous with. Once I get within loading distance of the other ship, CRASH! There are some debris nearby that is using scaled liquid radial engines (THUD radial engine, or MK 55 from the game files) from the stock game. Deleting debris stops the crash. Uninstalling either TweakScale or Real Plume stops the crash. Edited March 2, 2018 by Radboy16 Link to comment Share on other sites More sharing options...
Nhawks17 Posted March 2, 2018 Author Share Posted March 2, 2018 11 hours ago, Radboy16 said: I'm getting a crash on my save. I have narrowed it down to either this mod, or to tweakscale. output_log.txt I'm using the latest versions of Real Plume and TweakScale on CKAN. The crash-to-desktop happens as I am time accelerating towards a ship I am trying to rendezvous with. Once I get within loading distance of the other ship, CRASH! There are some debris nearby that is using scaled liquid radial engines (THUD radial engine, or MK 55 from the game files) from the stock game. Deleting debris stops the crash. Uninstalling either TweakScale or Real Plume stops the crash. From your log it looks like an issue with TweakScale, post this on the thread there and see if they know what's going on. Link to comment Share on other sites More sharing options...
Radboy16 Posted March 2, 2018 Share Posted March 2, 2018 (edited) 3 hours ago, Nhawks17 said: From your log it looks like an issue with TweakScale, post this on the thread there and see if they know what's going on. Possibly. I'll add a post there. But from what I can see, the last thing the game does before crashing is that the Smoke Screen module is attempting to adjust the size of the plume smoke. [SmokeScreen ModelMultiShurikenPersistFX] Found TweakScale. Rescaling by 0.500 final scale 0.200 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! That is what the last few lines look like before the crash. It seems like the game is crashing as SmokeScreen is adjusting for the tweakscale size. I should add that the crash only happens while in time warp. Normal speed is fine. Edited March 2, 2018 by Radboy16 Link to comment Share on other sites More sharing options...
Sciencek Posted March 3, 2018 Share Posted March 3, 2018 Got a set of configs for Kerbal Atomics. I'm totally satisfied with all the engines but the Open Cycle Gas Core engine. (more later) Here are my plume configs, could I get opinions? @PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 0.625m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.35 fixedScale = 0.5 energy = 1.2 speed = 1.6 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.75 fixedScale = 0.7 energy = 1.8 speed = 1.6 emissionMult = 1.25 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1 flarePosition = 0,0,-0.5 plumeScale = 0.8 flareScale = 0.5 energy = 3 speed = 2 emissionMult = 1 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.4 fixedScale = 0.7 energy = 1.6 speed = 2 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,00.7 flarePosition = 0,0,-0.2 plumeScale = 0.8 flareScale = 0.5 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-3 fixedScale = 1.5 energy = 1.8 speed = 3 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,-0.5 flarePosition = 0,0,-1 plumeScale = 2 flareScale = 0.75 energy = 2 speed = 2.5 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 2 energy = 2 speed = 3 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum open cycle 2.5m { PLUME { name = Hypergolic-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.8 flarePosition = 0,0,-0.75 plumeScale = 1 flareScale = 1.8 energy = 1 speed = 4 emissionMult = 6 } PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 1 energy = 2 speed = 2 emissionMult = 0.75 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hypergolic-Upper } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-3]:FOR[RealPlume]:NEEDS[SmokeScreen] // lifter lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 1.5 energy = 2 speed = 4 emissionMult = 0.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-375-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 3.75m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 2 energy = 1.6 speed = 1.8 emissionMult = 0.75 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1.2 flarePosition = 0,0,0.1 plumeScale = 1.4 flareScale = 1 energy = 2 speed = 1.6 emissionMult = 0.8 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } Continuing with the OCGC: Currently, there are two plumes, attached to the primary engine (high thrust, exhausts EnrU): a hypergolic upper plume, to emulate the uranium escaping the core attached to the secondary engine (low thrust, no EnrU): just a hydrogen NTR plume. Now, the issue I have is that this arrangement makes the plume coming out of the engine bell look good, but removes the little plumes coming off the sides of the engine. I've tried making a plume that is a hydrogen NTR with slag, like an SRB, but that hasn't worked. (no plume at all when applied) Do any readers have more experience than me? Link to comment Share on other sites More sharing options...
Nhawks17 Posted March 3, 2018 Author Share Posted March 3, 2018 22 hours ago, Radboy16 said: Possibly. I'll add a post there. But from what I can see, the last thing the game does before crashing is that the Smoke Screen module is attempting to adjust the size of the plume smoke. [SmokeScreen ModelMultiShurikenPersistFX] Found TweakScale. Rescaling by 0.500 final scale 0.200 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! That is what the last few lines look like before the crash. It seems like the game is crashing as SmokeScreen is adjusting for the tweakscale size. I should add that the crash only happens while in time warp. Normal speed is fine. Interesting. Maybe post this in the SmokeScreen thread too and see if sarbian knows whats up. May be an issue with the new scaling feature in SmokeScreen 14 hours ago, Sciencek said: Got a set of configs for Kerbal Atomics. I'm totally satisfied with all the engines but the Open Cycle Gas Core engine. (more later) Here are my plume configs, could I get opinions? @PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 0.625m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.35 fixedScale = 0.5 energy = 1.2 speed = 1.6 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.75 fixedScale = 0.7 energy = 1.8 speed = 1.6 emissionMult = 1.25 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1 flarePosition = 0,0,-0.5 plumeScale = 0.8 flareScale = 0.5 energy = 3 speed = 2 emissionMult = 1 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.4 fixedScale = 0.7 energy = 1.6 speed = 2 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,00.7 flarePosition = 0,0,-0.2 plumeScale = 0.8 flareScale = 0.5 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-3 fixedScale = 1.5 energy = 1.8 speed = 3 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,-0.5 flarePosition = 0,0,-1 plumeScale = 2 flareScale = 0.75 energy = 2 speed = 2.5 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 2 energy = 2 speed = 3 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum open cycle 2.5m { PLUME { name = Hypergolic-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.8 flarePosition = 0,0,-0.75 plumeScale = 1 flareScale = 1.8 energy = 1 speed = 4 emissionMult = 6 } PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 1 energy = 2 speed = 2 emissionMult = 0.75 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hypergolic-Upper } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-3]:FOR[RealPlume]:NEEDS[SmokeScreen] // lifter lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 1.5 energy = 2 speed = 4 emissionMult = 0.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-375-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 3.75m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 2 energy = 1.6 speed = 1.8 emissionMult = 0.75 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1.2 flarePosition = 0,0,0.1 plumeScale = 1.4 flareScale = 1 energy = 2 speed = 1.6 emissionMult = 0.8 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } Continuing with the OCGC: Currently, there are two plumes, attached to the primary engine (high thrust, exhausts EnrU): a hypergolic upper plume, to emulate the uranium escaping the core attached to the secondary engine (low thrust, no EnrU): just a hydrogen NTR plume. Now, the issue I have is that this arrangement makes the plume coming out of the engine bell look good, but removes the little plumes coming off the sides of the engine. I've tried making a plume that is a hydrogen NTR with slag, like an SRB, but that hasn't worked. (no plume at all when applied) Do any readers have more experience than me? How did you try to add slag to the plume? The actual Hydrogen-NTR plume config isn't configured with a slag parameter. Also do you have pics? I'd love to see it in action. Link to comment Share on other sites More sharing options...
Sciencek Posted March 3, 2018 Share Posted March 3, 2018 (edited) 9 hours ago, Nhawks17 said: How did you try to add slag to the plume? The actual Hydrogen-NTR plume config isn't configured with a slag parameter. Also do you have pics? I'd love to see it in action. 1 Copied the standard NTR config, added a new name. Added a slag definition to the copy. Tried it out. No luck. @PART[*]:HAS[@PLUME[Hydrogen-NTR-OCGC]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hydrogen-NTR-OCGC { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hydrogen-NTR]/transformName$ localRotation = #$../../../PLUME[Hydrogen-NTR]/localRotation[0]$,$../../../PLUME[Hydrogen-NTR]/localRotation[1]$,$../../../PLUME[Hydrogen-NTR]/localRotation[2]$ localPosition = #$../../../PLUME[Hydrogen-NTR]/plumePosition[0]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[1]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[2]$ fixedScale = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ energy = #$../../../PLUME[Hydrogen-NTR]/energy$ speed = #$../../../PLUME[Hydrogen-NTR]/speed$ emissionMult = #$../../../PLUME[Hydrogen-NTR]/emissionMult$ // name = plume modelName = RealPlume/MP_Nazari_FX/flamenuke fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 logGrow { density = 1.0 2 density = 0.1 20 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 3 density = 0.0 5 } linGrow { density = 1.0 2 density = 0.1 30 density = 0.0 45 } grow { density = 1.0 -0.99 density = 0.8 0.0 density = 0.2 0.3 density = 0.0 1 } speed { density = 1.0 0.75 density = 0.46 1.0 density = 0.2 1.3 density = 0.05 1.5 density = 0.0 1.6 } emission { density = 1.0 1.5 density = 0.8 1 density = 0.2 0.4 density = 0.1 0.35 density = 0.05 0.3 density = 0.0 0.3 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1.5 density = 0.3 1.3 density = 0.05 0.8 density = 0.0 0.75 } size { density = 1.0 1.2 density = 0.8 0.85 density = 0.2 0.75 density = 0.0 0.75 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Solid-Upper]/transformName$ localRotation = #$../../../PLUME[Solid-Upper]/localRotation[0]$,$../../../PLUME[Solid-Upper]/localRotation[1]$,$../../../PLUME[Solid-Upper]/localRotation[2]$ localPosition = #$../../../PLUME[Solid-Upper]/slagPosition[0]$,$../../../PLUME[Solid-Upper]/slagPosition[1]$,$../../../PLUME[Solid-Upper]/slagPosition[2]$ fixedScale = #$../../../PLUME[Solid-Upper]/slagScale$ // 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 } } } } @PART[*]:HAS[@PLUME[Hydrogen-NTR],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq7 volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ pitch = 0.8 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 0.9 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } } } Will get pics soonest. EDIT (soonest pics): Album 4J9opuL will appear when post is submitted Album qxaaxF5 will appear when post is submitted Edited March 4, 2018 by Sciencek Link to comment Share on other sites More sharing options...
nsgallup Posted March 4, 2018 Share Posted March 4, 2018 Is there something I am doing wrong? The particle component of the plume doesn't seem to follow the laws of physics simply following the angle of the rocket instead of the plume. Also I seem to remember a lot more smoke from solid rockets when I last used this mod. https://imgur.com/zUvPZ1q Link to comment Share on other sites More sharing options...
Jso Posted March 4, 2018 Share Posted March 4, 2018 3 hours ago, nsgallup said: Also I seem to remember a lot more smoke from solid rockets when I last used this mod. ALT+P from a flight scene. Increase maximumActiveParticles. Link to comment Share on other sites More sharing options...
RYlOLI Posted March 11, 2018 Share Posted March 11, 2018 Now that SmokeScreen has been updated, I tested the existing version of RealPlume with 1.4 and it seems to work fine. Link to comment Share on other sites More sharing options...
Nhawks17 Posted March 12, 2018 Author Share Posted March 12, 2018 15 hours ago, RYlOLI said: Now that SmokeScreen has been updated, I tested the existing version of RealPlume with 1.4 and it seems to work fine. Thanks for the info! I will get out an update including the new SmokeScreen ASAP. Link to comment Share on other sites More sharing options...
MaximumThrust Posted March 12, 2018 Share Posted March 12, 2018 On 2/25/2018 at 6:27 PM, Nhawks17 said: Submit this as a pull request on github and I'll get it added to the mod. I don't have an acc at github, is possible for you to add without this? Thanks. Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 16, 2018 Share Posted March 16, 2018 (edited) @1.4.1: After I started a new test career I recognized something: The USI Sounding Rockets had no plumes and no sound (except the "wind" sound). So I checked the KSP.log and found a few Cannot find an effect type with node name of 'MODEL_MULTI_PARTICLE_PERSIST' I googled that and this sent me to the board thread of SmokeScreen. Then I have seen the changelog of SmokeScreen which says 2.8.0 KSP 1.4 support. MODEL_MULTI_PARTICLE_PERSIST is gone and only MODEL_MULTI_SHURIKEN_PERSIST is there now. Support for single transform fx (RCS) So I searched all files inside GameData for the phrase "MODEL_MULTI_PARTICLE_PERSIST". There were only 4 files affected: GameData\ModuleManager.ConfigCache <- of course GameData\Bluedog_DB\Compatibility\RealPlumes\BDB_Apollo_LES.cfg GameData\RealPlume-Stock\BahamutoD\bahars68b.cfg GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg <- aha, here it is! So I just did a humble crash course find & replace over the last 3 files and replaced all instances of MODEL_MULTI_PARTICLE_PERSIST by MODEL_MULTI_SHURIKEN_PERSIST. The game started without MM errors, so far, so good. So I loaded the last vessel - USI Sounding Rocket - and launched it again. Now it got a plume and smoke (provided by SmokeScreen) but still no engine sound... So somehow it only affects a few SRB engines but I don't have a clue what is causing the lack of sound. Edited March 16, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
quantumpion Posted March 21, 2018 Share Posted March 21, 2018 Hi, I made some config files for RealPlume for the new engines. They probably need more tweaking to look totally correct but it's a start. https://github.com/QuantumPion/RealPlumeSquadExpansion/releases Link to comment Share on other sites More sharing options...
selfish_meme Posted March 21, 2018 Share Posted March 21, 2018 On 3/17/2018 at 7:31 AM, Gordon Dry said: @1.4.1: After I started a new test career I recognized something: The USI Sounding Rockets had no plumes and no sound (except the "wind" sound). So I checked the KSP.log and found a few Cannot find an effect type with node name of 'MODEL_MULTI_PARTICLE_PERSIST' I googled that and this sent me to the board thread of SmokeScreen. Then I have seen the changelog of SmokeScreen which says 2.8.0 KSP 1.4 support. MODEL_MULTI_PARTICLE_PERSIST is gone and only MODEL_MULTI_SHURIKEN_PERSIST is there now. Support for single transform fx (RCS) So I searched all files inside GameData for the phrase "MODEL_MULTI_PARTICLE_PERSIST". There were only 4 files affected: GameData\ModuleManager.ConfigCache <- of course GameData\Bluedog_DB\Compatibility\RealPlumes\BDB_Apollo_LES.cfg GameData\RealPlume-Stock\BahamutoD\bahars68b.cfg GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg <- aha, here it is! So I just did a humble crash course find & replace over the last 3 files and replaced all instances of MODEL_MULTI_PARTICLE_PERSIST by MODEL_MULTI_SHURIKEN_PERSIST. The game started without MM errors, so far, so good. So I loaded the last vessel - USI Sounding Rocket - and launched it again. Now it got a plume and smoke (provided by SmokeScreen) but still no engine sound... So somehow it only affects a few SRB engines but I don't have a clue what is causing the lack of sound. I think you would need to find the wav file location Link to comment Share on other sites More sharing options...
KnutG Posted March 25, 2018 Share Posted March 25, 2018 (edited) On 21.3.2018 at 1:15 AM, quantumpion said: Hi, I made some config files for RealPlume for the new engines. They probably need more tweaking to look totally correct but it's a start. If i try this, the new engines are without smoke... it seems the .cfg are without wordwrap and the effects are in // ? Edit: Sorry - this was my mistake - the solution was to add the RealPlume-Stock folder in the gamedata folder. (this wasn´t here in the downloadsection but in spacedock was all what i needed) Edited March 25, 2018 by KnutG Link to comment Share on other sites More sharing options...
Barzon Posted March 27, 2018 Share Posted March 27, 2018 Does this work with 1.4.1? Link to comment Share on other sites More sharing options...
KnutG Posted March 27, 2018 Share Posted March 27, 2018 (edited) 9 minutes ago, Barzon Kerman said: Does this work with 1.4.1? Yes. I use the 1.4 version of smokescreen and the RealPlume-Stock version from spacedock and quantumpions cfg for the new parts Edited March 27, 2018 by KnutG Link to comment Share on other sites More sharing options...
Barzon Posted March 27, 2018 Share Posted March 27, 2018 WHOOT! Link to comment Share on other sites More sharing options...
Kirk0007 Posted March 27, 2018 Share Posted March 27, 2018 Does anyone have configs for the Porkjet model replacement engines included in Missing History? I like those models so much more than stock but the plumes are invisible at the moment. Incidentally, I'm so glad this mod still works. It's one of my favorites. Link to comment Share on other sites More sharing options...
Dfthu Posted March 27, 2018 Share Posted March 27, 2018 8 hours ago, Kirk0007 said: Does anyone have configs for the Porkjet model replacement engines included in Missing History? I like those models so much more than stock but the plumes are invisible at the moment. Incidentally, I'm so glad this mod still works. It's one of my favorites. That's weird because the stand alone Porkjet Mod worked with this before. (In 1.3 at least) Link to comment Share on other sites More sharing options...
Jebs_SY Posted March 28, 2018 Share Posted March 28, 2018 Missing History used other names for these engines than porkjet, iirc. Link to comment Share on other sites More sharing options...
Jognt Posted March 28, 2018 Share Posted March 28, 2018 On 3/21/2018 at 1:15 AM, quantumpion said: Hi, I made some config files for RealPlume for the new engines. They probably need more tweaking to look totally correct but it's a start. https://github.com/QuantumPion/RealPlumeSquadExpansion/releases Are these CFG files needed only for those with the DLC or are they needed for vanilla too? Link to comment Share on other sites More sharing options...
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