Zorg Posted October 22, 2021 Author Share Posted October 22, 2021 On 10/19/2021 at 6:31 AM, bigboibru said: Will realplume-stock also defer to Waterfall if Waterfall sounds are defected on an engine? Realplume does not defer to waterfall configs automatically. The deconflicting patches need to be written on a case by case basis. 6 hours ago, Dakitess said: Wether i'm using Waterfall or without it, I don't feel like Realplume is working, what do you think based on theses images, one from the ground and the other one in orbit ? It seems to me that RealPlume used to make a wider plume in the vacuum. Any idea ? Everything looks correct at a glance to be honest. Can you post your modulemanager.log and modulemanager.configcache files? Though might be a good idea to make sure Smokescreen, RealPlume and RP-stock were installed correctly (maybe missing files in a copy paste). Try reinstalling and if still no luck please post the files above. Quote Link to comment Share on other sites More sharing options...
Dakitess Posted October 22, 2021 Share Posted October 22, 2021 I did reinstall, first was from Github and next from SpaceDock, had the same doubt, but same result. Not looking ugly by any mean, but I thought to recall some plus more different from stock than this, hence my questions Don't have a ModuleManager.log, only ConfigCache, ConfigSHA, Physics, TechTree. How can I send to you ? If it seems okay to your eyes, then fair enough Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 22, 2021 Author Share Posted October 22, 2021 11 minutes ago, Dakitess said: I did reinstall, first was from Github and next from SpaceDock, had the same doubt, but same result. Not looking ugly by any mean, but I thought to recall some plus more different from stock than this, hence my questions Don't have a ModuleManager.log, only ConfigCache, ConfigSHA, Physics, TechTree. How can I send to you ? If it seems okay to your eyes, then fair enough Sorry I meant your install folders looked correct, the plumes are definitely wrong, they are stock plumes. Modulemanager.log is inside Kerbal Space Program/Logs/ModuleManager can share via dropbox, google drive (public link), wetransfer etc. Quote Link to comment Share on other sites More sharing options...
Dakitess Posted October 22, 2021 Share Posted October 22, 2021 Thanks for your help i've now reinstalled WaterFall + WaterFall Stock as I needed it for some footage, so don't be suprised if they show somewhere :p KSP.log (might help as well ?) https://drive.google.com/file/d/19cepoNmqqHYGJ23WwTdoxu0ruM834YnD/view?usp=sharing ModuleManager.log : https://drive.google.com/file/d/1wyQGfZeudWMgltAS-3J-PN-0HdPe4QUg/view?usp=sharing ModuleManager.configCache : https://drive.google.com/file/d/1swMG_mSTRMPm7wa9z5Zry_tMeUpADN_z/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Dakitess Posted October 27, 2021 Share Posted October 27, 2021 (edited) Do you have any news about my issue ? Just to know, don't want to be rude or anything, no rush, your time of course Edit : Okay ! So, someone from Reddit (thanks :p) told me remove !stockwaterfalleffect in the first line of rapier cfg in realplume-stock fodler and it did the trick. But unfortunately, it also deeply impact performance and i'm about the same amount of FPS than with the Rapiers Waterfall Config, barely more... I'll have to pass on specific Rapiers plume then, have too much of them haha Thanks again Edited October 27, 2021 by Dakitess Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 27, 2021 Author Share Posted October 27, 2021 4 hours ago, Dakitess said: Do you have any news about my issue ? Just to know, don't want to be rude or anything, no rush, your time of course Edit : Okay ! So, someone from Reddit (thanks :p) told me remove !stockwaterfalleffect in the first line of rapier cfg in realplume-stock fodler and it did the trick. But unfortunately, it also deeply impact performance and i'm about the same amount of FPS than with the Rapiers Waterfall Config, barely more... I'll have to pass on specific Rapiers plume then, have too much of them haha Thanks again Oh sorry I got a bit busy and didn't have a chance to look. unfortunately the realplume config for the rapier is quite a heavy effect. I never really dealt with atmo engines and this config was provided by a kind community member. Its very impressive but demanding. You could also try going to RealPlume-Stock/Squad and deleting RAPIER.cfg and changing RAPIER_OLD.txt to RAPIER_OLD.cfg RAPIER_OLD does not look as impressive but its an older config from before my time and will be less demanding on fps. I'm not sure how it compares with waterfall-stock's rapier config. But worth a try perhaps? Quote Link to comment Share on other sites More sharing options...
Cratzz Posted December 1, 2021 Share Posted December 1, 2021 Hello, i have no plume on some engines, using AJE & Airplane Plus. Quote Link to comment Share on other sites More sharing options...
Jovzin Posted December 27, 2021 Share Posted December 27, 2021 Hmm , so which one is better RealPlume or the Waterfall ? Or can I run both ? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 27, 2021 Share Posted December 27, 2021 2 hours ago, Jovzin said: Or can I run both ? I do. WF doesn't do solids and I have lots of engines that don't have WF configs. Quote Link to comment Share on other sites More sharing options...
ble210 Posted January 19, 2022 Share Posted January 19, 2022 I have a question regarding this mod and Waterfall. I downloaded Waterfall as it was a requirement for Far Future Technologies, but I actually prefer the RealPlume plumes. Is there a way that I can make RealPlume take priority over Waterfall, rather than vice versa? Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 20, 2022 Author Share Posted January 20, 2022 (edited) On 1/19/2022 at 5:38 AM, ble210 said: I have a question regarding this mod and Waterfall. I downloaded Waterfall as it was a requirement for Far Future Technologies, but I actually prefer the RealPlume plumes. Is there a way that I can make RealPlume take priority over Waterfall, rather than vice versa? if you play with stock make sure you don't install install the mod "stock waterfall effects". That should be all I think. if you play with restock make sure you dont install "waterfall restock". In addition go to realplume-stockConfigs/Restock and remove !WaterfallRestock from the NEEDS lines for all engines. eg: @PART[liquidEngine3_v2]:NEEDS[ReStock,!WaterfallRestock]:AFTER[ReStock] to @PART[liquidEngine3_v2]:NEEDS[ReStock]:AFTER[ReStock] You need to do the same for any other mods you might have that have waterfall deconflicting syntax like this. For examples Knes, Tantares etc. Edited January 20, 2022 by Zorg Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted February 6, 2022 Share Posted February 6, 2022 (edited) Hi @ZorgOld issue... hope there's a fix for the loud bang sound when a ship loads UPDATE: I figured it out... it was some interaction with Ship Effects Continued. I think Smokescreen was triggering the sound effects of SEC, at least the engine enable sounds. I just removed SEC. Edited March 13, 2022 by Krazy1 Quote Link to comment Share on other sites More sharing options...
Adiri Posted March 9, 2022 Share Posted March 9, 2022 Hey, was just wondering about the license for this, I made a mod that uses realplume configs and I was just wondering if that’s fine or if I need to change anything Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted April 1, 2022 Share Posted April 1, 2022 I have no SRB Plumes, Heres my ksp log. not sure what going onhttps://www.dropbox.com/s/5ygn0v9uzz6d2x0/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted April 2, 2022 Share Posted April 2, 2022 On 4/1/2022 at 6:31 PM, xD-FireStriker said: I have no SRB Plumes, Heres my ksp log. not sure what going onhttps://www.dropbox.com/s/5ygn0v9uzz6d2x0/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted April 7, 2022 Share Posted April 7, 2022 (edited) I'm Still Troubleshooting this and haven't been able to get the plumes to work. Starting to second guess my self on if I installed this correctly. Here's is the Player Log https://www.dropbox.com/s/njy6gwybm8rf3t7/Player.log?dl=0 ModuleManager.Log https://www.dropbox.com/s/uh6xgbtyvf1iy8t/ModuleManager.log?dl=0 ModuleManager.ConfigCache https://www.dropbox.com/s/cbsoek1ol3uhjvo/ModuleManager.ConfigCache?dl=0 KSP.Log https://www.dropbox.com/s/jv9osu3wee5swdt/KSP.log?dl=0 Edited April 7, 2022 by xD-FireStriker Quote Link to comment Share on other sites More sharing options...
Shaun Posted April 29, 2022 Share Posted April 29, 2022 Hey, I'm wondering is there's a way to remove the 'afterburner' effects from the basic jet engine and turbofans? Quote Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted May 25, 2022 Share Posted May 25, 2022 Hey! I ran into a wee bug so thought I'd report here. When adding a waterfall config to the USI sounding rocket aerospike the real plume remains and they overlap. GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg uses :FINAL meaning it can't be overridden by the waterfall patch Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 25, 2022 Share Posted May 25, 2022 23 minutes ago, ROCKETGOOSE said: Hey! I ran into a wee bug so thought I'd report here. When adding a waterfall config to the USI sounding rocket aerospike the real plume remains and they overlap. GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg uses :FINAL meaning it can't be overridden by the waterfall patch Well, :FINAL patches are applied in alphabetic order by filename (and path) so if you want to override another mods FINAL patch just make sure that it's in a folder that comes after it alphabetically (which is why all my personal patches are in ZZZ_Custom) Quote Link to comment Share on other sites More sharing options...
Zelda Posted May 25, 2022 Share Posted May 25, 2022 3 hours ago, Aelfhe1m said: Well, :FINAL patches are applied in alphabetic order by filename (and path) so if you want to override another mods FINAL patch just make sure that it's in a folder that comes after it alphabetically (which is why all my personal patches are in ZZZ_Custom) I haven't encountered this same problem before, but putting personal patches in a zzz_* folder is a very useful tip that I'll start doing just to be sure. Thanks! Quote Link to comment Share on other sites More sharing options...
ROCKETGOOSE Posted May 25, 2022 Share Posted May 25, 2022 7 hours ago, Aelfhe1m said: Well, :FINAL patches are applied in alphabetic order by filename (and path) so if you want to override another mods FINAL patch just make sure that it's in a folder that comes after it alphabetically (which is why all my personal patches are in ZZZ_Custom) That's a really useful tip I'll be using that! thanks! I still think that :FINAL shouldn't be used in the mod though, right? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 25, 2022 Share Posted May 25, 2022 (edited) 29 minutes ago, ROCKETGOOSE said: That's a really useful tip I'll be using that! thanks! I still think that :FINAL shouldn't be used in the mod though, right? Agreed. The only reason a mod should use FINAL (in my opinion) is if it's trying to override another mod that is already using FINAL. A combination of patches with FOR[zModName], AFTER[zModName] or even LAST[zModName] usually suffices in all other situations. Although that does lead to an arms race among patches to see how many z's they can throw into the prefix to guarantee they're last! e.g. from my RP-1 MMpatch.log: Spoiler zRORescaleDragCubes zROWaterfall_10_Initialize zROWaterfall_15_AutoConfig zROWaterfall_18_LateInitialize zROWaterfall_19_ValidateRequiredKeys zROWaterfall_20_MainEffect zROWaterfall_30_Audio zROWaterfall_38_GlowPreprocess zROWaterfall_39_GlowResize zROWaterfall_40_Glow zROWaterfall_50_ExtraTemplates zROWaterfall_80_MainPlumeVariants zROWaterfall_85_HybridPlumes zROWaterfall_90_Controllers zROWaterfall_99_Finalize zROWaterfall_Post zRP-0 zRealAntennas zRealFuelsVolumes zRealPlume zTestFlight zzPostRealPlumeROEngines zzReStockPlus zzRealPlume zzzAfterUniversalStorage zzzElectricityUnits zzzKerbalism zzzRP-0 zzzRealFuels zzzRealismOverhaul zzzRealismOverhaul_RAPatch zzzTagCleanup ZZZZZ-RP0Tree zzzzzROEngines zzzzzz-B9PartSwitch zzzzzz_RemoteTech zzzzzzzzzzzzzzzzzzzzzzzRP0 and that's a very mod light install! Edited May 25, 2022 by Aelfhe1m added example Quote Link to comment Share on other sites More sharing options...
Adiri Posted August 9, 2022 Share Posted August 9, 2022 Hey, just wondering if there is a way to remove all realplume effects except the smoke? I am trying to do this via a module manager patch and it is not working. MM Patch Quote Link to comment Share on other sites More sharing options...
Lathari Posted September 18, 2022 Share Posted September 18, 2022 On 4/7/2022 at 10:45 AM, xD-FireStriker said: I'm Still Troubleshooting this and haven't been able to get the plumes to work. Starting to second guess my self on if I installed this correctly. Here's is the Player Log https://www.dropbox.com/s/njy6gwybm8rf3t7/Player.log?dl=0 ModuleManager.Log https://www.dropbox.com/s/uh6xgbtyvf1iy8t/ModuleManager.log?dl=0 ModuleManager.ConfigCache https://www.dropbox.com/s/cbsoek1ol3uhjvo/ModuleManager.ConfigCache?dl=0 KSP.Log https://www.dropbox.com/s/jv9osu3wee5swdt/KSP.log?dl=0 I had the same issue, solution if anyone needs was to add ModuleManager version 4.1.4 to my GameData folder. Quote Link to comment Share on other sites More sharing options...
Clayel Posted October 8, 2022 Share Posted October 8, 2022 This mod is great, but I've noticed something thats been bugging me for the past few days. The plume for the RAPIER engine seems to have a gap between the actual engine bells and where the plume starts. Could the creator of the mod fix this possibly? Thanks. Quote Link to comment Share on other sites More sharing options...
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