linuxgurugamer Posted December 28, 2020 Share Posted December 28, 2020 RealPlume's sounds are ok, but I prefer the sounds in the Rocket Sound Enhancement mod. Unfortunately, RealPlume seems to override the Rocket Sounds Enhancement changes, and I'm stuck with some lousy sounds (a 2-3 second cycle on the big engines gets very annoying) Can anything be done to fix? Quote Link to comment Share on other sites More sharing options...
Zorg Posted December 28, 2020 Author Share Posted December 28, 2020 (edited) 2 hours ago, linuxgurugamer said: RealPlume's sounds are ok, but I prefer the sounds in the Rocket Sound Enhancement mod. Unfortunately, RealPlume seems to override the Rocket Sounds Enhancement changes, and I'm stuck with some lousy sounds (a 2-3 second cycle on the big engines gets very annoying) Can anything be done to fix? I would think the best solution would be for RSE to run its patches after zzRealPlume if RealPlume is detected. Edit: I dont use RSE but I was under the impression it played nice with RealPlume. Edited December 28, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 28, 2020 Share Posted December 28, 2020 30 minutes ago, Zorg said: I would think the best solution would be for RSE to run its patches after zzRealPlume if RealPlume is detected. Yeah.. theres absolutely no run order specified anywhere, for anything, in RSE, except for the ReStock :NEEDS Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2020 Share Posted December 28, 2020 (edited) 1 hour ago, Zorg said: I would think the best solution would be for RSE to run its patches after zzRealPlume if RealPlume is detected. Edit: I dont use RSE but I was under the impression it played nice with RealPlume. I tested this in a plain install, I think it's that RealPlume is not playing nice with RSE. Based on the order, I'm pretty sure that RSE is already running patches after RP just by virtue of the order of the directory names Edited December 28, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
gpangmin Posted December 29, 2020 Share Posted December 29, 2020 Hello, thanks for great mod. i am KSP player from Korea, so please understand my bad english. I just have downloaded your mod with Astronomer Visual Pack, but i got problem like that. I can clearly see clouds and terrain while engine is opened, when my spaceship is in dark side of Kerbin. Can you tell me how to fix this? Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted December 29, 2020 Share Posted December 29, 2020 (edited) 2 hours ago, gpangmin said: Hello, thanks for great mod. i am KSP player from Korea, so please understand my bad english. I just have downloaded your mod with Astronomer Visual Pack, but i got problem like that. I can clearly see clouds and terrain while engine is opened, when my spaceship is in dark side of Kerbin. Can you tell me how to fix this? This is a problem with the Environmental Visual Enhancements, part of AVP, which is causing the issue, not realplume. Edited December 29, 2020 by KeaKaka Quote Link to comment Share on other sites More sharing options...
Zorg Posted December 29, 2020 Author Share Posted December 29, 2020 On 12/28/2020 at 10:41 PM, linuxgurugamer said: I tested this in a plain install, I think it's that RealPlume is not playing nice with RSE. Based on the order, I'm pretty sure that RSE is already running patches after RP just by virtue of the order of the directory names RealPlume actually inserts the plume effects (and assorted audio effects) at AFTER[zRealPlume]. Some modifying patches also run at for zzRealPlume. Thus anything changing the EFFECTS node after RealPlume has done its thing would need to run at AFTER[zzRealPlume] to ensure it works. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2020 Share Posted December 29, 2020 2 hours ago, Zorg said: RealPlume actually inserts the plume effects (and assorted audio effects) at AFTER[zRealPlume]. Some modifying patches also run at for zzRealPlume. Thus anything changing the EFFECTS node after RealPlume has done its thing would need to run at AFTER[zzRealPlume] to ensure it works. You can forget about this, RocketSoundEnhancement has a patch to remove all of RealPlumes sound AUDIO stanzas Quote Link to comment Share on other sites More sharing options...
leopardenthusiast Posted December 31, 2020 Share Posted December 31, 2020 Since Near Future, Cryogenic Engines, and Kerbal Atomics all have Waterfall plumes now, could the RealPlume plumes for those mods be set not to activate when Waterfall is present? I've removed them from my own install by just completely removing the configs, but it'd be good to not have to mess with it on any other installs I end up making. Quote Link to comment Share on other sites More sharing options...
Zelda Posted January 1, 2021 Share Posted January 1, 2021 On 12/30/2020 at 7:06 PM, leopardenthusiast said: Since Near Future, Cryogenic Engines, and Kerbal Atomics all have Waterfall plumes now, could the RealPlume plumes for those mods be set not to activate when Waterfall is present? I've removed them from my own install by just completely removing the configs, but it'd be good to not have to mess with it on any other installs I end up making. If you are familiar with ModuleManager, you could start with the patch linuxgurugamer mentioned for RocketSoundEnhancement (courtesy of user @Karin) as it does nearly the same thing that you want. As written, it removes the audio nodes from RealPlume if the RSE_Engines module is present, but you can modify that to remove the entire RealPlume node if a WaterfallFX module is present. Then you'd only have one file to manage vs. deleting multiple configs per install (at least until / if this is baked into RealPlume or WaterFall itself). Quote Link to comment Share on other sites More sharing options...
leopardenthusiast Posted January 1, 2021 Share Posted January 1, 2021 3 hours ago, Zelda said: If you are familiar with ModuleManager, you could start with the patch linuxgurugamer mentioned for RocketSoundEnhancement (courtesy of user @Karin) as it does nearly the same thing that you want. As written, it removes the audio nodes from RealPlume if the RSE_Engines module is present, but you can modify that to remove the entire RealPlume node if a WaterfallFX module is present. Then you'd only have one file to manage vs. deleting multiple configs per install (at least until / if this is baked into RealPlume or WaterFall itself). Thank you for the suggestion, that is a *much* better solution. Here's the patch I ended up with, if anyone else needs it: @PART:HAS[@MODULE[ModuleWaterfallFX]]:BEFORE[zRealPlume] { !PLUME{} } Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 8, 2021 Author Share Posted January 8, 2021 On 1/2/2021 at 4:33 AM, leopardenthusiast said: Thank you for the suggestion, that is a *much* better solution. Here's the patch I ended up with, if anyone else needs it: @PART:HAS[@MODULE[ModuleWaterfallFX]]:BEFORE[zRealPlume] { !PLUME{} } IDK why I was manually adding NEEDS[!Waterfall] for various things. A blanket patch is much better. Will check the patching syntax to make sure there are no edge cases and will integrate this or something similar in the next udpate. Quote Link to comment Share on other sites More sharing options...
leopardenthusiast Posted January 8, 2021 Share Posted January 8, 2021 7 hours ago, Zorg said: IDK why I was manually adding NEEDS[!Waterfall] for various things. A blanket patch is much better. Will check the patching syntax to make sure there are no edge cases and will integrate this or something similar in the next udpate. One possible downside I see is that if something actually wants both a Smokescreen plume and a Waterfall plume, it'll have to add its Smokescreen plume after the blanket patch runs - otherwise it'll just get removed. Seems like a good trade for not having to manually update every time a mod gets Waterfall support, though. Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 8, 2021 Author Share Posted January 8, 2021 3 hours ago, leopardenthusiast said: One possible downside I see is that if something actually wants both a Smokescreen plume and a Waterfall plume, it'll have to add its Smokescreen plume after the blanket patch runs - otherwise it'll just get removed. Seems like a good trade for not having to manually update every time a mod gets Waterfall support, though. True but if someone wanted to combine both it would probably be best to do a custom one anyway as they are unlikely to look nice together out of the box. Quote Link to comment Share on other sites More sharing options...
OutInSpace Posted January 11, 2021 Share Posted January 11, 2021 Not sure if this is a bug, but the NERV's particle effects no longer appear. I am using ReStock though. Quote Link to comment Share on other sites More sharing options...
hemeac Posted January 11, 2021 Share Posted January 11, 2021 (edited) 2 hours ago, OutInSpace said: Not sure if this is a bug, but the NERV's particle effects no longer appear. I am using ReStock though. @OutInSpace, I believe that is a current known issue. If you aren't using Waterfall, you may want to rollback to 4.0.2. Edited January 11, 2021 by hemeac Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 11, 2021 Author Share Posted January 11, 2021 3 hours ago, OutInSpace said: Not sure if this is a bug, but the NERV's particle effects no longer appear. I am using ReStock though. Should be fixed in the next update, you could grab the fix from here though if you'd rather not wait. Im not 100% sure if its fixed it in all cases but others who have tested it report that its working https://raw.githubusercontent.com/KSP-RO/RealPlume-StockConfigs/master/GameData/RealPlume-Stock/ReStock/nuclearEngine_NERV.cfg Replace RealPlume-Stock/Restock/nuclearEngine_NERV.cfg with the linked file. Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) UPDATE RealPlume-Stock v.4.0.4 Updates Global WaterfallFX deconflict patch (courtesy of @leopardenthusiast ). Update .version file for KSP 1.11 Fixes Stock NERV plumes disappearing RealPlume v13.3.2 - No Change Github Download SpaceDock Download Edited January 13, 2021 by Zorg Quote Link to comment Share on other sites More sharing options...
Manny.38 Posted January 13, 2021 Share Posted January 13, 2021 I don't know if it is just me, but I've found that using an engine with both realplume configs as well as waterfall means that there is no sound for that engine. Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 13, 2021 Author Share Posted January 13, 2021 1 minute ago, Manny.38 said: I don't know if it is just me, but I've found that using an engine with both realplume configs as well as waterfall means that there is no sound for that engine. Can you give an example of affected engines and which mods they are from? Quote Link to comment Share on other sites More sharing options...
Manny.38 Posted January 13, 2021 Share Posted January 13, 2021 54 minutes ago, Zorg said: Can you give an example of affected engines and which mods they are from? I tried: rs-68, bluedog, just realplume, sound stbe, nflv, both, no sound, stromboli, cryogenic engines, both, no sound merlin engine, nflv, both, no sound spark, stock, realplume, sound Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 13, 2021 Author Share Posted January 13, 2021 Just now, Manny.38 said: I tried: rs-68, bluedog, just realplume, sound stbe, nflv, both, no sound, stromboli, cryogenic engines, both, no sound merlin engine, nflv, both, no sound spark, stock, realplume, sound Ugh I rather foolishly had the sound turned off in my game when testing to listen to music so I didnt catch this. Looks like resolving this could be quite complicated. So Im going to update the patches with manual deconflicts and remove the global patch for now. Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 13, 2021 Author Share Posted January 13, 2021 UPDATE # RealPlume-Stock v4.0.5 Updates - revert global waterfall deconflict patch due to audio issue untill/unless it can be resolved in RealPlume core I think I have an idea how but not 100% sure actually. Even if I can solve part of the audio issue I foresee another problem I didnt think about with respect to how the powerEffectName is patched. Waterfallfx deconflicts for - Near Future Launch Vehicles - Near Future Spacecraft - Near Future Propulsion - Kerbal Atomics # RealPlume v13. 3.2 - no change DOWNLOAD - github DOWNLOAD - spacedock Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 16, 2021 Share Posted January 16, 2021 Big thanks @Zorg and team for creating and maintaining this great mod! Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted January 19, 2021 Share Posted January 19, 2021 On 1/11/2021 at 1:09 AM, OutInSpace said: Not sure if this is a bug, but the NERV's particle effects no longer appear. I am using ReStock though. My issue is the stock Nerv's show constant plume even when deactivated ... How do I fix this? Quote Link to comment Share on other sites More sharing options...
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