Zorg Posted September 11, 2019 Author Share Posted September 11, 2019 A little update, the Near Future Propulsion based plumes are now complete. In addition to VASIMIR Xenon, VASIMIR Argon and the Magnetoplasmadynamic Thruster above, have now added: Pulsed Inductive Thruster Ion Hall Effect Argon Ion Xenon Gridded Thanks once again to Nertea for providing these excellent effects. I also added Xenon Hall and Argon Gridded (not pictured). This was all I had originally planned but I actually got started on another addition which I'm working on. Should have the next release out over this weekend or early next week. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 12, 2019 Share Posted September 12, 2019 why no love for NovaPunch? I just checked and saw it was missing any configs Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12, 2019 Author Share Posted September 12, 2019 8 minutes ago, Drew Kerman said: why no love for NovaPunch? I just checked and saw it was missing any configs My efforts right now are mostly focused on adding new plumes to RealPlume core and on the RP-stock side I will be doing a full set of configs for Knes. I will be more than happy to include configs if someone were to do a pull request for Nova Punch though, I'll open a github help wanted issue. As mentioned in the OP, I really do need help from the community for comprehensive support of various mods. Doing the plume configs can be quite time consuming and and if we're being honest my motivation is higher to work on mods which I use and am familiar with the parts. We all have limited time after all If no one else steps up for Nova Punch I'll try to get to it eventually but I have other commitments in the immediate future. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12, 2019 Author Share Posted September 12, 2019 (edited) So what I've been mostly occupied with over the last few days has been a new hypergolic_lower_red plume. Suitable for engines running UDMH+NTO. Its a derivative of the bespoke Aerozine 50 one I did for BDB Titans and it features fairly realistic looking shock diamonds which fade out one after the other shortly before plume expansion begins proper. Although it uses 11 individual particle effects (all from PlumeParty) to achieve this, the total number of particles emitted with a default emissionMult of 0.5 is actually LESS than the legacy hypergolic-lower plume. So performance will actually be better. Still tinkering but getting close. Knes with its many hypergolic lifter engines will be getting these plumes in the next update. I have also discussed with @Beale to bring support for Tantares into RealPlume-stock (current configs are carried in the mod itself). Once those are removed in the next maintenance release of Tantares, I will be adding these plumes to Proton via RealPlume-stock Knes Ariane 4 being tested After shock diamonds have faded Edited September 12, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 12, 2019 Share Posted September 12, 2019 Wow! and I don’t mean WorkOutWorld. I didn't see SpaceY listed, can you add them to the helpwanted issue? Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12, 2019 Author Share Posted September 12, 2019 (edited) 9 minutes ago, linuxgurugamer said: Wow! and I don’t mean WorkOutWorld. I didn't see SpaceY listed, can you add them to the helpwanted issue? Thanks! Space-Y has been covered for a while though. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Expanded https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Lifters Some missing stuff is being added in the next update courtesy of Rocket Witch. If there's anything missing do let me know and I will open an issue. Edit: I should probably open an issue for space tux industries. I only configured the porkjet Atomic Age nukes. Edited September 12, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 12, 2019 Share Posted September 12, 2019 2 minutes ago, Zorg said: Thanks! Space-Y has been covered for a while though. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Expanded https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Lifters Some missing stuff is being added in the next update courtesy of Rocket Witch. If there's anything missing do let me know and I will open an issue. Oh, cool, thanks. There is one thing, there is a patch I have for the SpaceY Vernier engine (I believe it is in SpaceY Expanded) which fixes the effects; I'm considering adopting the SpaceY stuff in a purely maintenance mode, and would include this patch. The patch replaces the ModuleRCS with an updated ModuleRCSFX, I'm including it in the spoiler below so you can do what's needed for it. Spoiler @PART[SYvernier1] { !MODULE[ModuleRCS] {} MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 100 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 180 key = 9 0.001 } } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.15 pitch = 0.0 0.75 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 2.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12, 2019 Author Share Posted September 12, 2019 33 minutes ago, linuxgurugamer said: Oh, cool, thanks. There is one thing, there is a patch I have for the SpaceY Vernier engine (I believe it is in SpaceY Expanded) which fixes the effects; I'm considering adopting the SpaceY stuff in a purely maintenance mode, and would include this patch. The patch replaces the ModuleRCS with an updated ModuleRCSFX, I'm including it in the spoiler below so you can do what's needed for it. Oh nothing to worry about on that front. There's no extant config for that engine as RealPlume only deals with ModuleEnginesFX. I guess not even the RO folks who originally made RealPlume were crazy enough to want expanding RCS effects Quote Link to comment Share on other sites More sharing options...
Just Titanium Carbide Posted September 12, 2019 Share Posted September 12, 2019 (edited) Thanks for your astonishing work! i can't really play without my fav mod. It's ever going to be compatible with SSTU? Edited September 12, 2019 by Just Titanium Carbide Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 12, 2019 Share Posted September 12, 2019 57 minutes ago, Just Titanium Carbide said: Thanks for your astonishing work! i can't really play without my fav mod. It's ever going to be compatible with SSTU? What, SpaceY? What makes it not compatible? Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12, 2019 Author Share Posted September 12, 2019 1 hour ago, Just Titanium Carbide said: Thanks for your astonishing work! i can't really play without my fav mod. It's ever going to be compatible with SSTU? Oh I'm quite surprised to see SSTU doesn't already have configs. I will look into it, not 100% sure if it will be for this update but if not will try include for the next one. I don't use SSTU but I know it has a lot of type switching I dont know if that applies to the engines too. Hopefully the engine configs will not be too problematic. Quote Link to comment Share on other sites More sharing options...
Sleepyjoe5 Posted September 13, 2019 Share Posted September 13, 2019 (edited) some of the Engine plumes are off set by like 10-20 feet, mainly on the shuttle maneuver engines Edited September 13, 2019 by Sleepyjoe5 Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13, 2019 Author Share Posted September 13, 2019 5 hours ago, Sleepyjoe5 said: some of the Engine plumes are off set by like 10-20 feet, mainly on the shuttle maneuver engines Sorry the picture doesn't show and I have no idea which mod you mean. Quote Link to comment Share on other sites More sharing options...
Goody1981 Posted September 13, 2019 Share Posted September 13, 2019 Thanks so much for your amazing work with this mod - always been a must-install for me, so it’s great to have it kept current... thank you! One slight issue - I seem to be missing a plume for the Kodiak engine... it just has nothing underneath the engine. Is anyone else seeing this? Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13, 2019 Author Share Posted September 13, 2019 Just now, Goody1981 said: Thanks so much for your amazing work with this mod - always been a must-install for me, so it’s great to have it kept current... thank you! One slight issue - I seem to be missing a plume for the Kodiak engine... it just has nothing underneath the engine. Is anyone else seeing this? Are you playing stock or with ReStock installed? Quote Link to comment Share on other sites More sharing options...
Goody1981 Posted September 13, 2019 Share Posted September 13, 2019 13 minutes ago, Zorg said: Are you playing stock or with ReStock installed? Thanks for the reply Actually I do have Restock - is that the issue? Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13, 2019 Author Share Posted September 13, 2019 21 minutes ago, Goody1981 said: Thanks for the reply Actually I do have Restock - is that the issue? Just wanted to narrow it down since ReStock and stock have different configs. Will take a look today and see if there's an issue on the config side. Quote Link to comment Share on other sites More sharing options...
Goody1981 Posted September 13, 2019 Share Posted September 13, 2019 4 minutes ago, Zorg said: Just wanted to narrow it down since ReStock and stock have different configs. Will take a look today and see if there's an issue on the config side. Awesome - thanks very much! Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13, 2019 Author Share Posted September 13, 2019 (edited) 1 hour ago, Goody1981 said: Awesome - thanks very much! Oh you know what! I just realised what happened, I did the configs for the ReStock making history engines, but they are still in the development branch and not fully released (I totally forgot i was using the Github dev of restock)! I will disable those patches in the next release until ReStock itself gets its next update. Next RP release is only a few days away but if you would rather not wait in the meantime, you can go into RealPlume-Stock/ReStock and delete MH_LiquidEngineRK-7_Kodiak.cfg (as well as the other three MH_ prefixed configs for Skiff, Wolfhound and Cub). Sorry about that. Edited September 13, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
Goody1981 Posted September 13, 2019 Share Posted September 13, 2019 22 minutes ago, Zorg said: Oh you know what! I just realised what happened, I did the configs for the ReStock making history engines, but they are still in the development branch and not fully released (I totally forgot i was using the Github dev of restock)! I will disable those patches in the next release until ReStock itself gets its next release. Next RP release is only a few days away but if you would rather not wait in the meantime, you can go into RealPlume-Stock/ReStock and delete MH_LiquidEngineRK-7_Kodiak.cfg (as well as the other three MH_ prefixed configs for Skiff, Wolfhound and Cub). Sorry about that. Oh mate - please don’t apologise! Happy to wait until the next release of this glorious work. Thanks again Quote Link to comment Share on other sites More sharing options...
Sleepyjoe5 Posted September 13, 2019 Share Posted September 13, 2019 How do you access the Config menu to reduce the quality of the plumes. I pressed Alt+p and have the toolbar mod but its not showing up. Quote Link to comment Share on other sites More sharing options...
Sleepyjoe5 Posted September 13, 2019 Share Posted September 13, 2019 12 hours ago, Zorg said: Sorry the picture doesn't show and I have no idea which mod you mean. The engines that have the plumes offset are the Cormorant Shuttle mods Shuttle maneuvering engines, and the reDirect Orion/Space Shuttle KJ-10 "Viking" Orbital Maneuvering Engine. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13, 2019 Author Share Posted September 13, 2019 55 minutes ago, Sleepyjoe5 said: How do you access the Config menu to reduce the quality of the plumes. I pressed Alt+p and have the toolbar mod but its not showing up. If alt P isnt bringing it up maybe another mod is interfering. A lot of mods seem to use Alt+P as a shortcut. If you have toolbar then enable the button for smokescreen. Then click the smokescreen button and change particle limit there. 48 minutes ago, Sleepyjoe5 said: The engines that have the plumes offset are the Cormorant Shuttle mods Shuttle maneuvering engines, and the reDirect Orion/Space Shuttle KJ-10 "Viking" Orbital Maneuvering Engine. Sure I'll take a look and see whats up. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 14, 2019 Author Share Posted September 14, 2019 (edited) 13 hours ago, Sleepyjoe5 said: The engines that have the plumes offset are the Cormorant Shuttle mods Shuttle maneuvering engines, and the reDirect Orion/Space Shuttle KJ-10 "Viking" Orbital Maneuvering Engine. So I've fixed the reDirect one. In fact I've given new plumes to all the ReDirect liquid engines as well. But Cormorant has carries its own RealPlume configs carried within the Cormorant files rather than in RealPlume-stock. I will submit a pull request when I have some time to fix it but it depends on when Pak merges and releases it. He's mostly been away recently. Edited September 14, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 14, 2019 Share Posted September 14, 2019 (edited) 13 hours ago, Sleepyjoe5 said: How do you access the Config menu to reduce the quality of the plumes. I pressed Alt+p and have the toolbar mod but its not showing up. 12 hours ago, Zorg said: If alt P isnt bringing it up maybe another mod is interfering. A lot of mods seem to use Alt+P as a shortcut. If you have toolbar then enable the button for smokescreen. Then click the smokescreen button and change particle limit there. To expand on Zorg's response, if you don't already, install Blizzy's Toolbar Mod. The Smokescreen button should then appear to be clickable in that tool where you can open the Smokescreen GUI. The name of the Toolbar Continued mod can be a little confusing now that its not named 'Blizzy's Toolbar' anymore as the stock toolbar on the right hand side of the flight screen is also referred to as the 'Toolbar'. Edited September 14, 2019 by Poodmund Quote Link to comment Share on other sites More sharing options...
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