liquidhype Posted January 30, 2019 Share Posted January 30, 2019 6 hours ago, Tyko said: Have you tried installing it with 1.3.1 yet? I think it would work since I don't think RealPlume has had any major changes since 1.3.1 and that's what RSE depends on. Right, I'll give it a try. I just figured since this addon uses its own .dll, the latest version might need to be exported using the 1.3.1 files. Quote Link to comment Share on other sites More sharing options...
Tyko Posted January 30, 2019 Share Posted January 30, 2019 (edited) 11 minutes ago, liquidhype said: Right, I'll give it a try. I just figured since this addon uses its own .dll, the latest version might need to be exported using the 1.3.1 files. It might...only takes 10 minutes to try it out. Just suggesting it's worth your effort over assuming it won't work. Because making things backwards compatible usually isn't high on modders' todo lists Edited January 30, 2019 by Tyko Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted January 30, 2019 Share Posted January 30, 2019 Oh boy this is great! Keep up the awesome work man I'm really loving it Quote Link to comment Share on other sites More sharing options...
SnacklessKerbal Posted February 3, 2019 Share Posted February 3, 2019 On 11/6/2018 at 2:40 AM, ensou04 said: Rocket Sound Enhancement I've had gripes on how engines in the game sounded both stock and modded. its either too low and uninteresting or too deafening loud and noticeable looping effect. The goal of this mod is to fix that. Sound Effects are 100% Synthesized, utilizing layering to make the sound effect more dynamic using a custom plugin. Rocket's volume attenuation is more realistic by using a low-pass filter mimicking the sound of rockets in real life at different distances (further you are , the more bass you hear). Most engine types have unique sounds qualities using different types of running sounds plus layering sound effects. Cryogenic Engines sound deeper compared to Kerolox based engines which sound more dirtier for example. Download : https://github.com/ensou04/RocketSoundEnhancement/releases License: CC BY-NC-SA 4.0 | Source: https://github.com/ensou04/RocketSoundEnhancement Requirements Module Manager Realplume Smokescreen Recommended: Audio Muffler Redux Future Goals/Plans Moar sound effects. ShipEffects integration Create Custom Per-Engine configs making Realplume Dependency an option. Showcase: Other Test Videos: Reveal hidden contents Change log: v0.4.0 Engine Oomf Update - added one shot samples to most lower stage engines. v0.3.0 - Ammonialox, Cryogenic-UpperLower patches - Thump! Featured on most plumes - Redone lowpass curves - Volume are now based on Engine Thrust - New SRB Crackle sound layer for Solid-Lower - Reverted Engage, Disengage and Flameout sounds to stock. v0.2.0 Plugin Update - Engines now uses a custom Audio handler via RSEAudio plugin - Fixed patch errors: Hydrogen-NTR and Hydrogen-NTR-HightTemp were referencing an incorrect plume config - Engines now have a realistic lowpass-based volume rolloff attenuation - Rebalanced and improved sound assets v0.1.1 - Fix Small Engine Volumes - Hypergolic-OMS White and Red - Kerolox-Vernier - Removed sound_lqd_tiny pre-v0.1.0 - Hydrogen-NTR - Hydrogen-NTR-HighTemp - Hydrolox-Lower - Hydrolox-Upper - Hypergolic-Lower - Hypergolic-OMS-Red - Hypergolic-OMS-White - Hypergolic-Upper - Kerolox-Lower - Kerolox-Lower-F1 - Kerolox-Upper - Kerolox-Vernier - Solid-Lower - Solid-Sepmotor - Solid-Upper - Solid-Vacuum If you don't mind, how did you get that camera view that follows your rocket from the ground? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 4, 2019 Share Posted February 4, 2019 (edited) On 2/3/2019 at 9:34 PM, SnacklessKerbal said: If you don't mind, how did you get that camera view that follows your rocket from the ground? @ensou04Is this mod only working with smokescreen/realplume? because some mods like Bluedog uses the new stock-plumes too. Edited February 9, 2019 by Cheesecake Quote Link to comment Share on other sites More sharing options...
ensou04 Posted February 11, 2019 Author Share Posted February 11, 2019 (edited) On 2/4/2019 at 4:19 PM, Cheesecake said: @ensou04Is this mod only working with smokescreen/realplume? because some mods like Bluedog uses the new stock-plumes too. For now it is. later updates will have per-engine configs instead of relying on RealPlume/SmokeScreen, the dependency is temporary so I can test sounds, effects and features more quickly. Edited February 11, 2019 by ensou04 Quote Link to comment Share on other sites More sharing options...
woeller Posted February 11, 2019 Share Posted February 11, 2019 2 hours ago, ensou04 said: later updates will have per-engine configs instead of relying on RealPlume/SmokeScreen Will it be possible to add engine sounds via configs so that mods will benefit as well? Quote Link to comment Share on other sites More sharing options...
Tyko Posted February 11, 2019 Share Posted February 11, 2019 1 hour ago, woeller said: Will it be possible to add engine sounds via configs so that mods will benefit as well? That's the plan as @ensou04 described it to me. I'm hoping we see (or can build) a patch for RS / RS+ Quote Link to comment Share on other sites More sharing options...
ensou04 Posted February 12, 2019 Author Share Posted February 12, 2019 (edited) 11 hours ago, woeller said: Will it be possible to add engine sounds via configs so that mods will benefit as well? Yep, it'll act as a library of sounds with its own audio handler plugin meant to replace stock's. Edited February 12, 2019 by ensou04 Quote Link to comment Share on other sites More sharing options...
woeller Posted May 3, 2019 Share Posted May 3, 2019 Any News? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 12, 2019 Share Posted June 12, 2019 On 5/3/2019 at 7:16 AM, woeller said: Any News? I'm also going through lots of older / exciting mods to see if I missed any developments. The urge to "ping" for updates is strong. On 2/11/2019 at 9:19 PM, ensou04 said: Yep, it'll act as a library of sounds with its own audio handler plugin meant to replace stock's. This would be great -- especially for any new mod / dlc parts that come along. Looking forward to your return! Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted June 18, 2019 Share Posted June 18, 2019 I don't mean to necro this topic, but I just wanted to say that I absolutely adore this mod. Won't play without it. It's working great for me in 1.7.1 with a ton of mods and RealPlume. Quote Link to comment Share on other sites More sharing options...
Joker58th Posted July 29, 2019 Share Posted July 29, 2019 Yeah, this mod and JetSoundsContinued are the way to go for all of your sound needs. Love the deep rumble in orbit with Audio Muffler Redux too. Great job! Quote Link to comment Share on other sites More sharing options...
ThePatsch78 Posted August 4, 2019 Share Posted August 4, 2019 (edited) Hi @ensou04 and @sarbian, I experienced an error today thats seems to be an error of Rocket Sound Enhancement, but if you look closer it might be a ModuleManager problem: [LOG 2019-08-04 12:21:21.282] Done patching [WRN 2019-08-04 12:21:21.282] Errors in patch prevents the creation of the cache [LOG 2019-08-04 12:21:21.383] ModuleManager: 73838 patches applied, found <color=orange>37 errors</color> 5 errors related to GameData/RocketSoundEnhancement/Patches/Hypergolic-Lower.cfg 8 errors related to GameData/RocketSoundEnhancement/Patches/Hypergolic-Upper.cfg 12 errors related to GameData/RocketSoundEnhancement/Patches/Kerolox-Lower.cfg 8 errors related to GameData/RocketSoundEnhancement/Patches/Kerolox-Upper.cfg 4 errors related to GameData/RocketSoundEnhancement/Patches/Kerolox-Vernier.cfg and in detail: [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to KWRocketry/Parts/Engines/1mVestaVR1/KW1mengineVestaVR1.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RealScaleBoosters/Parts/Athena/RSBathenaOAM.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RealScaleBoosters/Parts/ISRO/RSBtankPSLVps4.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RN_US_Rockets/Thor/KK_TR201.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RN_US_Rockets/TitanIV/lr91_11.cfg/PART [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RN_US_Rockets/Vanguard/aj10_104.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to RN_US_Rockets/Vanguard/aj10_37.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to Squad/Parts/Engine/liquidEnginePoodle/liquidEnginePoodle.cfg/PART [LOG 2019-08-04 12:20:31.742] Applying update RocketSoundEnhancement/Patches/Hypergolic-Upper/@PART[*]:HAS[@EFFECTS:HAS[@Hypergolic-Upper]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] to SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-T91.cfg/PART [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ [WRN 2019-08-04 12:20:31.742] Cannot find key maxThrust in MODULE [ERR 2019-08-04 12:20:31.742] Error - Cannot parse variable search when inserting new key volume = #$../../../MODULE[ModuleEngines*]/maxThrust$ here is my KSP.log: https://we.tl/t-ifBrxcrS5J regards PatSch Edited August 4, 2019 by ThePatsch78 typos Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 12, 2019 Share Posted August 12, 2019 (edited) Just updated my additions:https://github.com/Gordon-Dry/RocketSoundEnhancement/tree/fix_for_Realism_Overhaul Do not feel irritated by "fix for Realism Overhaul" - if any of the listed EFFECTS is in any engine than the patch does its job: Alcolox-Lower-A6 Ammonialox CombinedPlume-Hydrolox-Lower CombinedPlume-Hydrolox-Upper CombinedPlumeHypergolic-Hypergolic-Lower CombinedPlume-Hypergolic-OMS-White CombinedPlume-Hypergolic-Vernier CombinedPlume-Kerolox-Exhaust CombinedPlume-Kerolox-Lower CombinedPlume-Kerolox-Upper CombinedPlume-Solid-Lower CombinedPlume-Solid-Sepmotor Cryogenic-UpperLower-125 Cryogenic-UpperLower-25 Cryogenic-UpperLower-375 fx-flea-running fx-hammer-running fx-poodle-running fx-separatron-running fx-swivel-running fx-terrier-running Hydrogen-NTR Hydrogen-NTR-HighTemp Hydrolox-Lower Hydrolox-Upper Hydynelox-A7 Hypergolic-Apollo-SM Hypergolic-Lower Hypergolic-OMS-Red Hypergolic-OMS-White Hypergolic-Upper Hypergolic-Vernier Kerolox-Lower Kerolox-Lower-F1 Kerolox-Upper Kerolox-Vernier powerflame running running_escape running_jettison running-closed Solid-Lower Solid-Sepmotor Solid-Upper Solid-Vacuum Updates, added: fx-anvil-running fx-boar-running fx-valiant-running More updates, added: fx-mallet-running fx-pug-running fx-striker-running Edited August 13, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 12, 2019 Share Posted August 12, 2019 20 minutes ago, Gordon Dry said: Just updated my additions:https://github.com/Gordon-Dry/RocketSoundEnhancement/tree/fix_for_Realism_Overhaul Do not feel irritated by "fix for Realism Overhaul" - if any of the listed EFFECTS is in any engine than the patch does its job: Couple of questions on this: 1. Are any of those patches useful for stock and other mods? 2. What exactly needs to be done with your branch and the main release? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 12, 2019 Share Posted August 12, 2019 (edited) 12 minutes ago, linuxgurugamer said: 1. Are any of those patches useful for stock and other mods? 2. What exactly needs to be done with your branch and the main release? yes, as long as any engine got any EFFECTS of the list, and the mod started with stock EFFECTS, I added RealismOverhaul fixes and additions it's already a PR on the main release, so you could merge it Actually I need some fine tuning of the patches with the name beginning with "CombinedPlume". As I just cloned the original configs to have configs that were missing it could be that some configs' EFFECTS are not 100% authentic looking and need tinkering as well. Edited August 12, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 12, 2019 Share Posted August 12, 2019 @linuxgurugamer I just added some updates and fixed something Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 13, 2019 Share Posted August 13, 2019 @linuxgurugamer I'm actually adding more patches into RocketSoundEnhancement to take custom sounds of other part packs into account - like FASA - but still give the parts the same treatment as the "normal" RocketSoundEnhancement patching does. Those patch files will start with the comment // this contains additional patches for custom sounds of part packs, also see below I also check the raw sounds with headphones to decide if they're worth it or if the sound treatment of RocketSoundEnhancement should be used instead (old behaviour). I will not give special treatment to sounds of deep space engines like Ion drives yet - as I use AudioMuffler and those parts mostly got custom sounds, like NearFuturePropulsion. But I will take a raw listen to them whatsoever. Quote Link to comment Share on other sites More sharing options...
ThePatsch78 Posted August 13, 2019 Share Posted August 13, 2019 Hi @Gordon Dry, thanks for the update, I installed it and all errors are gone, yeeeah! There is one little thing. When you're zooming out, the sound of the rocket engines is fading out noticeably later than without RocketSoundEnhancement. If this is working as intended - I'am fine with it. Just to let you know Thank you for your great work! PatSch Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 13, 2019 Share Posted August 13, 2019 (edited) @ThePatsch78 in the RSE_Audio fields there is a value maxDistance. I guess this is the one responsible for the fadeout - but tbh this is not my pair of shoes - I "only" added configs and made them compatible to "stuff". Next day, more updates, added: fx-ant-running fx-corgi-running fx-kickback-running fx-mainsail-running fx-nerv-running fx-rhino-running More features, added compatibility to the sounds shipped by part packs or RealPlume itself. More updates, added: add flameout patch alone to SRB where it's missing rename a file to match the EFFECT name (it was a typo) adding all engage, disengage and flameout on SRB where they're missing Edited August 13, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 13, 2019 Share Posted August 13, 2019 @ensou04 @blowfish there is a patch file GameData\RealPlume\RealPlumeAudio.cfg which fights again the purpose of RocketSoundEnhancement: // Purpose: This MM CFG changes the engage/activation sound for RealPlumes. // Commetary: The sound is impressive for launches, but out of place for designs // that rely on different sets of engines that a player turns on/off // as needed with the throttle at zero. // They can be VERY loud in the dead of space... // Part needs a Plume definition and not have SolidFuel. // SRBs are one-shot alway-on; a loud engage sound is befitting. // Dunno if I should include a check to exclude Jets; do any jets use RealPlumes? @PART[*]:HAS[@PLUME[*],!RESOURCE[SolidFuel]]:NEEDS[RealPlume]:FINAL { @EFFECTS { @engage { @AUDIO { @clip = sound_vent_medium // Stock audio clip often used as the stock engage sound. } } } } It just tries to put the sound_vent_medium back into business ... but I guess it should not be a problem, an @ does not do anything when the node does not exist, right? Quote Link to comment Share on other sites More sharing options...
ThePatsch78 Posted August 13, 2019 Share Posted August 13, 2019 35 minutes ago, Gordon Dry said: I "only" added configs and made them compatible to "stuff". Ok, got that :-) 39 minutes ago, Gordon Dry said: Next day, more updates, added: 39 minutes ago, Gordon Dry said: More features, added compatibility to the sounds shipped by part packs or RealPlume itself. More updates, added: Thats awesome. Since I have to restart now anyways, I'll install the latest patches too. Thanks! Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 13, 2019 Share Posted August 13, 2019 1 hour ago, Gordon Dry said: an @ does not do anything when the node does not exist, right? correct Quote Link to comment Share on other sites More sharing options...
1990eam Posted August 18, 2019 Share Posted August 18, 2019 Hello. Is this compatible with 1.7.3? Quote Link to comment Share on other sites More sharing options...
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