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Real plume addon?


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1 hour ago, eddiew said:

...unless you meant to suggest RealPlume add 15 minute persistence, in which case maybe discuss it in their thread :)

I don't think he did.

Anyways, this'd be cool, albeit a bit unnecessary considering the point of a rocket is to move really far and really fast away from whatever you're spewing out the backside.

Edited by SnailsAttack
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1 hour ago, SnailsAttack said:

I don't think he did.

Anyways, this'd be cool, albeit a bit unnecessary considering the point of a rocket is to move really far and really fast away from whatever you're spewing out the backside.

This is what i mean

6901001.jpg

Notice SC-1 (first stage) is engulfed in a plume of ice falling from the stage...Also i could make some spectacular vids with the plume...Also with this.

space-shuttle-atlantis-launch-2-sts-135.

 

So @Nhawks17 if your listening this would be EPIC thx.

 

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That main reason why there's no mod with those massive smoketrails is because no-one ever succeeded in making a non-performance-impactingish release. If you want to make and run a mod like this, you need a computer made by god himself, and even then it will turn himself in a fire spitting toaster. The engine where KSP is build on, Unity, is mainly build for it calculation power in open worlds, it open-source. And not for it's graphics, yet. 

For example, see what the impact on the performance is when you attach a dozen nozzles together pointing to the ground, and move the camera inside the smoke when they fire up. Maybe the impact in stock is not that much but a few frames. But that will get worse when some mod is installed over it when a trail stays there for 15 minutes. The particlecount will get way too high. For now, RealPlume has a configurable particlecount, and normally it's around the 700-900. Let's say it spits out 200 particles per second. When you're 2 minutes in flight, it has to calculate, render etc 24000 (!) particles. 

Nevertheless, a mod like that would be very awesome.

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12 hours ago, DrLicor said:

That main reason why there's no mod with those massive smoketrails is because no-one ever succeeded in making a non-performance-impactingish release. If you want to make and run a mod like this, you need a computer made by god himself, and even then it will turn himself in a fire spitting toaster. The engine where KSP is build on, Unity, is mainly build for it calculation power in open worlds, it open-source. And not for it's graphics, yet. 

For example, see what the impact on the performance is when you attach a dozen nozzles together pointing to the ground, and move the camera inside the smoke when they fire up. Maybe the impact in stock is not that much but a few frames. But that will get worse when some mod is installed over it when a trail stays there for 15 minutes. The particlecount will get way too high. For now, RealPlume has a configurable particlecount, and normally it's around the 700-900. Let's say it spits out 200 particles per second. When you're 2 minutes in flight, it has to calculate, render etc 24000 (!) particles. 

Nevertheless, a mod like that would be very awesome.

But i have this PC...wait till end for every time it runs star citizen! :D 

 

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They do, but the trail disappears after few seconds anyway.

About the time again... 15 minutes sounds a bit useless? I mean by that time you're pretty much in orbit, nowhere close to the ground. One minute should be more than enough.

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To get the ice effects you're talking about. CoolRockets does something similar. I'm not sure if it's working with 1.3.x but it is up to date with KSP 1.1 so you might want to give it a try.

Regarding the smoke trails. A decision was made a bit back by Felger (the original author) to remove smoke particles from LFO plumes to match their real life counterparts who don't really give off smoke trails like the ones you are wanting. The second picture you posted above looks like a launch of the space shuttle where the massive smoke plumes originate from the side SRBs of the shuttle. RealPlume does this for SRB plumes. To increase the time the smoke stays you can try raising the particle count in the Smokescreen.cfg file or with the in-game Smokescreen settings menu which should make the particles stay longer but with a heavy performance impact. 

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6 hours ago, Nhawks17 said:

To get the ice effects you're talking about. CoolRockets does something similar. I'm not sure if it's working with 1.3.x but it is up to date with KSP 1.1 so you might want to give it a try.

Regarding the smoke trails. A decision was made a bit back by Felger (the original author) to remove smoke particles from LFO plumes to match their real life counterparts who don't really give off smoke trails like the ones you are wanting. The second picture you posted above looks like a launch of the space shuttle where the massive smoke plumes originate from the side SRBs of the shuttle. RealPlume does this for SRB plumes. To increase the time the smoke stays you can try raising the particle count in the Smokescreen.cfg file or with the in-game Smokescreen settings menu which should make the particles stay longer but with a heavy performance impact. 

Thx @Nhawks17...love your mod XD, @Vanamonde close this thread please.

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