ensou04 Posted February 24, 2021 Author Share Posted February 24, 2021 On 2/14/2021 at 9:02 PM, Selphadur said: Hey! First of all I want to say a big thank you for this mod! Secondly to report errors. It is related to Retro Future mod. Here is the part from log where those errors are: [LOG 14:57:43.512] Applying update RocketSoundEnhancement/Configs/ShipEffects/@PART:HAS[~RSENoFX[*],#crashTolerance]:AFTER[RocketSoundEnhancement] to RetroFuture/Wheel/latMainGear/latMainGear.cfg/PART[latMainGear] [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.9" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.1" hmm if it doesnt cause any issues it should be just fine. On 2/19/2021 at 6:55 PM, Ollz said: Would you ever consider making sounds when the engines turn on, instead of the standard KSP staging sound? Yeap its part of the planned features. Although I wont be working on this again anytime soon so it might take a while. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted February 25, 2021 Share Posted February 25, 2021 does BDB support this or is it planned to? Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 25, 2021 Share Posted February 25, 2021 (edited) 1 hour ago, SpaceFace545 said: does BDB support this or is it planned to? It looks like it was discussed earlier on in development. Not sure if it was implemented. Also, really random, but is there any chance you could add sonic boom effects? Edited February 25, 2021 by Spaceman.Spiff Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted February 25, 2021 Share Posted February 25, 2021 58 minutes ago, Spaceman.Spiff said: It looks like it was discussed earlier on in development. Not sure if it was implemented. Also, really random, but is there any chance you could add sonic boom effects? Sonic booms aren’t heard by the people inside of the vehicle because they are ahead of they’re “wake”. Like on a boat. Only people behind and to the side of the boat will expierimce its wake. It could work if your camera POV moves around the vehicle or zooms out but that would be complex and possibly very annoying Quote Link to comment Share on other sites More sharing options...
RyanRising Posted February 25, 2021 Share Posted February 25, 2021 5 hours ago, SpaceFace545 said: Sonic booms aren’t heard by the people inside of the vehicle because they are ahead of they’re “wake”. Like on a boat. Only people behind and to the side of the boat will expierimce its wake. It could work if your camera POV moves around the vehicle or zooms out but that would be complex and possibly very annoying Complex and possibly very annoying? Yes it is, but you don’t have to speculate: It’s been done before. Almost certainly out of scope for this mod, though - I don’t think the developer wants to get into environmental sound effects beyond the muffling as you move out of the atmosphere even when they do have time. Quote Link to comment Share on other sites More sharing options...
ensou04 Posted February 26, 2021 Author Share Posted February 26, 2021 16 hours ago, RyanRising said: Complex and possibly very annoying? Yes it is, but you don’t have to speculate: It’s been done before. Almost certainly out of scope for this mod, though - I don’t think the developer wants to get into environmental sound effects beyond the muffling as you move out of the atmosphere even when they do have time. I had an idea for just doing an audio cue of a sonic boom instead of simulating it (more cinematic than realistic), so it just plays the sonic boom "boom effect" when you get pass through the speed of sound threshold (in and out). but yeah its beyond of the scope of this mod. Quote Link to comment Share on other sites More sharing options...
Arco123 Posted March 3, 2021 Share Posted March 3, 2021 If you do I'm going to make a plane that goes above and below the speed of sound really quickly. I think you can guess whats going to ensue. Quote Link to comment Share on other sites More sharing options...
dtrauma Posted March 13, 2021 Share Posted March 13, 2021 (edited) I'm trying to use this on 1.11.1, but even if this is the only mod (besides MM, of course, and both DLC) it either hangs or crashes on launching a vessel like the stock butterfly (which is when the plugin would presumably start doing something). I tried it on an completely empty new save, too. There's nothing in the logs, either. Only thing unusual about my setup is that I'm on Linux. Help? Edit: Here's the log. Edited March 13, 2021 by dtrauma Added Player.log Quote Link to comment Share on other sites More sharing options...
Zorg Posted March 14, 2021 Share Posted March 14, 2021 On 2/25/2021 at 8:30 AM, SpaceFace545 said: does BDB support this or is it planned to? Its part of the official roadmap from our side now. But probably not for the upcoming update, will be sometime after. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted March 14, 2021 Share Posted March 14, 2021 1 hour ago, Zorg said: Its part of the official roadmap from our side now. But probably not for the upcoming update, will be sometime after. Alright, thank you. It will be exciting when it does. Also on a side not about BDB, how do y’all get you guy’s centaurs and atlas rockets to be shiny. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 22, 2021 Share Posted March 22, 2021 On 12/24/2020 at 11:19 PM, evileye.x said: Patch to add M2 wheel sounds to all Grounded wheels Hide contents // Grounded @PART[wheelReg,wheelReg2,wheelReg3]:NEEDS[Grounded]:FOR[RocketSoundEnhancement] { MODULE { name = RSE_Wheels volume = 1.0 //Torque, Speed, Ground, Slip Speed { SOUNDLAYER { name = Motor_Base audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Base loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 60 spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.5 volume = 34.0 0.8 pitch = 0.0 0.25 pitch = 12.0 0.5 pitch = 34.0 1.0 } SOUNDLAYER { name = Motor_Whine audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Whine loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 60 spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.6 volume = 12.0 0.5 volume = 34.0 0.2 pitch = 0.0 0.1 pitch = 12.0 0.75 pitch = 34.0 1.0 } } Ground { SOUNDLAYER { name = Tire_Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete data = concrete loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.8 pitch = 60.0 1.2 } SOUNDLAYER { name = Tire_Ground-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.8 pitch = 60.0 1.2 } } Slip { SOUNDLAYER { name = Tire_Screech-Low-Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Screech-Low data = concrete loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 1.3 pitch = 1.0 1.1 } SOUNDLAYER { name = Tire_Slip-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 2.0 pitch = 1.0 1.8 } } } } // RoveMax Model S2 @PART[roverWheel2]:FOR[RocketSoundEnhancement] { MODULE { name = RSE_Wheels volume = 1.0 //Torque, Speed, Ground, Slip, Steer Speed { SOUNDLAYER { name = Motor_Base audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ScrewDriver loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 15 spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.6 volume = 12.0 0.7 pitch = 0.0 0.1 pitch = 3.0 1.0 pitch = 12.0 1.2 } } Ground { SOUNDLAYER { name = Tire_Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete data = concrete loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.9 pitch = 60.0 1.3 } SOUNDLAYER { name = Tire_Ground-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.9 pitch = 60.0 1.3 } } Slip { SOUNDLAYER { name = Tire_Screech-Low-Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete data = concrete loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 2.0 pitch = 1.0 1.8 } SOUNDLAYER { name = Tire_Slip-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 2.0 pitch = 1.0 1.8 } } } } // RoveMax M1-F Rover Wheel @PART[roverWheelM1-F]:FOR[RocketSoundEnhancement] { MODULE { name = RSE_Wheels volume = 1.0 //Torque, Speed, Ground, Slip Speed { SOUNDLAYER { name = Motor_Base audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Base loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 60 spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.4 volume = 25.0 0.6 pitch = 0.0 0.25 pitch = 8.0 0.5 pitch = 25.0 1.0 } SOUNDLAYER { name = Motor_Whine audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Whine loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 60 spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.6 volume = 8.0 0.5 volume = 25.0 0.2 pitch = 0.0 0.1 pitch = 8.0 0.75 pitch = 25.0 1.0 } } Ground { SOUNDLAYER { name = Tire_Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete data = concrete loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.8 pitch = 60.0 1.2 } SOUNDLAYER { name = Tire_Ground-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spread = 0.12 volume = 0.0 0.0 volume = 1.0 0.1 volume = 60.0 1.0 pitch = 0.0 0.8 pitch = 60.0 1.2 } } Slip { SOUNDLAYER { name = Tire_Screech-Low-Concrete audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Screech-Low data = concrete loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 1.3 pitch = 1.0 1.1 } SOUNDLAYER { name = Tire_Slip-Dirt audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground data = dirt loop = true loopAtRandom = true channel = ShipBoth spool = true spoolSpeed = 2 spread = 0.12 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 1.0 pitch = 0.0 2.0 pitch = 1.0 1.8 } } } } Just as a note, if you're leaving this config in your Gamedata but don't have the RSE mod installed, the :FOR[RocketSoundEnhancement] node will tell modulemanager that RSE is indeed installed, which can mess up other things. 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dtrauma Posted March 27, 2021 Share Posted March 27, 2021 On 3/13/2021 at 6:14 AM, dtrauma said: I'm trying to use this on 1.11.1, but even if this is the only mod (besides MM, of course, and both DLC) it either hangs or crashes on launching a vessel like the stock butterfly (which is when the plugin would presumably start doing something). I tried it on an completely empty new save, too. There's nothing in the logs, either. Only thing unusual about my setup is that I'm on Linux. Help? Edit: Here's the log. Still no joy on 1.11.2. Any ideas about how I would begin to debug this? Quote Link to comment Share on other sites More sharing options...
Windh Posted March 28, 2021 Share Posted March 28, 2021 (edited) I just installed and tried this on 10.1.1 but it's not working, or perhaps I'm missing something. The options are there in Settings->Difficulty, but the sounds are the default ones. I can hear a slight difference in the audio, but the engine sounds etc. are pretty much the same... Do I need any additional addons in order to change the engine audio? EDIT: I obviously need to get additional sounds, but not sure where to get them and which order to install them to get them working. Edited March 29, 2021 by Windh Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted April 9, 2021 Share Posted April 9, 2021 It seems certain engines are making a crackling/popping sound in my speakers while others are just fine. I see aloooot of settings on here under audio limiter all of which I dont know the function of. However when disabling audio limiter ( Tried muffling. No change. ) it seems to have gone away. That or the engine is just so much louder I cant hear it Any possible tweaks I can make? Quote Link to comment Share on other sites More sharing options...
ensou04 Posted April 10, 2021 Author Share Posted April 10, 2021 On 3/28/2021 at 5:16 PM, Windh said: EDIT: I obviously need to get additional sounds, but not sure where to get them and which order to install them to get them working. Download the configs from this release and everything should be working: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.5.3 10 hours ago, Motokid600 said: It seems certain engines are making a crackling/popping sound in my speakers while others are just fine. I see aloooot of settings on here under audio limiter all of which I dont know the function of. However when disabling audio limiter ( Tried muffling. No change. ) it seems to have gone away. That or the engine is just so much louder I cant hear it Any possible tweaks I can make? Indeed the audio limiter needs more work, when sounds are way too loud it has a hard time trying to turn anything down in time and causes crackles. better to disable it for now and just lower the volume of the game Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted April 11, 2021 Share Posted April 11, 2021 (edited) Quote Indeed the audio limiter needs more work, when sounds are way too loud it has a hard time trying to turn anything down in time and causes crackles. better to disable it for now and just lower the volume of the game That does seem to be the best solution so far. What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting? Edited April 11, 2021 by Motokid600 Quote Link to comment Share on other sites More sharing options...
HerrCrazi Posted April 11, 2021 Share Posted April 11, 2021 On 3/27/2021 at 3:08 PM, dtrauma said: Still no joy on 1.11.2. Any ideas about how I would begin to debug this? I am having the same issue, even with no other mods on a completely brand new instance. Using Linux too, KSP 1.11.2 (from Steam). Any help will be much appreciated. Quote Link to comment Share on other sites More sharing options...
RyanRising Posted April 11, 2021 Share Posted April 11, 2021 13 hours ago, Motokid600 said: That does seem to be the best solution so far. What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting? As I understand it, the ship volume setting is just sort of a scale factor on all of the sounds, whereas the limiter in this mod attempts to compress the range of volumes you can get from a rocket, so that one with ten times the engines won’t be ten times as loud. Quote Link to comment Share on other sites More sharing options...
dtrauma Posted April 13, 2021 Share Posted April 13, 2021 (edited) On 4/11/2021 at 4:40 AM, HerrCrazi said: I am having the same issue, even with no other mods on a completely brand new instance. Using Linux too, KSP 1.11.2 (from Steam). Any help will be much appreciated. Is anyone able to run this on Linux? Maybe something internal to sound on Unity in Linux doesn't like this mod? Erroring out that far down in the stack would also explain why there's nothing in the Player.log. Edit: If it is indeed everyone on Linux, maybe if you can't/won't debug this mention it in the first post so at least people are aware? Edited April 13, 2021 by dtrauma Quote Link to comment Share on other sites More sharing options...
ensou04 Posted April 14, 2021 Author Share Posted April 14, 2021 (edited) On 4/11/2021 at 10:28 AM, Motokid600 said: What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting? the stock "normalizer" only works by limiting the peaks (causes distortion, most of the times doesnt work), while the audio limiter attempts to compress the audio based on perceived loudness. just like what @RyanRising it makes it so that 10 engines is effectively not 10 times as loud. On 4/13/2021 at 8:48 PM, dtrauma said: Is anyone able to run this on Linux? Maybe something internal to sound on Unity in Linux doesn't like this mod? Erroring out that far down in the stack would also explain why there's nothing in the Player.log. Edit: If it is indeed everyone on Linux, maybe if you can't/won't debug this mention it in the first post so at least people are aware? Hmm unfortunately i cant test this as I'm on Windows, have you guys tried running the mod on the version it was compiled on? Edited April 17, 2021 by ensou04 Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted April 15, 2021 Share Posted April 15, 2021 Is there a way to not muffle the music in vacuum?? Quote Link to comment Share on other sites More sharing options...
1332020 Posted April 16, 2021 Share Posted April 16, 2021 KSP RO/RP/RSS 1.10.1v i use this mod before in KSP RO/RP/RSS 1.7.3v there was no problem i want to know if the mod will work with this error or no and if i can fix it and how Quote Link to comment Share on other sites More sharing options...
ensou04 Posted April 17, 2021 Author Share Posted April 17, 2021 On 4/15/2021 at 9:47 PM, adriangm44 said: Is there a way to not muffle the music in vacuum?? once in-game , go to difficulty settings you should see a custom tab there for the mod On 4/16/2021 at 8:47 PM, 1332020 said: KSP RO/RP/RSS 1.10.1v i use this mod before in KSP RO/RP/RSS 1.7.3v there was no problem i want to know if the mod will work with this error or no and if i can fix it and how RSE's stock configs only supports the stock game so i dont think it'll work with RO. Someone has to make a dedicated set of configs for RO. Quote Link to comment Share on other sites More sharing options...
MuriloMoreira Posted May 1, 2021 Share Posted May 1, 2021 Work on 1.8.1 ? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 1, 2021 Share Posted May 1, 2021 (edited) @ensou04 -- Any notion how/if this could work with KSPWheel/Kerbal Foundries? A stock KF patch removes all of these modules from landing gear (and replaces them with KSPWheel versions)-- in case RSE is leveraging any to trigger sounds? -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelDamage]{} I've tried adding an RSE_Wheels module to one of KF's landing gear to no apparent affect. Peeking at the RSE code confirms my suspicions about that. Edited May 1, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
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