Nertea Posted August 14, 2020 Share Posted August 14, 2020 KSP 1.12.x Waterfall [0.10.3] Last Updated October 13, 2024 I make a lot of engine effects, particularly for vacuum engines, which are really poorly handled by a traditional particle system, much less the gnarly butchered version of that system that KSP provides. Smokescreen helps, but when we're talking about really large, fast moving plumes, the number of particles you need to create high fidelity effects is really high. Performance gets low. To that end, I and some others (primarily @Nessus_ and some porcine aviator dude who shall not be named) have created a cool new way to create and drive engine effects. Project Goals Design a framework to create mesh-driven engine effects for smooth rocket plumes Support for atmospheric expansion and all kinds of dynamic effects Cross-compatible with SmokeScreen for adding smoke effects Ingame editor to create and drive effects. Provide a set of template effects for modders to use on their engines. Please note that this mod is a framework it doesn't change anything or provide anything by itself, but provides the ability for you to do things. Screenshots/Videos Here's a few screenshots and videos from development over the last few months (credits to @Nessus_ and @DylanSemrau ) For more, check out this Imgur album or look through the thread Templates A lot of preconfigured templates are available for anyone to use. These should cover most chemical engines in most mods. How to Use Documentation I wrote documentation. Read it! This is a work in progress and I have a bit of trouble keeping it up to date with new features that are added weekly. If you're having issues please review the thread and ask here. Ingame Editor To design plumes, you'll have a pretty fully featured editor to work with. It exists in the game. Downloads Frequently Asked Questions Q: I installed this and nothing happened, what gives? A: Make sure you have mods installed that actually use the plugin. Dependencies (Required and Bundled) Module Manager Licensing All content is distributed under a CC-BY-SA-NC-4 License. All bundled mods are distributed under their own licenses. Download Mirrors Tertiary (GitHub) Issue Tracking and Source Supported Mods You need configuration packs for this to do anything. Currently there are only one; other mods will likely ship configs for this. If you release a mod that supports Waterfall you can let me know and I'll add it here. WaterfallRestock: Provides patches for most Restock and Restock+ engines. This requires Restock. Near Future Technologies: Near Future Propulsion, Spacecraft and Launch Vehicles provide Waterfall configs Kerbal Atomics: Full support CryoEngines: Full support Far Future Technologies: Full support Stock Waterfall Effects: Provides support for stock Quote Link to comment Share on other sites More sharing options...
alberro+ Posted August 14, 2020 Share Posted August 14, 2020 (edited) This looks insane! You've genuinely just reinvented KSP's plumes Edited July 6, 2022 by alberro+ Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted August 14, 2020 Share Posted August 14, 2020 Plumes will never be the same again, thats for sure. Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted August 14, 2020 Share Posted August 14, 2020 This is absolutely INCREDIBLE! Quote Link to comment Share on other sites More sharing options...
Starseeker Posted August 14, 2020 Share Posted August 14, 2020 This looks incredible!! Are you planning to add this functionality to Cryo Engines, Kerbal Atomics, and/or Near Future series engines? Quote Link to comment Share on other sites More sharing options...
HB Stratos Posted August 14, 2020 Share Posted August 14, 2020 This is crazy! Will we also get integration for jet engines and their afterburners? This would be so damm cool, what an awesome mod! Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted August 14, 2020 Share Posted August 14, 2020 so are we going to make every plume ourselves or are there going to be dev made plumes but we can change them. or like EVE with different configs Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted August 15, 2020 Share Posted August 15, 2020 7 minutes ago, SpaceFace545 said: so are we going to make every plume ourselves or are there going to be dev made plumes but we can change them. or like EVE with different configs there can be pre-made templates that can be easily applied to engines via patch Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted August 15, 2020 Share Posted August 15, 2020 20 minutes ago, DylanSemrau said: there can be pre-made templates that can be easily applied to engines via patch Cool, I don’t want to make custom patches for each and every engine RIP zorg Quote Link to comment Share on other sites More sharing options...
Starseeker Posted August 15, 2020 Share Posted August 15, 2020 Oh, quick question: how does this interact with timewarp? With realplume, the plumes "stretch" back during physics timewarp; I'm assuming that the methods used here prevent that? Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted August 15, 2020 Share Posted August 15, 2020 14 minutes ago, Starseeker said: Oh, quick question: how does this interact with timewarp? With realplume, the plumes "stretch" back during physics timewarp; I'm assuming that the methods used here prevent that? Correct, there's no difference in time warp Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted August 15, 2020 Share Posted August 15, 2020 I can't wait to see this in restock Quote Link to comment Share on other sites More sharing options...
Cyne Posted August 15, 2020 Share Posted August 15, 2020 Jesus christ this looks amazing Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted August 15, 2020 Share Posted August 15, 2020 1 hour ago, WarriorSabe said: I can't wait to see this in restock try it! question: what if you have both realplume and waterfall installed? Since waterfall is very new and need some time for adoption, can part dev use waterfall instead of realplume when both detected with mm patch? Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted August 15, 2020 Share Posted August 15, 2020 4 hours ago, Nertea said: To that end, I and some others (primarily @Nessus_ and some porcine aviator dude who shall not be named) have been working on a cool new way to create and drive engine effects. Porcine aviator dudes are the best! Man, there's so many good people who've had such a good influence on this game. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 15, 2020 Author Share Posted August 15, 2020 2 hours ago, ssd21345 said: question: what if you have both realplume and waterfall installed? Since waterfall is very new and need some time for adoption, can part dev use waterfall instead of realplume when both detected with mm patch? That is up to the developer, I'm sure clever MM can account for both. 4 hours ago, SpaceFace545 said: RIP zorg Zorg helped define the spec, he's involved in the project. 5 hours ago, Starseeker said: This looks incredible!! Are you planning to add this functionality to Cryo Engines, Kerbal Atomics, and/or Near Future series engines? Eventually, there's a really large amount of work to do that though. I can say that this runs all the plumes in FFT. Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 15, 2020 Share Posted August 15, 2020 (edited) I made a Hall Effect plume with a custom mesh too: Edited August 15, 2020 by Rodger Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted August 15, 2020 Share Posted August 15, 2020 this is certainly nice Quote Link to comment Share on other sites More sharing options...
moar ssto Posted August 15, 2020 Share Posted August 15, 2020 Can it support plume-plume interaction for multi nozzle engines? I realy hope it can. Quote Link to comment Share on other sites More sharing options...
Zorg Posted August 15, 2020 Share Posted August 15, 2020 6 hours ago, SpaceFace545 said: RIP zorg I can now finally retire across the sea to Valinor. Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted August 15, 2020 Share Posted August 15, 2020 4 hours ago, ssd21345 said: try it! Oh, is it actually ready for use? Even better Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted August 15, 2020 Share Posted August 15, 2020 Is there no Waterfall for the Kickback or did I miss something on installation? Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted August 15, 2020 Share Posted August 15, 2020 13 minutes ago, WarriorSabe said: Is there no Waterfall for the Kickback or did I miss something on installation? only 5 engines atm, vector, ion, nuke, mainsail and poodle Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted August 15, 2020 Share Posted August 15, 2020 Just now, ssd21345 said: only 5 engines atm, vector, ion, nuke, mainsail and poodle Ah, I see. Well, my Moraine II and to a lesser extent the Precipice II should notice, I've got a couple launches of the latter planned for my current mission Quote Link to comment Share on other sites More sharing options...
HB Stratos Posted August 15, 2020 Share Posted August 15, 2020 I'm trying to make a MM patch to generate effects for the panther engine, but that's making troubles as it is a engine that can switch between two modes. Could someone help me write a MM patch that allows me to make effects for both dry and wet mode of the engine? Quote Link to comment Share on other sites More sharing options...
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