linuxgurugamer Posted August 25, 2019 Share Posted August 25, 2019 @ensou04 Are you planning on continuing support for this mod, or should someone else consider picking it up? Quote Link to comment Share on other sites More sharing options...
ensou04 Posted August 29, 2019 Author Share Posted August 29, 2019 @linuxgurugamer yes this project is not abandoned, just currently super busy but i'll get onto dev for it soon enough Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2019 Share Posted August 29, 2019 54 minutes ago, ensou04 said: @linuxgurugamer yes this project is not abandoned, just currently super busy but i'll get onto dev for it soon enough Good news. Thank you Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 7, 2019 Share Posted November 7, 2019 RocketSoundEnhancement lacks a lot of configs. Months ago I already created a branch with new effects - which are in fact clones of existing effects but better than nothing. The problem was that I mislead the people with the name of the branch - it made people think it's only intended to be used with RealismOverhaul. That is not true. It's intended to be used by everyone. So here is the new branch and PR which also contains new additions from just today. (WIP - I'm in the process of creating the configs as I post this) Branch:https://github.com/Gordon-Dry/RocketSoundEnhancement/tree/additional-effects PR:https://github.com/ensou04/RocketSoundEnhancement/pull/5 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 7, 2019 Share Posted November 7, 2019 ^ updated the branch with the last commit for now - feel free to fiddle with the cloned configs to make them more realistic Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted June 28, 2020 Share Posted June 28, 2020 1. Is this mod still supported? 2. Will this mod be uploaded to CKAN? Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted July 8, 2020 Share Posted July 8, 2020 On 8/29/2019 at 3:15 PM, linuxgurugamer said: On 8/29/2019 at 2:20 PM, ensou04 said: @linuxgurugamer yes this project is not abandoned, just currently super busy but i'll get onto dev for it soon enough Good news. Thank you Well that aged well... Just a request for mod adoption. Quote Link to comment Share on other sites More sharing options...
ensou04 Posted July 28, 2020 Author Share Posted July 28, 2020 (edited) On 7/9/2020 at 3:32 AM, Bej Kerman said: Well that aged well... Just a request for mod adoption. i really don't recommend anyone to use or update this mod as it currently is. its very janky and CPU intensive with all those sound filters being used. The announcement of KSP2 really demotivated me to continue working on this. but it seems like that wont be around anytime soon. so Here's a roadmap. NO PROMISES. I only really do this as my past time when I feel like it, and when i'm not occupied with my work. Coding is only a hobby for me so i only do it from time to time. Quote Rocket Sound Enhancement Road-map Goals: Create a simple sound effects module that has no dependencies besides Module Manager (For Default Sound Library). Create a Universal Default Sound Library of the most common rocket sounds based on the following: Nozzle Size Propellant Type Low, Mid, High Thrust Power Consistent Loudness for all sounds that Makes sense (no more deafening RCS and Small Engines) Rewrite and Integrate my old mod “ShipEffects” and make it easily configurable. Approach EVE style, make it easier for other people to make their own Sound Effects Mod using RSE Plugin as a Dependency. Provide RSE Default Sample Library as separate download. Sound Modules (Per Part) Commons Volume Curve Pitch Curve ADSR Curve Sound Layers (Oneshot, Loop) ModuleSoundEngines Thrust Power Engage Disengage Burnout ModuleSoundEvents Docking Stage (Decouple/Launch Clamps) Ship Effects (Per Active Vessel) Airspeed Re Entry Jerk/Jolt Linear and Angular Acceleration Edited July 28, 2020 by ensou04 Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted July 28, 2020 Share Posted July 28, 2020 40 minutes ago, ensou04 said: On 7/8/2020 at 8:32 PM, Bej Kerman said: Well that aged well... Just a request for mod adoption. i really don't recommend anyone to use or update this mod as it currently is. its very janky and CPU intensive with all those sound filters being used. Whatever the cost for an eargasm 41 minutes ago, ensou04 said: The announcement of KSP2 really demotivated me to continue working on this. If it helps, people will still have save files and big space stations to maintain on KSP 1. It won't disappear overnight; I'm betting that if Squad stops leaving months old bugs to rot, then the fanbase will stick with both games for a long time before KSP 1 falls out of maintenance. 42 minutes ago, ensou04 said: Rocket Sound Enhancement Road-map Goals: Create a simple sound effects module that has no dependencies besides Module Manager (For Default Sound Library). Create a Universal Default Sound Library of the most common rocket sounds based on the following: Nozzle Size Propellant Type Low, Mid, High Thrust Power Consistent Loudness for all sounds that Makes sense (no more deafening RCS and Small Engines) Rewrite and Integrate my old mod “ShipEffects” and make it easily configurable. Approach EVE style, make it easier for other people to make their own Sound Effects Mod using RSE Plugin as a Dependency. Provide RSE Default Sample Library as separate download. Sound Modules (Per Part) Commons Volume Curve Pitch Curve ADSR Curve Sound Layers (Oneshot, Loop) ModuleSoundEngines Thrust Power Engage Disengage Burnout ModuleSoundEvents Docking Stage (Decouple/Launch Clamps) Ship Effects (Per Active Vessel) Airspeed Re Entry Jerk/Jolt Linear and Angular Acceleration Quote Link to comment Share on other sites More sharing options...
Guest Posted September 5, 2020 Share Posted September 5, 2020 (edited) On 11/7/2019 at 9:40 AM, Gordon Dry said: ^ updated the branch with the last commit for now - feel free to fiddle with the cloned configs to make them more realistic Hi @Gordon Dry I'm using your sound additions, in RSS/RO/RP1 for KSP v1.8, its very nice. BUT I found a small issue: (at least for me) RocketSoundEnhancement\Patches\RealPlume_Deprecated\Hydrogen-NTR-HighTemp.cfg & RocketSoundEnhancement\Patches\RealPlume_Deprecated\Hydrogen-NTR.cfg Throw MM errors and warnings (about 22 for me). Temp fix: is to rename the files listed with extension ".badcfg" Seems to prevent MM errors for now but I can not find issue, I looked and relized I only understand enough to ruin it more if I fiddle with it. Thank you & any suggestions? Edited September 5, 2020 by Guest Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted September 6, 2020 Share Posted September 6, 2020 5 hours ago, Aazard said: Hi @Gordon Dry I'm using your sound additions, in RSS/RO/RP1 for KSP v1.8, its very nice. BUT I found a small issue: (at least for me) RocketSoundEnhancement\Patches\RealPlume_Deprecated\Hydrogen-NTR-HighTemp.cfg & RocketSoundEnhancement\Patches\RealPlume_Deprecated\Hydrogen-NTR.cfg Throw MM errors and warnings (about 22 for me). Temp fix: is to rename the files listed with extension ".badcfg" Seems to prevent MM errors for now but I can not find issue, I looked and relized I only understand enough to ruin it more if I fiddle with it. Thank you & any suggestions? Are you starting a new game? If so, I highly recommend deleting all 'deprected' folders from GameData. Those files are legacy configs to maintain backward compatibility for existing saves. Unless you know of something in them you really, really, really want, just delete. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 6, 2020 Share Posted September 6, 2020 1 hour ago, TranceaddicT said: Are you starting a new game? If so, I highly recommend deleting all 'deprected' folders from GameData. Those files are legacy configs to maintain backward compatibility for existing saves. Unless you know of something in them you really, really, really want, just delete. PERFECT, the best fix is to lose unneeded cfg files/textures! Quote Link to comment Share on other sites More sharing options...
ensou04 Posted September 20, 2020 Author Share Posted September 20, 2020 (edited) So i've already went back to coding RSE. I still have to work on new sound effects and have to do a complete rewrite of ShipEffects. I'll definitely will need help later on working on engine configs once the sounds and plugins are done. so any volunteers are appreciated. Edited September 20, 2020 by ensou04 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 20, 2020 Share Posted September 20, 2020 9 hours ago, ensou04 said: So i've already went back to coding RSE. I still have to work on new sound effects and have to do a complete rewrite of ShipEffects. I'll definitely will need help later on working on engine configs once the sounds and plugins are done. so any volunteers are appreciated. Sounds great. Let me know when you release the new rewrite, and I'll discontinue my adoption at that time Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 20, 2020 Share Posted September 20, 2020 @ensou04 nice to see you back at it Quote Link to comment Share on other sites More sharing options...
RyanRising Posted September 20, 2020 Share Posted September 20, 2020 (edited) 15 hours ago, ensou04 said: So i've already went back to coding RSE. I still have to work on new sound effects and have to do a complete rewrite of ShipEffects. I know it’s off-topic, but I’ve been using a continued version of ShipEffects on 1.10.1. Should I be worried? Edited September 20, 2020 by RyanRising Quote Link to comment Share on other sites More sharing options...
evileye.x Posted September 21, 2020 Share Posted September 21, 2020 On 9/20/2020 at 11:36 AM, ensou04 said: So i've already went back to coding RSE. I still have to work on new sound effects and have to do a complete rewrite of ShipEffects. I'll definitely will need help later on working on engine configs once the sounds and plugins are done. so any volunteers are appreciated. Please make sure you had a look at Because unfortunately Smokescreen / RealPlumes make so much perfomance hit... Quote Link to comment Share on other sites More sharing options...
ensou04 Posted September 21, 2020 Author Share Posted September 21, 2020 (edited) 13 hours ago, evileye.x said: Because unfortunately Smokescreen / RealPlumes make so much perfomance hit... RSE never had to rely on realplume and smokescreen in the first place, the only reason I did was so we could apply sounds to as many engines quickly (piggy-backing on RP's configs). real goal was to do per-engine configs. On 9/21/2020 at 5:58 AM, RyanRising said: I know it’s off-topic, but I’ve been using a continued version of ShipEffects on 1.10.1. Should I be worried? i dont think so, ShipEffects is only an aesthetic so its safe to remove/replace On 9/21/2020 at 12:27 AM, linuxgurugamer said: Sounds great. Let me know when you release the new rewrite, and I'll discontinue my adoption at that time Thanks for keeping it updated man, i'll let you know. also I have a memory that you used new sounds for ShipEffects Continued? Do you mind if we merge some of those to RSE? Edited September 21, 2020 by ensou04 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 22, 2020 Share Posted September 22, 2020 2 hours ago, ensou04 said: Thanks for keeping it updated man, i'll let you know. also I have a memory that you used new sounds for ShipEffects Continued? Do you mind if we merge some of those to RSE? Please do Quote Link to comment Share on other sites More sharing options...
ensou04 Posted October 16, 2020 Author Share Posted October 16, 2020 (edited) Progress on ShipEffects Integration. This is a complete rewrite from scratch. Its way more elegant, fast and highly customizable with SoundLayers via Config instead of being hardcoded. Now features sensible Controls: Acceleration, Jerk, Airspeed and Heat Acceleration: Basically G Forces (m/s^2) Jerk: Change in Acceleration (m/s^3) Airspeed: Atmospheric Velocity (m/s) Heat: External Vessel Heat (Kelvin) They control Volume and Pitch Curves, and decides which one to play if the conditions are met. SOUNDLAYER { name = Metal_Stress audioClip = RocketSoundEnhancement/Sounds/metalstress loop = true channel = ShipBoth //ShipInternal, ShipExternal, ShipBoth control = Acceleration //Acceleration, Jerk, Airspeed, Heat, None volume = 0.0 0.0 //control value volume = 40.0 0.0 volume = 100.0 1.0 //At 100m/s^2, set the volume to 1 pitch = 1.0 } I'm gonna start working on collisions next. and maybe update the git page soon. but not now, I still have a lot of work to do Edited October 17, 2020 by ensou04 Quote Link to comment Share on other sites More sharing options...
ensou04 Posted October 17, 2020 Author Share Posted October 17, 2020 (edited) Collisions now working, everything sounds like dumpsters lol. started experimenting on Pitch being affected by Mass with is own FXCurve: massToPitch. ShipEffects now works on a per-vessel basis instead of just adding sounds to the current active vessel. Also added a new controller GroundSpeed, so we can add sound effects to rovers going about I'm not exactly sure why the code detects collisions on the kerbal itself though, kerbals are supposed to be blacklisted from the Collisions PartModule. I have to fix the MM patch at one point. hmmmmmmm Also added Custom settings options Edited October 17, 2020 by ensou04 Quote Link to comment Share on other sites More sharing options...
RyanRising Posted October 18, 2020 Share Posted October 18, 2020 (edited) Oh boy, that is wonderful! Even if everything does sound like dumpsters, it's still adding so much to the experience. Will there be an ability to modify the sounds with atmosphere depth, essentially replacing what Audio Muffler did back in the day, or is that outside the scope of this rewrite? Edited October 18, 2020 by RyanRising Quote Link to comment Share on other sites More sharing options...
ensou04 Posted October 18, 2020 Author Share Posted October 18, 2020 2 hours ago, RyanRising said: Oh boy, that is wonderful! Even if everything does sound like dumpsters, it's still adding so much to the experience. Will there be an ability to modify the sounds with atmosphere depth, essentially replacing what Audio Muffler did back in the day, or is that outside the scope of this rewrite? Yes, definitely one of the plans is to do my own audio muffling and silencing stuff. like say muffling exterior sounds when you're in IVA. I still have to figure out how to deal with sounds that's not running on RSE though like explosions or stock sounds. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 18, 2020 Share Posted October 18, 2020 really exciting to see work continuing on this! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2020 Share Posted October 18, 2020 13 hours ago, ensou04 said: I'm not exactly sure why the code detects collisions on the kerbal itself though, kerbals are supposed to be blacklisted from the Collisions PartModule. I have to fix the MM patch at one point. There are multiple kerbal models, why not post the MM code? May be a simple fix. Quote Link to comment Share on other sites More sharing options...
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