Lucas_R Posted July 21, 2021 Share Posted July 21, 2021 3 hours ago, RyanRising said: What engines are you using? Mecripp was saying you may be using engines that haven’t been patched to use Waterfall. Some part mods will include their own patches, some will not. Patches, in this context, are modifications to existing things in KSP. ModuleManager is the thing that handles them, and they come in the form of .cfg files. In this case, the patches delete the particles and sound coming from an engine in KSP and add new sounds and the Waterfall plumes to them. If you’re just using the stock engines, the patches you want will need to be downloaded separately from Waterfall. That’s StockWaterfallEffects if you don’t have Restock installed and WaterfallRestock if you do. They’re available from links at the bottom of the first post of this thread. Okay, that makes much more sense! Thank you so much! I am using all stock engines. (Do the engines in the making history DLC count as stock??) I will try getting the StockWaterfallEffects thing to work, but I am a little lost on module managers. Is there a specific one that I need to use? Or are they all the same? Thanks for the help! Quote Link to comment Share on other sites More sharing options...
RyanRising Posted July 21, 2021 Share Posted July 21, 2021 50 minutes ago, Lucas_R said: Okay, that makes much more sense! Thank you so much! I am using all stock engines. (Do the engines in the making history DLC count as stock??) I will try getting the StockWaterfallEffects thing to work, but I am a little lost on module managers. Is there a specific one that I need to use? Or are they all the same? Thanks for the help! There's only one ModuleManager: It does have different versions, but you should be fine using the latest one, 4.1.4 at time of writing. It's a .dll you can drop in your GameData folder. Quote Link to comment Share on other sites More sharing options...
Lucas_R Posted July 21, 2021 Share Posted July 21, 2021 3 hours ago, RyanRising said: There's only one ModuleManager: It does have different versions, but you should be fine using the latest one, 4.1.4 at time of writing. It's a .dll you can drop in your GameData folder. So I tried it, and nothing changed. When I clicked on the waterfall button while on the launch pad, it said something like "no modules" and then something about configuration. What should I do? Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted July 21, 2021 Share Posted July 21, 2021 Hi guys, I'm trying to put waterfall in the stock SRBs. I didn't get far but I got somewhere. But of course there are no smoke trails since waterfall cannot do this. Is there a way to put the stock smoke trail effects together with waterfall? Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted July 21, 2021 Share Posted July 21, 2021 35 minutes ago, mateusviccari said: Hi guys, I'm trying to put waterfall in the stock SRBs. I didn't get far but I got somewhere. But of course there are no smoke trails since waterfall cannot do this. Is there a way to put the stock smoke trail effects together with waterfall? You can, though it's very difficult to make it look good while the rocket is moving. I've got a stationary setup working, that's about it. There's really nothing special to be done, just add a RealPlume or stock effect like you normally would. This is what my attempt looks like: Spoiler This looks fine... ...but it all falls apart if you actually try to launch it. @Nertea, I don't mean to be pushy, but could you take a look at https://github.com/post-kerbin-mining-corporation/Waterfall/pull/80 when you have the time? Thanks! Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 21, 2021 Author Share Posted July 21, 2021 I'm trying to sort out like a million mod updates now, I saw it, I will look at it when I have time. Quote Link to comment Share on other sites More sharing options...
RyanRising Posted July 22, 2021 Share Posted July 22, 2021 4 hours ago, Lucas_R said: So I tried it, and nothing changed. When I clicked on the waterfall button while on the launch pad, it said something like "no modules" and then something about configuration. What should I do? You’re likely installing the mods incorrectly. What does your GameData look like, and can you provide a screenshot of the lack of plumes? Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted July 22, 2021 Share Posted July 22, 2021 3 hours ago, Nertea said: I'm trying to sort out like a million mod updates now, I saw it, I will look at it when I have time. Ah, sorry. Please take your time. Quote Link to comment Share on other sites More sharing options...
Lucas_R Posted July 22, 2021 Share Posted July 22, 2021 17 hours ago, RyanRising said: You’re likely installing the mods incorrectly. What does your GameData look like, and can you provide a screenshot of the lack of plumes? Yeah I can. And just to clarify, you want a screen shot of my Gamedata folder correct? Quote Link to comment Share on other sites More sharing options...
Mitohnesprudel Posted July 22, 2021 Share Posted July 22, 2021 Hi, I am trying to write a config, the sound is working but the plume isn't. I hope I can get help here. I've read the documentation but it didn't help. What files should I add here to get help? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted July 22, 2021 Share Posted July 22, 2021 57 minutes ago, Mitohnesprudel said: Hi, I am trying to write a config, the sound is working but the plume isn't. I hope I can get help here. I've read the documentation but it didn't help. What files should I add here to get help? If you can post the cfg of the engine before and after you edit it would help Quote Link to comment Share on other sites More sharing options...
Mitohnesprudel Posted July 22, 2021 Share Posted July 22, 2021 (edited) 15 hours ago, Mecripp said: If you can post the cfg of the engine before and after you edit it would help The mod that I am trying to add the config to has everything in one part. As a test I am just trying to add the Vector engine config to it. The first stage before edit Spoiler PART { name = NewShepard module = Part author = Matheo G MODEL { model = NewShepard/Core/NewShepardCore scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0, 6.5, 0.0, 0.0, 1.0, 0.0, 3 mass = 10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 TechRequired = advMetalworks entryCost = 45000 cost = 18000 category = Pods subcategory = 0 title = New Shepard manufacturer = Blue Origin vesselType = Ship description = test. attachRules = 1,1,1,1,0 MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = kOSProcessor diskSpace = 10000 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleReactionWheel PitchTorque = 9 YawTorque = 9 RollTorque = 9 RESOURCE { name = ElectricCharge rate = 0.9 } } RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 } RESOURCE { name = ElectricCharge amount = 80 maxAmount = 80 } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 } MODULE { name = ModuleAnimateGeneric animationName = brake2 startEventGUIName = Deploy_Speedbrakes endEventGUIName = Retract_Speedbrakes isOneShot = false } MODULE { name = ModuleAnimateGeneric animationName = legs2 startEventGUIName = Deploy_legs endEventGUIName = Retract_legs isOneShot = false } MODULE { name = ModuleEnginesFX thrustVectorTransformName = flammes exhaustDamage = False minThrust = 0 maxThrust = 561 heatProduction = 40 ignitionThreshold = 0.1 fxOffset = 0, 0, 0 EngineType = LiquidFuel runningEffectName = running1 PROPELLANT { ratio = 0.9 name = LiquidFuel DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 DrawGauge = True } atmosphereCurve { key = 0 370 key = 1 320 } } EFFECTS { running1 { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = flammes emission = 0.0 0.0 emission = 0.4 0.8 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = flammes oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } The first stage after edit: Spoiler PART { name = NewShepard module = Part author = Matheo G MODEL { model = NewShepard/Core/NewShepardCore scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0, 6.5, 0.0, 0.0, 1.0, 0.0, 3 mass = 10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 60 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 TechRequired = advMetalworks entryCost = 45000 cost = 18000 category = Pods subcategory = 0 title = New Shepard manufacturer = Blue Origin vesselType = Ship description = test. attachRules = 1,1,1,1,0 MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = False } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleReactionWheel PitchTorque = 250 YawTorque = 2500 RollTorque = 2500 RESOURCE { name = ElectricCharge rate = 0.9 } } RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 80 } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 } MODULE { name = ModuleAnimateGeneric animationName = brake2 startEventGUIName = Deploy_Speedbrakes endEventGUIName = Retract_Speedbrakes isOneShot = false } MODULE { name = ModuleAnimateGeneric animationName = legs2 startEventGUIName = Deploy_legs endEventGUIName = Retract_legs isOneShot = false } MODULE { name = ModuleEnginesFX engineID = BE3 runningEffectName = running1 thrustVectorTransformName = flammes exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 561 heatProduction = 40 fxOffset = 0, 0, 0 EngineType = LiquidFuel PROPELLANT { ratio = 0.9 name = LiquidFuel DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 370 key = 1 320 } } EFFECTS { running1 { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = flammes emission = 0.0 0.0 emission = 0.4 0.8 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 //localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = flammes oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } The waterfall config: @PART[NewShepard] { !EFFECTS {} EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running1 { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_Heavy_High_2 volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = BE3FX engineID = BE3 CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = BE3 } CONTROLLER { name = randomshock1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = 1 } CONTROLLER { name = randomshock2 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 10 } CONTROLLER { name = randomshock3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = 100 } CONTROLLER { name = randomshock4 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 1000 } TEMPLATE { templateName = waterfall-hydrolox-rs25-1 overrideParentTransform = fxTransformCore scale = 1,1,1 rotation = 90,0,0 position = 0,-2,0 } } } Edited July 23, 2021 by sjwt Added spoilers Quote Link to comment Share on other sites More sharing options...
Mitohnesprudel Posted July 22, 2021 Share Posted July 22, 2021 It also gives me this error: Quote Link to comment Share on other sites More sharing options...
RyanRising Posted July 22, 2021 Share Posted July 22, 2021 4 hours ago, Lucas_R said: Yeah I can. And just to clarify, you want a screen shot of my Gamedata folder correct? Might help me see some stuff that's obviously wrong if so, but honestly it's probably not necessary. As long as you have the folders Squad, Waterfall, StockWaterfallEffects, and the file ModuleManager.4.1.4.dll in there it should work, assuming you don't have Restock. I'd more like to see a screenshot of the plumes not showing up, cause that would tell me what engine you're using. I still might not be able to fix your problem, but it could point me to something else. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 23, 2021 Author Share Posted July 23, 2021 7 hours ago, Mitohnesprudel said: It also gives me this error: You need to specify the parent transform properly. Your template says TEMPLATE { templateName = waterfall-hydrolox-rs25-1 overrideParentTransform = fxTransformCore scale = 1,1,1 rotation = 90,0,0 position = 0,-2,0 } } However, i doubt you have fxTransformCore in your model. You will need to find the right transform to attach to, which is covered a few posts above yours. luckily, from your other post, I can see thrustVectorTransformName = flammes Which is probably the correct one to use. Quote Link to comment Share on other sites More sharing options...
Lucas_R Posted July 23, 2021 Share Posted July 23, 2021 19 hours ago, RyanRising said: Might help me see some stuff that's obviously wrong if so, but honestly it's probably not necessary. As long as you have the folders Squad, Waterfall, StockWaterfallEffects, and the file ModuleManager.4.1.4.dll in there it should work, assuming you don't have Restock. I'd more like to see a screenshot of the plumes not showing up, cause that would tell me what engine you're using. I still might not be able to fix your problem, but it could point me to something else. Okay, that sounds good. I do have all of those folders in what I believe to be the correct places, but when I try and play KSP, the loading screen (with the pictures and yellow bar at the bottom) does not move at all. I will get those screen shots to you soon! Thanks again. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 23, 2021 Author Share Posted July 23, 2021 Waterfall 0.6.7 Added an option to allow non-uniform parent scaling in effects (al2me6). Don't use this if you don't know exactly what you are doing Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 24, 2021 Share Posted July 24, 2021 22 hours ago, Nertea said: Waterfall 0.6.7 Added an option to allow non-uniform parent scaling in effects (al2me6). Don't use this if you don't know exactly what you are doing Thank you! as usual for me: I don't, so inevitably I will! Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted July 24, 2021 Share Posted July 24, 2021 (edited) I want to link the plume strength to the SRB's current rated thrust, since throttle is always at 100%. The SRB's rated thrust is constantly varying because I'm using real fuels with a throttle curve. Is it possible? Edited July 25, 2021 by mateusviccari Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 25, 2021 Author Share Posted July 25, 2021 1 hour ago, mateusviccari said: I want to link the plume strength to the SRB's current rated thrust, since throttle is always at 100%. The SRB's rated thrust is constantly varying because I'm using real fuels with a throttle curve. Is it possible? https://github.com/post-kerbin-mining-corporation/Waterfall/wiki/Controllers#thrust-controller Quote Link to comment Share on other sites More sharing options...
ShadowMC2 Posted July 26, 2021 Share Posted July 26, 2021 I'm using the 1.11 version of WaterfallReStock with 1.12.1 and I'm getting no sound from engines, and explosions are very quiet (but I don't know if this is due to Waterfall), please update WaterfallRestock to 1.12.1 Quote Link to comment Share on other sites More sharing options...
Neebel Posted August 2, 2021 Share Posted August 2, 2021 On 5/16/2021 at 2:57 PM, lemon cup said: What I would do is just install it normally like any other mod. HOWEVER, if you’ve also got Restock installed, none of the engine effects will show up in game because all of the StockWaterfallEffect .cfgs contain a written command line that tell them not to function if Restock is present. Little late to the party but anyway, also wanted to add Stock Waterfall Effects for Bobcat, Cheetah and the jet engines to my game, so I downloaded the stock effects from CKAN with Restock & Waterfall Restock already installed and at least the two rocket engines had the Waterfall plume. Any idea why & what to do now? Quote Link to comment Share on other sites More sharing options...
lemon cup Posted August 2, 2021 Share Posted August 2, 2021 6 minutes ago, Neebel said: Little late to the party but anyway, also wanted to add Stock Waterfall Effects for Bobcat, Cheetah and the jet engines to my game, so I downloaded the stock effects from CKAN with Restock & Waterfall Restock already installed and at least the two rocket engines had the Waterfall plume. Any idea why & what to do now? You’re saying the Bobcat and Cheetah, etc, engines do not have Waterfall plumes correct? Navigate to the following folder in your KSP directory: [GameData/StockWaterfallEffects/EngineConfigurations] Open the .cfg files for the engines that ReStock does not touch, the very top line should read as follows: @PART[LiquidEngineLV-TX87]:NEEDS[Waterfall&!ReStock]:FINAL Erase the text that I bolded and underlined, and save the file. That will enable the plumes! Quote Link to comment Share on other sites More sharing options...
Neebel Posted August 2, 2021 Share Posted August 2, 2021 17 minutes ago, lemon cup said: You’re saying the Bobcat and Cheetah, etc, engines do not have Waterfall plumes correct? No, sorry if my text was hard to understand, I'm not a native speaker. I did not have to change anything in the cfg files, the plumes for Bobcat & Cheetah were just there, all other plumes seemed to overlap with the ones from Waterfall Restock. I'll quickly reinstall everything and see if it happens again Quote Link to comment Share on other sites More sharing options...
lemon cup Posted August 2, 2021 Share Posted August 2, 2021 (edited) 21 minutes ago, Neebel said: No, sorry if my text was hard to understand, I'm not a native speaker. I did not have to change anything in the cfg files, the plumes for Bobcat & Cheetah were just there, all other plumes seemed to overlap with the ones from Waterfall Restock. I'll quickly reinstall everything and see if it happens again Oh, I see what you mean now! That is unexpected, and could be an issue related to downloading from CKAN. I couldn't say for sure why you are having that issue though (I manually download/install mods), so hopefully soon you may get a better answer from Nertea or @Knight of St John. If not, you could ask in the dedicated CKAN thread. EDIT: Quickly did some research and found out that the latest release of Stock Waterfall Effects no longer conflicts with Restock! But if you are having issues with double plumes overlapping when the engines are running, I think the latest version of WaterfallRestock might fix this. If not, you may want to delete the .cfgs inside the StockWaterfallEffects folder for all of the ReStock engines (Reliant, Swivel, Poodle, etc.). Edited August 2, 2021 by lemon cup Quote Link to comment Share on other sites More sharing options...
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