Drew Kerman Posted April 3, 2018 Share Posted April 3, 2018 13 hours ago, Kwebib said: The USI Sounding Rocket configs that user Drew Kerman made don't appear to be working on the just-released version 1.2. probably because the configs themselves need to be updated to use the new shuriken particles. Since they aren't packaged with RealPlume they weren't updated. I'll get around to it when I get on 1.4.x in a few weeks or so in the meantime perhaps someone who has the latest stuff and can test changes would be willing to update them for you. Or, check the OP to see how plumes are made and just spot the differences that need to be fixed Link to comment Share on other sites More sharing options...
Kwebib Posted April 3, 2018 Share Posted April 3, 2018 Won't have much time until the weekend, unfortunately, but I'll give it a shot soon. Link to comment Share on other sites More sharing options...
Invaeder Posted April 4, 2018 Share Posted April 4, 2018 (edited) https://imgur.com/a/k5TZJ Hello, First thanks for this marvelous mod wich improve the realis of this game, but I've got a problem since the last update. I don't know why but the outgases of few engines are passing threw the nozzle, wich is a bit ugly . I downloaded the mod few times but the bug persists. There some examples of bugged engines: -Swivel; Reliant; Terrier; Bobcat; Mammoth; Rhino; Skiff... Is it possible to fix it or informations to do it myself? P.S: I'm french so my english may not be very good Edited April 4, 2018 by Invaeder Link to comment Share on other sites More sharing options...
Hunony Posted April 5, 2018 Share Posted April 5, 2018 this mod is working for 1.4.2? and do this lower the framerate, because i play on a slow pc Link to comment Share on other sites More sharing options...
TheScienceGuy120 Posted April 5, 2018 Share Posted April 5, 2018 Hey! Nice mod, great work on the engine effects! But, i was wondering: is there a way to use the HotRockets particle effects with the exhaust effects from this mod? i could never get HotRockets to work properly after 1.2, so probably not, but i wanted to ask anyway. Link to comment Share on other sites More sharing options...
TheScienceGuy120 Posted April 5, 2018 Share Posted April 5, 2018 19 minutes ago, TheScienceGuy120 said: Hey! Nice mod, great work on the engine effects! But, i was wondering: is there a way to use the HotRockets particle effects with the exhaust effects from this mod? i could never get HotRockets to work properly after 1.2, so probably not, but i wanted to ask anyway. Never mind! i installed hotrockets and it worked perfectly! Thank you for this! Link to comment Share on other sites More sharing options...
JAFO Posted April 6, 2018 Share Posted April 6, 2018 (edited) On 3/31/2018 at 8:18 AM, vmatt1203 said: He is a great modder and takes care of an awesome list of mods. That he is.. I do hope you're expressing your appreciation by supporting him on Patreon, yes? 150+ mods to support equals a hell of a lot of his free time taken up. Edited April 6, 2018 by JAFO Link to comment Share on other sites More sharing options...
Valerian Posted April 8, 2018 Share Posted April 8, 2018 On 4/4/2018 at 5:53 PM, Invaeder said: https://imgur.com/a/k5TZJ Hello, First thanks for this marvelous mod wich improve the realis of this game, but I've got a problem since the last update. I don't know why but the outgases of few engines are passing threw the nozzle, wich is a bit ugly . I downloaded the mod few times but the bug persists. There some examples of bugged engines: -Swivel; Reliant; Terrier; Bobcat; Mammoth; Rhino; Skiff... Is it possible to fix it or informations to do it myself? P.S: I'm french so my english may not be very good I have the same issue, by installing from CKAN. I didn't try to see if manually installing fixed it. Link to comment Share on other sites More sharing options...
Kwebib Posted April 8, 2018 Share Posted April 8, 2018 4 hours ago, Valerian said: I have the same issue, by installing from CKAN. I didn't try to see if manually installing fixed it. I don't use CKAN and I get the same issue. I adjusted "localPosition" of the flares and/or plumes in-game with the Smokescreen GUI until they looked right. Then I added my changes to the RealPlume-Stock configs. However, when I go back in-game my changes aren't showing up. Not sure what I'm doing wrong if anyone has any pointers. Here is what I did for the Swivel, for example: Link to comment Share on other sites More sharing options...
Iam Posted April 9, 2018 Share Posted April 9, 2018 13 hours ago, Kwebib said: Then I added my changes to the RealPlume-Stock configs. However, when I go back in-game my changes aren't showing up. I found the same thing the other day too. This is happening because the patches for Missing History are being applied even if that mod is not installed*. They are overriding the stock configs which is why your changes aren't showing up, and is also why the effects looked wrong in the first place. I "fixed" my game by installing Missing History, as that seemed like a good idea! Possibly more helpful is, it appears that the NEEDS are not being interpreted as I expect the author intended. Changing ":NEEDS[SmokeScreen]:NEEDS[MissingHistory]" to ":NEEDS[SmokeScreen&MissingHistory]" in the Missing History patches stops them from doing that. (I expect there's a more elegant solution. Somebody who actually understands MM syntax should probably check that I didn't just break something else) * [This applies to the Swivel, Reliant and Terrier. Any other engines that look wrong could just be wrong!] Link to comment Share on other sites More sharing options...
Snark Posted April 9, 2018 Share Posted April 9, 2018 23 minutes ago, Iam said: This is happening because the patches for Missing History are being applied even if that mod is not installed I'm sorry, could you elaborate, please? How can the patches for a mod apply even if it's not installed? (Just trying to find out what's going on-- if there's a bug in MissingHistory, I'd like to fix it if possible.) 23 minutes ago, Iam said: NEEDS[SmokeScreen]:NEEDS[MissingHistory] I'm pretty sure this is invalid ModuleManager syntax, these days. I think that once upon a time, older versions of ModuleManager allowed this sort of thing, but in recent versions, I think it explicitly disallows having multiple qualifiers like that, and requires that you combine them like 25 minutes ago, Iam said: NEEDS[SmokeScreen&MissingHistory] ...if that helps. Not totally sure about that, but I believe that to be the case. Link to comment Share on other sites More sharing options...
Iam Posted April 9, 2018 Share Posted April 9, 2018 19 minutes ago, Snark said: I'm sorry, could you elaborate, please? How can the patches for a mod apply even if it's not installed? Just as you said, the test statement appears to be malformed so it does not function as expected. Clearly the intent is there, but MM doesn't understand it as written. Usually that wouldn't matter except that MH replaces some stock items, so the target part always exists in some form. Here is a tiny snippet of log file from a clean copy of KSP 1.4.2 with only RealPlume - Stock (v1.2.0) and its dependencies installed. (Just looking at the Swivel engine) [LOG 03:53:29.569] [ModuleManager] Deleting root node in file RealPlume/RealPlume-Stock/VenStockRevamp/liquidEngine2 node: @PART[liquidEngine2]:AFTER[RealPlume]:NEEDS[VenStockRevamp] as it can't satisfy its NEEDS [LOG 03:53:29.804] [ModuleManager] Applying update RealPlume/RealPlume-Stock/MissingHistory/liquidEngineLV-T45/@PART[liquidEngine2]:NEEDS[MissingHistory] to Squad/Parts/Engine/liquidEngineLV-T45/liquidEngineLV-T45/PART [LOG 03:53:30.015] [ModuleManager] Applying update RealPlume/RealPlume-Stock/Squad/liquidEngine2/@PART[liquidEngine2] to Squad/Parts/Engine/liquidEngineLV-T45/liquidEngineLV-T45/PART MissingHistory is obviously not present, yet RealPlume's update for it is being applied. The first update appears to take priority, so the end result is that the engine plume looks like this: Exhibit A. (Standard part with plume intended for the MH version of the engine) Changing the NEEDS statement so that the proper test is performed puts things back to normal. [LOG 05:56:04.852] [ModuleManager] Deleting root node in file RealPlume/RealPlume-Stock/MissingHistory/liquidEngineLV-T45 node: @PART[liquidEngine2]:FOR[RealPlume]:NEEDS[SmokeScreen&MissingHistory] as it can't satisfy its NEEDS The same engine, now with only the stock config applied: Exhibit B. (This test does pass if MissingHistory is actually installed) 47 minutes ago, Snark said: (Just trying to find out what's going on-- if there's a bug in MissingHistory, I'd like to fix it if possible.) I couldn't possibly claim with certainty that there are no bugs in MissingHistory, but I think that this is not one of them! Bonus: Exhibit C. tl/dr: MissingHistory is innocent! Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 9, 2018 Author Share Posted April 9, 2018 Download this fix and let me know if it solves the issue. Link to comment Share on other sites More sharing options...
Schmelge Posted April 9, 2018 Share Posted April 9, 2018 59 minutes ago, Nhawks17 said: Download this fix and let me know if it solves the issue. Still the same for me - swivel engine Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 9, 2018 Author Share Posted April 9, 2018 3 hours ago, Schmelge said: Still the same for me - swivel engine Okay try this one Link to comment Share on other sites More sharing options...
Schmelge Posted April 9, 2018 Share Posted April 9, 2018 (edited) 21 minutes ago, Nhawks17 said: Okay try this one yup booting the game atm, takes some time, I need to see what my fps and stutter is atm I'll test it in a sec Looks like you did it Edited April 9, 2018 by Schmelge adding results Link to comment Share on other sites More sharing options...
vmatt1203 Posted April 10, 2018 Share Posted April 10, 2018 On 4/5/2018 at 8:41 PM, JAFO said: That he is.. I do hope you're expressing your appreciation by supporting him on Patreon, yes? 150+ mods to support equals a hell of a lot of his free time taken up. Yup, its only $5 a/mo but its something. Without him my KSP would be unplayable. Link to comment Share on other sites More sharing options...
JAFO Posted April 10, 2018 Share Posted April 10, 2018 6 hours ago, vmatt1203 said: Yup, its only $5 a/mo but its something. Without him my KSP would be unplayable. Every little bit counts.. it all adds up. Link to comment Share on other sites More sharing options...
Schmelge Posted April 10, 2018 Share Posted April 10, 2018 By the way @Nhawks17 , while we are talking about the look of the flame, while reinstalling all mods today on a clean copy I noticed that the swivel engine usually is purple. Is it supposed to be purple with your mod installed too or is it supposed to look like it does in my picture? Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 10, 2018 Author Share Posted April 10, 2018 1 hour ago, Schmelge said: By the way @Nhawks17 , while we are talking about the look of the flame, while reinstalling all mods today on a clean copy I noticed that the swivel engine usually is purple. Is it supposed to be purple with your mod installed too or is it supposed to look like it does in my picture? It's supposed to look like the picture. It's showing up purple???? Link to comment Share on other sites More sharing options...
Schmelge Posted April 10, 2018 Share Posted April 10, 2018 Just now, Nhawks17 said: It's supposed to look like the picture. It's showing up purple???? no no ! It's just like in the picture, sorry for not making sense I was just wondering if the idea was for it to actually be purple like in vanilla but for it to have the same kind of "plume" like in the pic are there engines with different colors to their plume or will all be the same color now? Link to comment Share on other sites More sharing options...
Kontrole Posted April 11, 2018 Share Posted April 11, 2018 On 4/9/2018 at 1:55 PM, Nhawks17 said: Okay try this one @Nhawks17 This worked for me as well. Thanks so much! Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 11, 2018 Author Share Posted April 11, 2018 14 hours ago, Schmelge said: no no ! It's just like in the picture, sorry for not making sense I was just wondering if the idea was for it to actually be purple like in vanilla but for it to have the same kind of "plume" like in the pic are there engines with different colors to their plume or will all be the same color now? You can see what all the plumes look like on this page. There is some variations to the colors and looks but they are mainly there to match a real world counterpart. Link to comment Share on other sites More sharing options...
Kerbinchaser Posted April 15, 2018 Share Posted April 15, 2018 Thank you for your work @Nhawks17! See you 'round. Link to comment Share on other sites More sharing options...
Beetlecat Posted April 17, 2018 Share Posted April 17, 2018 On 4/3/2018 at 4:33 AM, Drew Kerman said: probably because the configs themselves need to be updated to use the new shuriken particles. Since they aren't packaged with RealPlume they weren't updated. I'll get around to it when I get on 1.4.x in a few weeks or so in the meantime perhaps someone who has the latest stuff and can test changes would be willing to update them for you. Or, check the OP to see how plumes are made and just spot the differences that need to be fixed 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. Link to comment Share on other sites More sharing options...
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