JeanTheDragon Posted August 16, 2016 Author Share Posted August 16, 2016 6 hours ago, Scientia1423 said: I'd like that, considering how nostalgic to me hearing the humming of the engines inside the plane. Is there going to be white noise on the plane like in this video? https://www.youtube.com/watch?v=eTm0zqlQ0Ls I had considered doing just that, with the addition of the hum of cockpit fans and avionics. The only problem is that I don't know how to make IVA only noises, that too with "aircraft-specific" command pods like the Mk1 through Mk3 cockpits, given my lack of experience with making plugins and with C# in general. As such, I've looked around the forums for one that I could borrow, but most sound plugins that I found were either outdated or irrelevant. I suppose I could try and update an existing sound plugin, like that of ensou04's DynamicSFX or ShipEffects, and combine it with parts of PizzaOverhead's Atmospheric Sound Enhancement mod, but I'm not sure how long that may take. Thanks for the feedback! Link to comment Share on other sites More sharing options...
Galileo Posted August 16, 2016 Share Posted August 16, 2016 26 minutes ago, JeanTheDragon said: I suppose I could try and update an existing sound plugin, like that of ensou04's DynamicSFX or ShipEffects, and combine it with parts of PizzaOverhead's Atmospheric Sound Enhancement mod, but I'm not sure how long that may take. If you could accomplish that, you would be my hero Link to comment Share on other sites More sharing options...
Falco01 Posted August 18, 2016 Share Posted August 18, 2016 (edited) You should add :FINAL at the first line of the patches otherwise the configs get overwritten by Real Plume or any mod that change the configs for the effects should look like this for eg @PART[turboJet]:NEEDS[JetSounds]:FINAL that way it's the last patch applied by MM and thus overwrite any other Edited August 18, 2016 by Falco01 Link to comment Share on other sites More sharing options...
bgeery Posted August 24, 2016 Share Posted August 24, 2016 Small nit. The directory structure of version 1.0.1 is messed up. Dumps everything directly under .\GameData\ instead of .\GameData\JetSounds Link to comment Share on other sites More sharing options...
Falco01 Posted August 26, 2016 Share Posted August 26, 2016 (edited) After doing some testing I noticed an other problem with this mod For the afterburner, when you have real plume despite the :final tweak, the sound still doesn't work The only solution I found was to change the names of the effects the mod replace in the cfg, I didn't had the time to post sooner due to exams Here is the change I made @EFFECTS { <non afterburner effects> @Turbojet-Spool //change here { @AUDIO { @clip = JetSounds/Sounds/GE404_Afterburner_Low volume = 0.0 0.0 volume = 0.05 1.0 volume = 0.3 1.0 volume = 0.4 1.0 volume = 0.5 1.0 //Point at which the afterburner crackle starts to set in. volume = 0.7 0.8 volume = 0.8 0.7 volume = 1.0 0.6 pitch = 0.0 1.0 pitch = 0.05 1.0 pitch = 1.0 1.5 } } @Turbojet //and here { @AUDIO { @clip = JetSounds/Sounds/GE404_Afterburner_High volume = 0.0 0.0 volume = 0.05 0.2 volume = 0.3 0.4 volume = 0.5 0.9 volume = 0.7 1.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 0.5 0.8 pitch = 1.0 0.8 } } <the rest> Maybe there is a way to make it so when you have real plume that an other cfg write this instead of your original one, I didn't delved in deeper because of my exams (and 'cause that's all the fun of modding ) Also due to crappy internet I could't test the latest version, maybe you fixed it already, in that case, sorry for bothering Have fun Edited August 26, 2016 by Falco01 pressed tab and sent by mistake Link to comment Share on other sites More sharing options...
Lolm333 Posted September 1, 2016 Share Posted September 1, 2016 I can't seem to get this mod to work on Windows. I've made sure to put it into Gamedata with the right structure by making a new Jetsounds folder and dumping everything but module manager in there but I still can't get it to work. Is there anything I did wrong? Link to comment Share on other sites More sharing options...
Falco01 Posted September 3, 2016 Share Posted September 3, 2016 On 9/1/2016 at 11:38 PM, Lolm333 said: I can't seem to get this mod to work on Windows. I've made sure to put it into Gamedata with the right structure by making a new Jetsounds folder and dumping everything but module manager in there but I still can't get it to work. Is there anything I did wrong? You have to name the folder JetSound and not Jetsound otherwise the path in the cfg for the sound effect is wrong To be sure, open one of the patches and look for something like JetSounds/Sounds/GE90_Startup it is the path that the game will use to find the sound, if you name your folder Jetsound instead of JetSound it won't find it Link to comment Share on other sites More sharing options...
Lolm333 Posted September 8, 2016 Share Posted September 8, 2016 On 9/3/2016 at 6:10 AM, Falco01 said: You have to name the folder JetSound and not Jetsound otherwise the path in the cfg for the sound effect is wrong To be sure, open one of the patches and look for something like JetSounds/Sounds/GE90_Startup it is the path that the game will use to find the sound, if you name your folder Jetsound instead of JetSound it won't find it That seems to have fixed it. Thanks! Link to comment Share on other sites More sharing options...
Falco01 Posted September 9, 2016 Share Posted September 9, 2016 15 hours ago, Lolm333 said: That seems to have fixed it. Thanks! Glad to help Link to comment Share on other sites More sharing options...
RMAJ_gaming Posted September 12, 2016 Share Posted September 12, 2016 hey awesome mod... but i can't seem to get it to work. i did what the instructions said, i dropped the game data file in the ksp_win and i still get the same stock sounds for the jets... Link to comment Share on other sites More sharing options...
Scientia1423 Posted September 12, 2016 Share Posted September 12, 2016 16 hours ago, RMAJ_gaming said: hey awesome mod... but i can't seem to get it to work. i did what the instructions said, i dropped the game data file in the ksp_win and i still get the same stock sounds for the jets... Same here O.o It might be a bug/issue that @JeanTheDragon might need to fix. Link to comment Share on other sites More sharing options...
Kfacat Posted September 14, 2016 Share Posted September 14, 2016 Hi just checking in to say I'd pay you like 400 million dollars if you get this working with AJE Link to comment Share on other sites More sharing options...
Patrick_the_big Posted September 26, 2016 Share Posted September 26, 2016 I found one MAJOR bug to this mod. As I installed it correctly, I think I may have figured out the problem some people having with mod. The .CFG file the tell the game were to load the files from is broken. It is tring to load the sound path JetSounds/Sounds/[Sound], When the physical path is actually Gamedata/Sounds/[Sound] I fixed this by adding a new file to my GameData, naming it JetSounds. (Caps are important!) and simply moving the two files, (Sounds, Patches) inside that folder. then the mod worked perfectly. please consider this bug, as it may be the problem most people are having. Thanks Link to comment Share on other sites More sharing options...
Ignis Posted October 1, 2016 Share Posted October 1, 2016 Nice !!! Link to comment Share on other sites More sharing options...
ZooNamedGames Posted October 30, 2016 Share Posted October 30, 2016 Any chance of a 1.2 update? Or has the previous bugs been fixed? Link to comment Share on other sites More sharing options...
Justicier Posted November 13, 2016 Share Posted November 13, 2016 (edited) Would love to see this fantastic mod updated! As someone who loves to design and fly spaceplanes this mod is a must have. 90% of the time my designs make use of the rapier however, and since there were rapier sounds in the latest version but no configuration file, I have been working on making the sounds work with the rapier motor. Thus far I have had success in getting the "running" and "thrust" sounds to work in-game, but not the startup and shutdown. There is also something wrong with my code in that the particle effects for the engine are always fully engaged... regardless of the engine actually being activated and running. If any code monkeys could help me problem solve this issue I'd be happy to receive help seeing as... well... "Dammit, Jim I'm a sound engineer not a coder!" Code I am trying to get working is in the spoiler box below: Spoiler //CR-7 "R.A.P.I.E.R." @PART[RAPIER]:NEEDS[JetSounds]:FINAL { @MODULE,1 { @engageEffectName = engage_new @disengageEffectName = disengage_new @powerEffectName = power_open_new @spoolEffectName = running_turbine_new engineAccelerationSpeed = 0.5 engineDeccelerationSpeed = 0.5 } @MODULE,2 { @runningEffectName = running_closed_new } @EFFECTS { !engage {} !disengage {} !power_AirBreathing {} !running_turbine {} !power_ClosedCycle {} %engage_new { %AUDIO { channel = Ship clip = JetSounds/Sounds/RAPIER_Startup pitch = 1.0 volume = 1.0 loop = false } } %disengage_new { %AUDIO { channel = Ship clip = JetSounds/Sounds/RAPIER_Shutdown pitch = 1.0 volume = 1.0 loop = false } } %power_open_new { %AUDIO { channel = Ship clip = JetSounds/Sounds/RAPIER_Fan_High volume = 0.0 0.0 volume = 0.05 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } %MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } %running_turbine_new { %AUDIO { channel = Ship clip = JetSounds/Sounds/RAPIER_Fan_Low volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.0 pitch = 0.0 0.7 pitch = 1.0 1.4 loop = true } %PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } %running_closed_new { %AUDIO { channel = Ship clip = JetSounds/Sounds/RAPIER_Rocket_High volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } %PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } %MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } } } Edited November 13, 2016 by Justicier Link to comment Share on other sites More sharing options...
Zombienoms Posted January 5, 2017 Share Posted January 5, 2017 My god, I've been looking for a mod like this Any chance it will get an update for 1.2.x? Link to comment Share on other sites More sharing options...
RMAJ_gaming Posted February 3, 2017 Share Posted February 3, 2017 awesome mod, im not sure what im doing wrong because i put the patches and sounds flies in to GameData but it doesn't seem to be working. Help because i'd like to us this mod. Link to comment Share on other sites More sharing options...
Blastem25 Posted March 2, 2017 Share Posted March 2, 2017 Can you please update this? I love this mod! Jet engines sound so boring without it. Link to comment Share on other sites More sharing options...
sal_vager Posted March 2, 2017 Share Posted March 2, 2017 Please check the first post for any updates @Blastem25, but @JeanTheDragon hasn't posted since August 2016, so the answer is likely 'no' I better close this, I'll reopen it if JeanTheDragon comes back. Link to comment Share on other sites More sharing options...
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