Souptime Posted October 2, 2020 Share Posted October 2, 2020 Oh yeah i re-installed and it works now forgot to mention that Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 2, 2020 Author Share Posted October 2, 2020 9 hours ago, hemeac said: @Souptime, My solution to RealPlume and the updated Poodle is to just split the variants into two different engines and give each their own plume. I also converted the single bell nozzle to a vacuum engine and the quad nozzle to a lower stage as they look pretty different, it seemed strange that they had the same engine characteristics. The patch for that is below and as it is using the ReStock models, obviously that's a dependency. Plumes probably aren't perfect, but hit the "good enough" point for me when testing it. Hide contents // Part configs based from ReStock by Nertea et al.; Config files are licensed as an MIT License. // Plumes are based off configs in RealPlume and licensed under CC-BY-NC-SA // RE-L10 "Poodle" Liquid Fuel Engine // Will keep the single nozzle engine as the vacuum engine +PART[liquidEngine2-2_v2]:AFTER[000_ReStock] { @name = kiwi_liquidEngine2-2_v2 @title = RE-L12 "Poodle+" Liquid Fuel Engine @description = This engine is a real beauty, one of a kind and very cute, even when it fails mid-burn and leaves your kerbals on an interplanetary trajectory instead of the Mun's orbit. !PLUME {} // Remove the PLUME that RealPlume will add just to be safe. !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = SingleBell //useMultipleDragCubes = false VARIANT { name = SingleBell displayName = #LOC_Restock_variant-engine_singlebell_white primaryColor = #999999 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = true ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = false Shroud2 = true Shroud3 = false B_Poodle_Single = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Alt displayName = #LOC_Restock_variant-engine_singlebell_grey-orange primaryColor = #999999 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = true ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = false Shroud2 = true Shroud3 = false B_Poodle_Single = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Compact displayName = #LOC_Restock_variant-engine_singlebell_compact_white primaryColor = #666666 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = true ShroudOrangeCompact = false Shroud1 = false Shroud2 = false Shroud3 = true B_Poodle_Single = false B_Poodle_SingleCommon = true B_Poodle_SingleCompact = true } NODES { node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell-Compact-Alt displayName = #LOC_Restock_variant-engine_singlebell_compact_grey-orange primaryColor = #666666 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = false B_Poodle_Common = false Poodle_LowerCyls = false Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = true B_Poodle_Single = false Shroud1 = false Shroud2 = false Shroud3 = true B_Poodle_SingleCommon = true B_Poodle_SingleCompact = true } NODES { node_attach = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, -0.678, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } } } // Will convert the quad nozzle engine to surface lifter and give it a bit more kick. @PART[liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[KiwiAerospace] // RE-L10 "Poodle" { !PLUME {} // In case RealPlume is installed as we will insert our own. @entryCost = 9000 @cost += 1200 @MODULE[ModuleEnginesFX] { @maxThrust = 475 !atmosphereCurve {} atmosphereCurve { key = 0 305 key = 1 270 key = 3 0.001 } } !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = TwoBell //useMultipleDragCubes = false VARIANT { name = TwoBell displayName = #LOC_Restock_variant-engine_quadbell_white primaryColor = #999999 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = true B_Poodle_Compact = false B_Poodle_Common = true Poodle_LowerCyls = true Poodle_LowerCylsCompact = false ShroudOrange = false ShroudWhite = true ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Compact displayName = #LOC_Restock_variant-engine_quadbell_compact_white primaryColor = #666666 secondaryColor = #ffffff GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = true B_Poodle_Common = true Poodle_LowerCyls = false Poodle_LowerCylsCompact = true ShroudOrange = false ShroudWhite = true ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = TwoBell_Alternate displayName = #LOC_Restock_variant-engine_quadbell_grey-orange primaryColor = #999999 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = true B_Poodle_Compact = false B_Poodle_Common = true Poodle_LowerCyls = true Poodle_LowerCylsCompact = false ShroudOrange = true ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Compact_Alternate displayName = #LOC_Restock_variant-engine_quadbell_compact_grey-orange primaryColor = #666666 secondaryColor = #f69449 GAMEOBJECTS { B_Poodle_25 = false B_Poodle_Compact = true B_Poodle_Common = true Poodle_LowerCyls = false Poodle_LowerCylsCompact = true ShroudOrange = true ShroudWhite = false ShroudOrangeLong = false ShroudWhiteLong = false ShroudWhiteCompact = false ShroudOrangeCompact = false Shroud1 = true Shroud2 = false Shroud3 = false B_Poodle_Single = false B_Poodle_SingleCommon = false B_Poodle_SingleCompact = false } NODES { node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } } } @PART[kiwi_liquidEngine2-2_v2]:NEEDS[ReStock]:FOR[zKiwiAerospacce] { !EFFECTS {} } @PART[kiwi_liquidEngine2-2_v2]:NEEDS[zRealPlume,ReStock,SmokeScreen]:FOR[zKiwiAerospacce] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox_Upper2 !runningEffectName = DELETE } PLUME { name = Kerolox_Upper2 transformName = fxTransformPlume localRotation = 90,0,0 localPosition = 0,0,0 emissionMult = 0.8 alphaMult = 0.8 energy = 1 speed = 1 flarePosition = 0,0.4,0 flareScale = 0.125 plumePosition = 0,-0.9,0 plumeScale = 1.4 } } @PART[kiwi_liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock] { @EFFECTS { @Kerolox_Upper2 { @MODEL_MULTI_SHURIKEN_PERSIST[*],* { %offsetDirection = 0,1,0 } } } } @PART[liquidEngine2-2_v2]:AFTER[ReStock] { !EFFECTS {} } @PART[liquidEngine2-2_v2]:NEEDS[zRealPlume,SmokeScreen,ReStock]:FOR[zKiwiAerospacce] //Poodle { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox_LowerFlame !runningEffectName = DELETE } PLUME { name = Kerolox_LowerFlame transformName = fxTransformPlume localRotation = 90,0,0 localPosition = 0,0,0 emissionMult = 1 speed = 1 energy = 1 plumePosition = 0,0.0,0 plumeScale = 0.75 flamePosition = 0,0.3,0 flameScale = 0.5 flarePosition = 0,0.2,0 flareScale = 0.05 } } //Custom adjustments to account for differing plume behaviour as ReStock FX transforms use Y+ axis. @PART[liquidEngine2-2_v2]:AFTER[zzRealPlume]:NEEDS[ReStock] { @EFFECTS { @Kerolox_LowerFlame { @MODEL_MULTI_SHURIKEN_PERSIST[*],* { offsetDirection = 0,1,0 } } } } Yeah since restock doesn’t use b9ps I can’t use plume switching without doing multi mode. Which would be out of scope for realplume. So I don’t have a proper fix for the restock poodle unfortunately. It should be a none issue when waterfallfx is out properly as that will be the preferred option for restock liquid engine plumes also sorry to everyone about the delayed update. I’ve been really busy with IRL and some BDB related stuff. But I will try to get the update out after I manage to hunt down a couple of bugs I’ve been informed about. Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 2, 2020 Share Posted October 2, 2020 Just now, Zorg said: Yeah since restock doesn’t use b9ps I can’t use plume switching without doing multi mode. Which would be out of scope for realplume. So I don’t have a proper fix for the restock poodle unfortunately. It should be a none issue when waterfallfx is out properly as that will be the preferred option for restock liquid engine plumes also sorry to everyone about the delayed update. I’ve been really busy with IRL and some BDB related stuff. But I will try to get the update out after I manage to hunt down a couple of bugs I’ve been informed about. No worries. I am far from an expert on engines, but seemed to be a strange choice by Squad to have such a radically different variant for the Poodle. The ReStock team did such a nice job on the new single bell, it seemed sacrilege to not split the part into two. Quote Link to comment Share on other sites More sharing options...
Oreak Posted October 13, 2020 Share Posted October 13, 2020 Hi Zorg I encounter a problem with the kerolox plumes of RD - 107 type engines. On my JNSQ 1.8 game, I encountered the same thing for the engines of the R7 of Tantares, but I fixed it by putting the plumes that you had made in version 1.6.0 of Realplume-stock (they were ent really cool). On the other hand on my RO RSS RP 1 party I encounter the same problems, when the engines are associated with boosters (basically when you make a soyuz rocket with the central body + the boosters) the plume is very small and seems weird. I wanted to know if this problem is normal or is there a way to put the old kerolox feathers? sorry my english is very french thank you again for the work you did on this essential mod. Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted October 13, 2020 Share Posted October 13, 2020 7 hours ago, Oreak said: On the other hand on my RO RSS RP 1 party I encounter the same problems, when the engines are associated with boosters (basically when you make a soyuz rocket with the central body + the boosters) the plume is very small and seems weird. I wanted to know if this problem is normal or is there a way to put the old kerolox feathers? That would be because the particle limit is at about 1000. Use alt+P (I think?) To open the Realplume menu and you should see a little multiplier that is set on 1000. I usually have mine at 2500 but whatever you set it at is really up to you. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 15, 2020 Author Share Posted October 15, 2020 UPDATE RealPlume-Stock v4.0.2 Fixes Fixes for restock and Vens conflicts fix bugs in Tantares Delphini engine config Some restock fixes for KSP 1.10 Remove R4D11 config for SLS (its an RCS part) Misc Update .version Update module manager to v4.1.4 Update RealPlume to v13.3.2 Add optional old version of RAPIER plume Known issues Restock poodle is suboptimal due to large difference in bell size between single and multi nozzle variants. No solution at present. https://spacedock.info/mod/2226/RealPlume - Stock https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v4.0.2 RealPlume v13.3.2 Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2 Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 15, 2020 Author Share Posted October 15, 2020 (edited) On the future of RealPlume (as far as my involvement is concerned) So some of you might be aware of a new project by Nertea called currently in development called Waterfall FX. This is a mod that allows the use of mesh based plume fx. RealPlume (via smokescreen) and the stock plume fx work using particles. Ie several dozen, if not hundreds of particles are emitted in order to create the efffects. With Waterfall you have a mesh (geometry) with a scrolling texture to give the appearance of motion. (KSP2 appears to use a similar system for at least some engines based on what we've seen) Waterfall FX has the benefit of potentially being significantly more performance friendly for complex effects and having multiple engines as each engine would have only a few plume meshes with animated textures as opposed to potentially thousands of particles. Comparing Waterfall FX with RealPlume/Smokescreen (in its current state), Waterfall already allows the creation fo MUCH nicer vacuum plumes of all types and clean looking sea level plumes (hydrolox, hypergolic etc). Very nice kerolox effects are also possible although whether its better looking than RealPlume may be a matter of opinion. However Waterfall will be much more performant. Waterfall currently does NOT have a good solution for sea level solids however which is where smokescreen excels at the cost of significant performance. Finally the in game UI is very user friendly and powerful and facilitates the creation of new FX and easy to use templates. I strongly believe Waterfall FX is the future of beautiful plume FX for KSP. As such going forward I will not be doing active development of new Plume prefabs for RealPlume core nor will I be adding much in the way of new plume configs for RealPlume-stock. Most further plume work I do will be for Waterfall based FX. With respect to the two mods together they do not conflict per se at a basic level. However there will be problems if both mods try to configure the same engine. I still intend to maintain RealPlume for the forseable future. I will try to attend to bugs if presented and might add new SRB configs where relevant. However mostly I will be looking to add deconflicting MM syntax so that RealPlume-stock will get out of the way for any engines that already have Waterfall FX configs so that both mods can be run together (once Waterfall is officially released). I expect RP will have much greater coverage of engine configs for a while. If anyone is still interested in new content or improvements for RealPlume core prefabs, pull requests are always welcome and I am happy to review and merge the content even if Im not making new ones myself. Edited October 15, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted November 3, 2020 Share Posted November 3, 2020 On 9/8/2020 at 8:21 AM, Scialytic said: I'll take a look the next time I have a decent block of free time. The thing with the RAPIER is there's 4 nozzles per engine, so whatever the threshold for "too many" particles is, you're going to hit it faster than you would with most other engines. Emission can only be reduced so much before the plume visually breaks down into distinct particles.@EdwardB3020 can you give me a sense of how many RAPIERs you're trying to run at once? How many I need to get a heavy SSTO off the ground. Varies by mass. Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 8, 2020 Author Share Posted November 8, 2020 UPDATE RealPlume-Stock v4.0.3 Fixes Deconflict Restock and RestockPlus RealPlume patches with WaterfallRestock. Waterfall will take precedence for plumes if WaterfallRestock is installed together with RealPlume-Stock. Misc Update .version https://spacedock.info/mod/2226/RealPlume - Stock https://github.com/KSP-RO/RealPlume-StockConfigs/releases No change to RealPlume v13.3.2 Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2 Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 9, 2020 Share Posted November 9, 2020 G'day Zorg, CKAN installed this update today. Now I have now engine sounds. I've only tried Nerv nuclear engines so far. Bit strange? Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 9, 2020 Author Share Posted November 9, 2020 (edited) 6 minutes ago, Phil deCube said: G'day Zorg, CKAN installed this update today. Now I have now engine sounds. I've only tried Nerv nuclear engines so far. Bit strange? RealPlume has provided its own engine sounds since long before I took over it. I my opinion they are better than stock sounds. If you don't like It I'm afraid theres no ready made solution. You would need some extensive module manager patching to get rid of them. Edit: Did you mean NEW engine sounds or NO engine sounds? Edited November 9, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
hum Posted November 9, 2020 Share Posted November 9, 2020 how can i increase the plume size in realplume? Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted November 9, 2020 Share Posted November 9, 2020 1 hour ago, hum said: how can i increase the plume size in realplume? Why not ask in the Realplume thread? Neve rmind, you did, since I moved your question there. Welcome to the forum. Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 10, 2020 Share Posted November 10, 2020 23 hours ago, Zorg said: RealPlume has provided its own engine sounds since long before I took over it. I my opinion they are better than stock sounds. If you don't like It I'm afraid theres no ready made solution. You would need some extensive module manager patching to get rid of them. Edit: Did you mean NEW engine sounds or NO engine sounds? Thanks for replying. I meant that the engine sounds that were there the day before yesterday, stopped after the update yesterday. Bit weird. I tried again just a minute ago and the engine sound is still missing. Standby, I'm going to try something... Yep. Removed Real Plume and configs. Engine sounds are back. Quote Link to comment Share on other sites More sharing options...
DaRealCodeWritten Posted November 10, 2020 Share Posted November 10, 2020 Definitely a great mod, my fav change was making the Whiplash burner trail orange, similar to the P&W J58 Engine Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 10, 2020 Author Share Posted November 10, 2020 1 hour ago, Phil deCube said: Thanks for replying. I meant that the engine sounds that were there the day before yesterday, stopped after the update yesterday. Bit weird. I tried again just a minute ago and the engine sound is still missing. Standby, I'm going to try something... Yep. Removed Real Plume and configs. Engine sounds are back. Is it just with the nuclear engine or all of them? Also do you have restock? Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 11, 2020 Share Posted November 11, 2020 17 hours ago, Zorg said: Is it just with the nuclear engine or all of them? Also do you have restock? I've only tried the nuclear engines so far. I'll give another type a trial later on today (I'm at work). Yes, I do have Restock installed. Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 11, 2020 Share Posted November 11, 2020 19 hours ago, Zorg said: Is it just with the nuclear engine or all of them? Also do you have restock? I tried a terrier engine and it works ok. I removed Restock and it made no difference to Nerv engine's lack of sound. Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 11, 2020 Author Share Posted November 11, 2020 16 hours ago, Phil deCube said: I tried a terrier engine and it works ok. I removed Restock and it made no difference to Nerv engine's lack of sound. Ok I must have broken something in the last update The NERV config is a little complicated. Will try to take a look this weekend. Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 11, 2020 Share Posted November 11, 2020 1 hour ago, Zorg said: Ok I must have broken something in the last update The NERV config is a little complicated. Will try to take a look this weekend. Thanks a lot. The mod really adds something to the game. It's so much prettier with your plumes. Cheers. Quote Link to comment Share on other sites More sharing options...
vinix Posted November 12, 2020 Share Posted November 12, 2020 Regarding the NERV, the plume no longer showed up in my save, nothing appeared at all. That was using 4.0.3, reverting to 4.0.2 brought the plume back. I have restock installed, as well as plenty of other mods, so realplume may or may not be at fault here. This is not the same problem as described above, but if you intend to look at the NERV config, could you check if there is anything missing? And as always, thanks for the mod Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 12, 2020 Author Share Posted November 12, 2020 On 11/11/2020 at 8:10 AM, Phil deCube said: I tried a terrier engine and it works ok. I removed Restock and it made no difference to Nerv engine's lack of sound. 30 minutes ago, vinix said: Regarding the NERV, the plume no longer showed up in my save, nothing appeared at all. That was using 4.0.3, reverting to 4.0.2 brought the plume back. I have restock installed, as well as plenty of other mods, so realplume may or may not be at fault here. This is not the same problem as described above, but if you intend to look at the NERV config, could you check if there is anything missing? And as always, thanks for the mod Could I get the full modlist for both of you (screenshot of gamedat should suffice)? The NERV plume config has special MM handling because it has to deal with a complex web of patches to deal with Stock, restock, kerbal atomics with stock or restock, Kerbal Atomics with stock or restock but the NTRs use LFO patch and so on. So a full list will help me identify the problem patches. Quote Link to comment Share on other sites More sharing options...
vinix Posted November 12, 2020 Share Posted November 12, 2020 https://drive.google.com/file/d/1YsaRq3Xl1o6a9392BDBguEiC9BD3IS-w/view?usp=sharing https://drive.google.com/file/d/1dsMW8W2DMIojoKOxWGdadust0u3N86QB/view?usp=sharing There you go, there is the full list of mod installed, plus a screenshot of gamedata. It is to note that Kopernicus, modularflightintegrator and parallax were not installed yet when the bug occured. Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 13, 2020 Share Posted November 13, 2020 On 11/13/2020 at 12:15 AM, Zorg said: Could I get the full modlist for both of you (screenshot of gamedat should suffice)? The NERV plume config has special MM handling because it has to deal with a complex web of patches to deal with Stock, restock, kerbal atomics with stock or restock, Kerbal Atomics with stock or restock but the NTRs use LFO patch and so on. So a full list will help me identify the problem patches. Here you go. I have CKAN, so this is a dump from that. Let me know if you can't open it. https://drive.google.com/file/d/11Gi0VEekpmz5M8foKveJQLYbRoYZDDQa/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
kerbalxploder Posted November 16, 2020 Share Posted November 16, 2020 Hello, I'm using Realplume Stock, but I thought it would be cool to give myself a twist. I put different plumes to engines, and I have successfully done so for a couple engines. However, I've grown enervated of quitting KSP and relaunching it on and on. I am only a noob, but how could I make it easier for myself? I can use Unity to some extent, and if I can do it there, that'd be great. In that case, how would I export effects into Unity? Quote Link to comment Share on other sites More sharing options...
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