Kwebib Posted December 13, 2022 Share Posted December 13, 2022 @Suppise I don't think you can change folder names for any mods that use DLL files. If it's purely configs, sometimes it's OK, but any mods that use DLL files will need to have file paths exactly the way they were coded originally. Re-install the mod and the config pack and leave the folder names alone and I bet that fixes your problem. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 13, 2022 Share Posted December 13, 2022 (edited) 3 hours ago, Suppise said: I[RSE]:AssetBundle loaded" -I have renamed the folder that holds all the rse stuff to RSE Nope... it *needs* to be /GameData/RocketSoundEnhancement/ Where did you get ModuleManager from? If you have a file in GameData named "ModuleManager.dll", versus one named "ModuleManager.4.2.2.dll", and/or a *folder* named /ModuleManager/, and if you only have RSE & BetterTime Warp installed, I suggest trying the version of ModuleManager from this link (its the *official, STABLE* version of ModuleManager): https://ksp.sarbian.com/jenkins/job/ModuleManager/162/artifact/ModuleManager-4.2.2.zip @Kwebib... I wouldnt suggest changing file/folder names for *any* mod, from the way they are in the release... Even simple mods that may be just a config file, will most certainly have specific file/folder URL paths defined... possibly even to stuff in *other*, seemingly unrelated mods... Changing file/folder names & paths, is not for the novice user. But yes, your suggestion of reinstall/leave everything alone, is solid advice Edited December 13, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Kwebib Posted December 13, 2022 Share Posted December 13, 2022 True. I was thinking of something like custom module manager patches, or that Kopernicus ColorFix.cfg, which can kind of go anywhere. But yeah, good practice to just leave folder names alone. Quote Link to comment Share on other sites More sharing options...
Suppise Posted December 14, 2022 Share Posted December 14, 2022 (edited) @Stone Blue yeah that seems to have fixed it thanks! Now the only issue (minor inconvenience) is frame rates dropping while in space. Atmospheric fps seems to be the same as before, but anytime I’m in orbit, the game treats crafts as though they have 500 parts. Not a huge issue, -most of the time I’m in space is spent under timewarp or burning in a single direction- just a quality of life issue. I’ve only flown 3 space bound missions since installing this mod, and each time there have been differing amounts of lag, for fairly similar craft part counts. If anyone knows a quick fix to this problem I’d like to know lol Otherwise I’m fine to just live with it; Only 2 months until ksp2. Edited December 14, 2022 by Suppise Quote Link to comment Share on other sites More sharing options...
Koltirad Posted January 6, 2023 Share Posted January 6, 2023 On 12/1/2022 at 2:54 PM, Stone Blue said: If youre running out of memory... its on your end... Most likely not this mod specifically... Moar like *all* the mods you have installed... If you're running out of memory, it sounds lie you've joined the camp of: "(Install) Mod it till it breaks!" meaning, youve just pushed your system too far, by installing too many mods at once... Sorry In the case of this mod, no, before installing it i was averaging 7-9GB Total RAM used, with it installed and the default configs it's going above 16gb often and averages about 15-14 after a while, even more with larger ships. I'll try with the mentionned DLL, see if it makes a difference but i doubt it, the RAM issue doesn't affect me because i've got 32Gb, however the performance drop is ... Meh. Still, i love this mod, it sounds just amazing. Quote Link to comment Share on other sites More sharing options...
KrazyKerbinaut Posted February 26, 2023 Share Posted February 26, 2023 On 1/6/2023 at 3:49 AM, Koltirad said: In the case of this mod, no, before installing it i was averaging 7-9GB Total RAM used, with it installed and the default configs it's going above 16gb often and averages about 15-14 after a while, even more with larger ships. I'll try with the mentionned DLL, see if it makes a difference but i doubt it, the RAM issue doesn't affect me because i've got 32Gb, however the performance drop is ... Meh. Still, i love this mod, it sounds just amazing. I was looking in my own logs because I noticed that the more rockets I launched, the slower it got... and I found that there is a memory leak with RSE. It's kind of frustrating to see the RAM usage go up. My current solution is to restart the game to clear the leaks but it's kind of annoying. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted February 26, 2023 Share Posted February 26, 2023 There is a pull request that was merged on GitHub that fixes the memory leak, but you will have to recompile the dll from the source code. I don’t think the dll on the master includes the fix. Quote Link to comment Share on other sites More sharing options...
Koltirad Posted February 28, 2023 Share Posted February 28, 2023 On 2/26/2023 at 11:16 PM, Kwebib said: There is a pull request that was merged on GitHub that fixes the memory leak, but you will have to recompile the dll from the source code. I don’t think the dll on the master includes the fix. Great to hear, i'll try RSE again with it then. Quote Link to comment Share on other sites More sharing options...
gadnuk Posted February 28, 2023 Share Posted February 28, 2023 On 2/26/2023 at 11:16 PM, Kwebib said: There is a pull request that was merged on GitHub that fixes the memory leak, but you will have to recompile the dll from the source code. I don’t think the dll on the master includes the fix. I have no clue what do with this info, i saw the pull request tab and some "code?" , i checked if i can find youtube turtorials how to "merge" this, but unable . Would you mind explaining to me how to do this ? xD Quote Link to comment Share on other sites More sharing options...
Kwebib Posted February 28, 2023 Share Posted February 28, 2023 You can try using this guide. It helped me get started with recompiling mods. Otherwise, I believe the GNU GPL3 license says I can share the DLL that I recompiled, but I might not be able to get to it today. Obviously, best case would be @ensou04 recompile and commit to the GitHub master. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 1, 2023 Share Posted March 1, 2023 Here are the recompiled DLLs that include @JonnyOThan's memory leak fix. https://drive.google.com/drive/folders/1Rzc4joYIsMUcd56uDx3c1C2QCO9T3d0I?usp=share_link I think they're working, but obviously no warranty. I haven't had any crashes since I started using these. Quote Link to comment Share on other sites More sharing options...
gadnuk Posted March 1, 2023 Share Posted March 1, 2023 (edited) 17 hours ago, Kwebib said: Here are the recompiled DLLs that include @JonnyOThan's memory leak fix. https://drive.google.com/drive/folders/1Rzc4joYIsMUcd56uDx3c1C2QCO9T3d0I?usp=share_link I think they're working, but obviously no warranty. I haven't had any crashes since I started using these. Thank you very much <3 Edit: Just be sure, i "obviously" replace the .dll files in the plugins folder with the downloads, right? xD Edited March 1, 2023 by gadnuk forgot something Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 1, 2023 Share Posted March 1, 2023 @gadnuk Yes, that is correct. Quote Link to comment Share on other sites More sharing options...
PrematureOrganism Posted March 3, 2023 Share Posted March 3, 2023 I could kiss you for making rotor sounds work my man. It was the big gripe holding me back from messing with stock props. It sounds amazing. Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 3, 2023 Share Posted March 3, 2023 (edited) Quote // Docking Ports Auto Patcher @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[RSE_Coupler]]:FOR[RocketSoundEnhancementDefault] Edit: Never mind, they seem to happily co-exist (my DP_SoundFX mod and this one). It just plays both sounds (which I think sounds a bit better really) Edited March 3, 2023 by tg626 Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 3, 2023 Share Posted March 3, 2023 (edited) Quote [EXC 14:12:53.319] OutOfMemoryException: Out of memory RocketSoundEnhancement.AudioFilters.AirSimulationFilter..ctor () (at <38e9f5d8981a4a08b8e345cb0552120c>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent() RocketSoundEnhancement.PartModules.<SetupAudioSources>d__37:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Log file link https://drive.google.com/file/d/1S6LoQ62oVysPgEdV45TtmFKY2eh4j0o0/view?usp=sharing Edited March 3, 2023 by tg626 Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 7, 2023 Share Posted March 7, 2023 Hey all, @ensou04 gave me permission to put together a release, grab it now! https://github.com/ensou04/RocketSoundEnhancement/releases Changes Fixed MachEffectsAmount not saving and causing crashes when set to zero. Fixed Sonic Booms being triggered in MapView RCS sounds use thruster power Major performance optimizations Fixed memory leaks from scene changes Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 7, 2023 Share Posted March 7, 2023 Awesome! Thank you. Quote Link to comment Share on other sites More sharing options...
LordCelestia Posted March 19, 2023 Share Posted March 19, 2023 So - i h ave an issue with Kerbalism. When an engine fails, the engine sound effect keeps playing even though it is not thrusting/ is broken, and continues even when my throttle is set to 0. It is only fixed by leaving to the space center and hopping back to the craft. Any ideas? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 22, 2023 Share Posted April 22, 2023 Hi. I'm wondering if this mod will work for all parts, or only those in the config? If not, will unpatched parts still work properly and just use the default sounds or have no sounds at all? Also I'd like to know, if I'm understanding it correctly, do parts using realplume or waterfall effects have support automatically? Quote Link to comment Share on other sites More sharing options...
Roros Posted April 27, 2023 Share Posted April 27, 2023 Is there a fix for the industrial construction sounds in the VAB ? I dont want to remove this mod since it helps with the engine muting issue with stock ksp audio. Quote Link to comment Share on other sites More sharing options...
Adiri Posted May 27, 2023 Share Posted May 27, 2023 Is there any way to disable sounds for specific engines (srbs mainly) Quote Link to comment Share on other sites More sharing options...
HideoKuze Posted June 3, 2023 Share Posted June 3, 2023 (edited) I got a lot of this exception when my pod land in the sea(I use KSRSS mod), and the FPS gets reallyyyyyyyyyyyyy low: [EXC 06:21:26.913] NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <291f40d3d6db4209b489483e9d4aa7c3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Edited June 3, 2023 by HideoKuze Quote Link to comment Share on other sites More sharing options...
NaviG Posted June 4, 2023 Share Posted June 4, 2023 Any Bluedog profile? Got the stock one but its a shame when u use a Bluedog rocket and u don't get these effects. Quote Link to comment Share on other sites More sharing options...
1straycat Posted June 10, 2023 Share Posted June 10, 2023 On 3/7/2023 at 7:34 AM, JonnyOThan said: Hey all, @ensou04 gave me permission to put together a release, grab it now! https://github.com/ensou04/RocketSoundEnhancement/releases Changes Fixed MachEffectsAmount not saving and causing crashes when set to zero. Fixed Sonic Booms being triggered in MapView RCS sounds use thruster power Major performance optimizations Fixed memory leaks from scene changes I've noticed that I don't seem to be getting mach effects (besides sonic booms) in this release. Like, if I take off with the camera locked in front of the craft and accelerate past mach 1, in the previous version, the sound would weaken and disappear almost entirely at mach 1. Now it seems unchanged. Same for crossing into and out of the sonic cone when flying at supersonic speeds, I'll hear the boom, but there seems to be no change in sound otherwise, whereas it previously would be the transition either between engine sounds and silence. Quote Link to comment Share on other sites More sharing options...
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