JonnyOThan Posted April 11 Share Posted April 11 6 hours ago, shpeeshpee said: Any way I can send it to you through discord? Sure thing: https://discord.gg/cdQ4CkvH Quote Link to comment Share on other sites More sharing options...
NovaAtlas420 Posted May 12 Share Posted May 12 (edited) Since update when using RSE - default, engines have no sound at all, when rse default is disabled and I'm only running RSE, engines have sound but no longer have mach effects from camera position, only from vessel fly by in camera tools Edited May 12 by NovaAtlas420 Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 18 Share Posted May 18 (edited) Nice mod, kudos and thanks to all the author(s)! A question, though, is there a problem with Ion Engines? They have no sound! EDIT: I removed RSE and the problem persisted, so I get it's from KSP itself. But, how come there is no RSE profile for ion engines? How can one make them? Edited May 18 by jlcarneiro Quote Link to comment Share on other sites More sharing options...
Trollkowski Posted May 21 Share Posted May 21 (edited) Hi! Is there a way to add the propeller sounds (going from low > high rpm) directly to the rotors? My issue is that Ive built a couple of helicopters but they dont actually produce the blade/propeller noise as the blades and props arent directly connected to the rotor. If I attach blades directly to the nodes on the rotors they do play the sound though. I had a look in the configs and I figured I would simply replace this part: @PART[rotor_01,rotor_01s]:FOR[RocketSoundEnhancementDefault] // EM-16 Light Duty Rotor { MODULE { name = RSE_RotorEngines volume = 0.35 Motor { SOUNDLAYER { name = ElectricMotor_Small-300hz audioClip = RocketSoundEnhancementDefault/Sounds/ElectricMotors/ElectricMotor_Small-300hz loop = true spread = 0.3 spool = true spoolSpeed = 0.16 volume = 0.0 0.0 volume = 0.25 1.0 pitchFC { key = 0 0 0 6.14 key = 1 3.07 0 0 } } } } } With this (but changing the name of the part to the rotor): @PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault] { RSE_Propellers { baseRPM = 450 maxBlades = 8 volume = 0.0 0.0 volume = 0.75 1.0 SOUNDLAYER { name = Heli_Blade_Small_450-2b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-2b loop = true spread = 0.5 volumeFC { key = 0 0 0 0 key = 0.1 1 0 0 key = 0.25 1 0 0 key = 0.5 0 0 0 } pitchFC { key = 0 0 key = 0.5 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-4b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-4b loop = true spread = 0.5 volumeFC { key = 0.25 0.0 0 0 key = 0.5 1.0 0 0 key = 1.0 0.0 0 0 } pitchFC { key = 0.25 0.5 key = 1 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-8b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-8b loop = true spread = 0.5 volumeFC { key = 0.5 0.0 0 0 key = 1.0 1.0 0 0 } pitchFC { key = 0.5 0.5 key = 2.0 2.0 } } } } Would this work or am I gonna break some things? EDIT: Doing the above worked beautifully! Instead of replacing the entire module I instead simply added the parts labeled "SOUNDLAYER" from the propeller config to the rotor config. This stacks the blade sound on top of the rotor sound which makes it sound a lot better in my opinion. Edited May 21 by Trollkowski Found solution Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 26 Share Posted May 26 On 5/21/2024 at 3:59 PM, Trollkowski said: Hi! Is there a way to add the propeller sounds (going from low > high rpm) directly to the rotors? My issue is that Ive built a couple of helicopters but they dont actually produce the blade/propeller noise as the blades and props arent directly connected to the rotor. If I attach blades directly to the nodes on the rotors they do play the sound though. I had a look in the configs and I figured I would simply replace this part: @PART[rotor_01,rotor_01s]:FOR[RocketSoundEnhancementDefault] // EM-16 Light Duty Rotor { MODULE { name = RSE_RotorEngines volume = 0.35 Motor { SOUNDLAYER { name = ElectricMotor_Small-300hz audioClip = RocketSoundEnhancementDefault/Sounds/ElectricMotors/ElectricMotor_Small-300hz loop = true spread = 0.3 spool = true spoolSpeed = 0.16 volume = 0.0 0.0 volume = 0.25 1.0 pitchFC { key = 0 0 0 6.14 key = 1 3.07 0 0 } } } } } With this (but changing the name of the part to the rotor): @PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault] { RSE_Propellers { baseRPM = 450 maxBlades = 8 volume = 0.0 0.0 volume = 0.75 1.0 SOUNDLAYER { name = Heli_Blade_Small_450-2b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-2b loop = true spread = 0.5 volumeFC { key = 0 0 0 0 key = 0.1 1 0 0 key = 0.25 1 0 0 key = 0.5 0 0 0 } pitchFC { key = 0 0 key = 0.5 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-4b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-4b loop = true spread = 0.5 volumeFC { key = 0.25 0.0 0 0 key = 0.5 1.0 0 0 key = 1.0 0.0 0 0 } pitchFC { key = 0.25 0.5 key = 1 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-8b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-8b loop = true spread = 0.5 volumeFC { key = 0.5 0.0 0 0 key = 1.0 1.0 0 0 } pitchFC { key = 0.5 0.5 key = 2.0 2.0 } } } } Would this work or am I gonna break some things? EDIT: Doing the above worked beautifully! Instead of replacing the entire module I instead simply added the parts labeled "SOUNDLAYER" from the propeller config to the rotor config. This stacks the blade sound on top of the rotor sound which makes it sound a lot better in my opinion. The only problem here is using the :FOR[RocketSoundEnhancementDefault] block. Replace it with :AFTER[RocketSoundEnhancementDefault] so MM only does this if RSE Default is installed. Quote Link to comment Share on other sites More sharing options...
Zah Posted June 28 Share Posted June 28 (edited) On 7/11/2022 at 2:10 PM, ensou04 said: You can only disable it in RSE's Settings > Advance Settings > Mach Effects and set to zero or Set Muffling Quality to Normal. This will disable Mach Effects entirely though not just remove the Sonic Boom. You could manually remove the sonic booms in RocketSoundEnhancementDefault/Configs/ShipEffects.cfg by deleting the entire SONICBOOM node I can't seem to recreate this error with ReStock and Near Future Launch Vehicles installed. But I do have a suspicion of what might be causing it and have a quick fix for it. Thanks! I've been irritated by this because if the camera moves at about the same speed you shouldn't get that kind of boom when you're just inside the shockwave, no? Edit: altho hm... now that makes even less sense. I still want shockwave sounds but from other objects that I don't follow immediately with my camera. is that even possible? Edited June 28 by Zah Quote Link to comment Share on other sites More sharing options...
dylsh Posted July 25 Share Posted July 25 Unkerballed Start adds two engines, the LV-T05 and LV-T10, which are resized versions of the LV-30 and LV-45. Is there anyway to get support for those two engines with this mod? Right now they have no audio. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 25 Share Posted July 25 47 minutes ago, dylsh said: Unkerballed Start adds two engines, the LV-T05 and LV-T10, which are resized versions of the LV-30 and LV-45. Is there anyway to get support for those two engines with this mod? Right now they have no audio. I'll make a note to take a look at it, but in general RSE patches ALL engines according to certain heuristics. There's probably something else going on and you might want to also ask the owner of that mod and possibly also any mods that configure the waterfall effects. Quote Link to comment Share on other sites More sharing options...
Lerow Posted July 26 Share Posted July 26 I'm having a bit of a sound issue. The new jet engine sounds are cool, but the older ones just won't go away. I tried replacing AUDIO with RSE_AUDIO in the config, but that didn't do the trick. I've looked all over the internet, but can't seem to find a solution. Help Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 26 Share Posted July 26 1 hour ago, Lerow said: I'm having a bit of a sound issue. The new jet engine sounds are cool, but the older ones just won't go away. I tried replacing AUDIO with RSE_AUDIO in the config, but that didn't do the trick. I've looked all over the internet, but can't seem to find a solution. Help Please post your KSP.log and modulemanager.configcache Quote Link to comment Share on other sites More sharing options...
Lerow Posted July 26 Share Posted July 26 10 hours ago, JonnyOThan said: Please post your KSP.log and modulemanager.configcache KSP.log modulemanager.configcache Quote Link to comment Share on other sites More sharing options...
bungling Posted July 28 Share Posted July 28 i love this mod but i have a problem with jet engine sounds... they're way WAY too loud, enough to give me a headache and consider uninstalling the mod can we get an additional config page to individual adjust volumes for each sound? (liquid fuel engine, solid fuel engine, jet engine, etc) Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted July 31 Share Posted July 31 (edited) Hi, I'm currently using AtomicTech's RestockWaterfallExpansion which has included Linuxgurugamer's Jet Sounds Updated since this year. It seems now that RWE and RSE are in conflict, so I was wondering if a compatibility patch could be released, i.e. when RWE is installed, using their sounds instead of RSE's. The muffling effect and mach bang are really nice features on this mod Edit: it seems that JSU/RWE sounds are also unaffected by RSE and are always played at full volume, while other sounds are muffled. Edited August 6 by Nyxilo Quote Link to comment Share on other sites More sharing options...
Heller Kerman Posted August 1 Share Posted August 1 On 7/28/2024 at 1:35 PM, bungling said: i love this mod but i have a problem with jet engine sounds... they're way WAY too loud, enough to give me a headache and consider uninstalling the mod can we get an additional config page to individual adjust volumes for each sound? (liquid fuel engine, solid fuel engine, jet engine, etc) If I am not mistaken, you can change it yourself by editing jet-engines.cfg found in "\Kerbal Space Program\GameData\RocketSoundEnhancementDefault\Configs\Squad". Open the config and change volume value to whatever you like. https://prnt.sc/Pq5TCuw6TW9C Quote Link to comment Share on other sites More sharing options...
bungling Posted August 1 Share Posted August 1 22 minutes ago, Heller Kerman said: If I am not mistaken, you can change it yourself by editing jet-engines.cfg found in "\Kerbal Space Program\GameData\RocketSoundEnhancementDefault\Configs\Squad". Open the config and change volume value to whatever you like. https://prnt.sc/Pq5TCuw6TW9C thank you so much dawg, saved my ear drums from further damage Quote Link to comment Share on other sites More sharing options...
JnXYG Posted August 7 Share Posted August 7 (edited) Hi, it seems that this mod causes real annoying SE in VAB/SPH after you use the menu to revert to vab. Is it intended or I got it wrong? edit: nvm, I install it through ckan and I miss the default config file, now its back to normal again. Edited August 7 by JnXYG solved Quote Link to comment Share on other sites More sharing options...
jebycheek Posted August 15 Share Posted August 15 [EXC 13:07:27.668] NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Spawning during use of stock engine, here is the full logksp.log Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 15 Share Posted August 15 (edited) 3 hours ago, jebycheek said: [EXC 13:07:27.668] NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Spawning during use of stock engine, here is the full logksp.log You need to allow access to the log file @jebycheek Edited August 15 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
jebycheek Posted August 15 Share Posted August 15 2 hours ago, JonnyOThan said: You need to allow access to the log file @jebycheek Done Quote Link to comment Share on other sites More sharing options...
MrShelter Posted August 17 Share Posted August 17 (edited) Hello, I think for some reason some engines like jet and srbs aren't affected by airsim and muffler effects(like you can still hear jet engine in forward of aircraft past mach speed, or srb way too loud for vacuum) Spoiler Log: https://drive.google.com/file/d/1-qlxK4goHiH_QX3cVLotlfvM4d153JgG/view?usp=sharing Edited August 17 by MrShelter added log Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 19 Share Posted August 19 On 8/15/2024 at 1:36 AM, jebycheek said: [EXC 13:07:27.668] NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Spawning during use of stock engine, here is the full logksp.log This exception does not appear in your log file. Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 10 Share Posted September 10 (edited) I found out it had to do Stock Waterfall Effects, and maybe other Waterfall mods. I sorted out, and without SWE, it works fine, but with it, it changes sound to other one, looks to be stock AUDIO, and doesn't mute at all Edit: I checked code for SWE, and yes, it does use it :[, I am not sure why RSE doesn't override it for some reason, but I can try just editing all files and replacing AUDIO with RSE_AUDIO, and removing RSE's config sounds(maybe the reason it's so damn loud because both sounds overlap), but it's quite inconvenient Edited September 10 by MrShelter I found some stuff Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 10 Share Posted September 10 1 hour ago, MrShelter said: I found out it had to do Stock Waterfall Effects, and maybe other Waterfall mods. I sorted out, and without SWE, it works fine, but with it, it changes sound to other one, looks to be stock AUDIO, and doesn't mute at all Edit: I checked code for SWE, and yes, it does use it :[, I am not sure why RSE doesn't override it for some reason, but I can try just editing all files and replacing AUDIO with RSE_AUDIO, and removing RSE's config sounds(maybe the reason it's so damn loud because both sounds overlap), but it's quite inconvenient I found piece of code which, well, makes it work like that For some unexplainable reason, the patch for SWE, does not include ALL engines at the moment, including wheesley and rapier air breathing cycle(I suspect, for unknown reason, all air engines weren't included here, idk why) Spoiler @PART[*]:HAS[@MODULE[ModuleWaterfallFX],@MODULE[RSE_Engines]]:FOR[zzzRocketSoundEnhancementDefault]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects] { @EFFECTS { @fx-ant-running{!AUDIO{}} @fx-bobcat-running{!AUDIO{}} @fx-cheetah-running{!AUDIO{}} @fx-cub-running{!AUDIO{}} @fx-dart-running{!AUDIO{}} @fx-dawn-running{!AUDIO{}} @fx-kodiak-running{!AUDIO{}} @fx-mainsail-running{!AUDIO{}} @fx-mammoth-running{!AUDIO{}} @fx-mastodon-running{!AUDIO{}} @fx-nerv-running{!AUDIO{}} @fx-panther-wet-running{!AUDIO{}} @fx-poodle-running{!AUDIO{}} @fx-puff-running{!AUDIO{}} @fx-rapier-closedcycle-running{!AUDIO{}} @fx-reliant-running{!AUDIO{}} @fx-rhino-running{!AUDIO{}} @fx-skiff-running{!AUDIO{}} @fx-skipper-running{!AUDIO{}} @fx-spark-running{!AUDIO{}} @fx-spider-running{!AUDIO{}} @fx-swivel-running{!AUDIO{}} @fx-terrier-running{!AUDIO{}} @fx-thud-running{!AUDIO{}} @fx-twinboar-running{!AUDIO{}} @fx-twitch-running{!AUDIO{}} @fx-vector-running{!AUDIO{}} @fx-wolfhound-running{!AUDIO{}} } } The solution is to... just add them Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 12 Share Posted September 12 here it is SRBs still act weird, sometimes mute, sometimes not, but good enough Spoiler @PART[*]:FOR[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects] { @EFFECTS { @fx-rapier-airbreathing-power{!AUDIO,* {}} @fx-rapier-airbreathing-spool{!AUDIO,* {}} @fx-panther-dry-spool{!AUDIO,* {}} @fx-panther-dry-power{!AUDIO,* {}} @fx-panther-wet-spool{!AUDIO,* {}} @fx_juno_running{!AUDIO,* {}} @fx_juno_spool{!AUDIO,* {}} @fx_goliath_running{!AUDIO,* {}} @fx_goliath_spool{!AUDIO,* {}} @fx_wheesley_running{!AUDIO,* {}} @fx_wheesley_spool{!AUDIO,* {}} @fx_whiplash_power{!AUDIO,* {}} @fx_whiplash_spool{!AUDIO,* {}} } } @PART[*]:FOR[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,000_ReStock] { @EFFECTS { @fx-tb-running{!AUDIO,* {}} @fx-clydesdale-running{!AUDIO,* {}} @fx-kickback-running{!AUDIO,* {}} @fx-thumper-running{!AUDIO,* {}} @fx-hammer-running{!AUDIO,* {}} @fx-flea-running{!AUDIO,* {}} @fx-separatron-running{!AUDIO,* {}} @fx-les-running{!AUDIO,* {}} @fx-mite-running{!AUDIO,* {}} @fx-shrimp-running{!AUDIO,* {}} @fx-anvil-running{!AUDIO,* {}} @fx-mallet-running{!AUDIO,* {}} @fx-striker-running{!AUDIO,* {}} } } Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 12 Share Posted September 12 @JonnyOThanwhy it happens though? Why jet engine sounds are not removed(couldn't find anyway) Quote Link to comment Share on other sites More sharing options...
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