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[1.12.x] Waterfall - a framework for continuous, mesh-driven engine effects (October 9)


Nertea

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The folks over at Real Plume have directed me to here with this bug, and I can confirm it is definitely caused by the Waterfall plumes. The RAPIER engine has a very noticeable 'gap" between the engine and the actual plume, and I'm wondering if the creator of this mod could possibly fix this? Thanks. (btw this is with a fresh install of Waterfall)

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1 hour ago, Clayel said:

The folks over at Real Plume have directed me to here with this bug, and I can confirm it is definitely caused by the Waterfall plumes. The RAPIER engine has a very noticeable 'gap" between the engine and the actual plume, and I'm wondering if the creator of this mod could possibly fix this? Thanks. (btw this is with a fresh install of Waterfall)

--image snip--

Probably better to ask over in the Stock Waterfall Effects thread, since that'll be the mod that adds effects to the Rapiers; this is just a framework mod, and doesn't change anything by itself :)

If you're comfortable enough w/ ModuleManager to write your own patch, you could use the ingame editor to move the templates used and then copy those offset values to your patch; been a while since I was trying my hand at doing Waterfall stuff though, so can't give much more help than that ^^;

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3 minutes ago, Starseeker said:

Probably better to ask over in the Stock Waterfall Effects thread, since that'll be the mod that adds effects to the Rapiers; this is just a framework mod, and doesn't change anything by itself :)

If you're comfortable enough w/ ModuleManager to write your own patch, you could use the ingame editor to move the templates used and then copy those offset values to your patch; been a while since I was trying my hand at doing Waterfall stuff though, so can't give much more help than that ^^;

Ah, fair point, mb

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16 hours ago, Starseeker said:

Probably better to ask over in the Stock Waterfall Effects thread, since that'll be the mod that adds effects to the Rapiers; this is just a framework mod, and doesn't change anything by itself :)

If you're comfortable enough w/ ModuleManager to write your own patch, you could use the ingame editor to move the templates used and then copy those offset values to your patch; been a while since I was trying my hand at doing Waterfall stuff though, so can't give much more help than that ^^;

I've been informed that the Waterfall Restock mod thread is also in this forum. (I probably should've mentioned that I'm using restock) So... idk what I should do now

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I am getting these NullRefs spammed in my log:

NullReferenceException: Object reference not set to an instance of an object
  at ModuleEngines.ThrustUpdate () [0x00207] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
  at ModuleEngines.FixedUpdate () [0x0005c] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 
(Filename: <cf1abf6b50ac49c3b967fb61a43f1e5f> Line: 0)

Based on my troubleshooting, it seems to be caused by Waterfall, specifically Plugins/Waterfall.dll, as it fails to show up if I delete Waterfall or the dll.

Can someone please tell me how to fix it?

I am running KSP 1.11.2 with 100+ mods on a Mac.

I posted this in Modded Technical Support, but that was before I realised that Waterfall was the issue.

EDIT: nvm, reinstalled tweakscale companion and it got fixed, probably was the NFLV waterfall stuff.

Edited by 1something
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On 8/14/2020 at 6:04 PM, Nertea said:

 

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. 

 

Any chance there's an updated list/repository somewhere? Are there any other mods that have added in support stuff?

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2 hours ago, Bizobinator said:

Any chance there's an updated list/repository somewhere? Are there any other mods that have added in support stuff?

It's really hard to maintain such a list so no. I know BDB has good support I guess?

On 10/16/2022 at 3:49 AM, PrimeDirective96 said:

What's causing this to happen?

https://imgur.com/a/P0gwZAK

 

I have no idea what I'm supposed to be looking at.

On 10/15/2022 at 11:47 PM, 1something said:

probably was the NFLV waterfall stuff.

This seems unlikely because I manage that myself and there's no issues 

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6 hours ago, Nertea said:

It's really hard to maintain such a list so no. I know BDB has good support I guess?

 

I have no idea what I'm supposed to be looking at.

This seems unlikely because I manage that myself and there's no issues 

Picture shows Engine Exhaust becomes invisible, happens sometimes for no apparent reason.

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On 10/23/2022 at 4:18 AM, Nertea said:

It's really hard to maintain such a list so no. I know BDB has good support I guess?

 

I have no idea what I'm supposed to be looking at.

This seems unlikely because I manage that myself and there's no issues 

I troubleshooted the problem at traced the errors to tweakscale companion, and I'm assuming it occurred because I messed with some of the files in NFLV.  I reinstalled it and its okay now.

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  • 3 weeks later...
  • 3 weeks later...
  • 3 weeks later...

Anyone else have this problem? Some engines in Restock do not have and Waterfall effects applied to them. I installed the Restock Waterfall Config. As you can see in this picture --> https://imgur.com/gallery/Ih85ikS  the engines have the stock plumes but the RCS Thrusters have the waterfall effects on. Anyone know what the problem is?

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15 hours ago, CytauriKerbal said:

Anyone else have this problem? Some engines in Restock do not have and Waterfall effects applied to them. I installed the Restock Waterfall Config. As you can see in this picture --> https://imgur.com/gallery/Ih85ikS  the engines have the stock plumes but the RCS Thrusters have the waterfall effects on. Anyone know what the problem is?

iirc, all the C7 Aerospace parts aren't touched by Restock - you'll need Stock Waterfall Effects to add plumes to those engines.

Edited by Starseeker
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10 minutes ago, Starseeker said:

iirc, all the C7 Aerospace parts aren't touched by Restock - you'll need Stock Waterfall Effects to add plumes to those engines.

Or Restock Waterfall Expansion!

@CytauriKerbal, it adds the SWE configs for jet engines into the game right off the bat.

Edited by AtomicTech
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I'm completely new to all of this and I'm wanting to add a plume to the "Hyperblast" scramjet from Mk2 stocklike expansion

I've read through some of the waterfall wiki and I'm stuck on how to go about adding a module to the engine
I've also never made a modulemanager patch but I read through this post and kinda got a better idea of what a patch really is.


Any help is much appreciated.
 

I'm realizing already that this may be too much for me and that someone has already made a waterfall config for Mk2 expansion but nonetheless I'd still like to learn.

Edited by Ithrowpoodles
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3 hours ago, Ithrowpoodles said:

I'm completely new to all of this and I'm wanting to add a plume to the "Hyperblast" scramjet from Mk2 stocklike expansion

I've read through some of the waterfall wiki and I'm stuck on how to go about adding a module to the engine
I've also never made a modulemanager patch but I read through this post and kinda got a better idea of what a patch really is.


Any help is much appreciated.
 

I'm realizing already that this may be too much for me and that someone has already made a waterfall config for Mk2 expansion but nonetheless I'd still like to learn.

First, you want to apply the waterfall module to the engine. All of these things should be put into a MM patch.

@PART[//put the part name, found in the "name=" field at the top of part configs, in this case M2X_SCRamjet//]:NEEDS[Waterfall]
{
MODULE
{
	name = ModuleWaterfallFX
	moduleID = //put a name that you think would describe the effect, ie HyperblastFx//
}

That will apply the waterfall module to the part, but you still need to remove the stock plume. You do that by removing the effects block of the engine config (generally found at the end) and replacing it with the same block but with the plume effects removed, leaving only the audio, and the non plume effects. Example:

Spoiler

This:

	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = Mk2Expansion/Sounds/sound_jet_afterburn_heavy
				volume = 0.0 0.0
				volume = 0.05 0.7
				volume = 1.0 1.4
				pitch = 0.0 0.8
				pitch = 1.0 0.8
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, 90
			}					
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_Shock
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.25 0.0
				emission = 0.3 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.10
				speed = 1.0 1.0
			}
		}
		running_turbine
		{
			
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_plume
				transformName = Emissive
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.6
				speed = 1.0 1.0
			}
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Becomes this:

	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = Mk2Expansion/Sounds/sound_jet_afterburn_heavy
				volume = 0.0 0.0
				volume = 0.05 0.7
				volume = 1.0 1.4
				pitch = 0.0 0.8
				pitch = 1.0 0.8
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, 90
			}					
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

Notice how I left the prefab particles in; they define the longer distance smoke trail effect and the flameout effect, neither of which are handled by waterfall. 

Now that you have the effects block (minus plume effects), it's time to remove the original one and replace it with the custom one. 

{
	!EFFECTS {}//this will remove the entire effects block//
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = Mk2Expansion/Sounds/sound_jet_afterburn_heavy
				volume = 0.0 0.0
				volume = 0.05 0.7
				volume = 1.0 1.4
				pitch = 0.0 0.8
				pitch = 1.0 0.8
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, 90
			}					
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_Shock
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.25 0.0
				emission = 0.3 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.10
				speed = 1.0 1.0
			}
		}
		running_turbine
		{
			
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_plume
				transformName = Emissive
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.6
				speed = 1.0 1.0
			}
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
}

You can put this code into its own patch, or you can attach it to the first patch:

Spoiler
@PART[//put the part name, found in the "name=" field at the top of part configs, in this case M2X_SCRamjet//]:NEEDS[Waterfall]
{
MODULE
{
	name = ModuleWaterfallFX
	moduleID = //put a name that you think would describe the effect, ie HyperblastFx//
}
{
	!EFFECTS {}//this will remove the entire effects block//
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = Mk2Expansion/Sounds/sound_jet_afterburn_heavy
				volume = 0.0 0.0
				volume = 0.05 0.7
				volume = 1.0 1.4
				pitch = 0.0 0.8
				pitch = 1.0 0.8
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, 90
			}					
		}
		shockDiamond
		{
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_Shock
				transformName = ShockPoint
				emission = 0.0 0.0
				emission = 0.25 0.0
				emission = 0.3 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.10
				speed = 1.0 1.0
			}
		}
		running_turbine
		{
			
			MODEL_MULTI_PARTICLE
			{
				modelName = Mk2Expansion/FX/Scram_plume
				transformName = Emissive
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 0.1 0.6
				speed = 1.0 1.0
			}
		}
		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 = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
}

 

P.S.

@PART[//put the part name, found in the "name=" field at the top of part configs, in this case M2X_SCRamjet//]:NEEDS[Waterfall]
{
MODULE
{
	name = ModuleWaterfallFX
	moduleID = //put a name that you think would describe the effect, ie HyperblastFx//
//when you finish making the plume, paste it here//
}
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On 5/12/2022 at 7:35 PM, Fossilized said:

Hello, I'm having an issue with my plume that's built on waterfall.

During sunset, at an instantaneous time that I assume the game registers as night, the plume disappears. It reappears in the day but instantly vanishes only during the night.

How do I fix this?

Can confirm I also have this issue with all of my Waterfall plumes. The plumes disappear at night, but only when the camera is facing the sky so that the plumes are in front of it. They show up if the camera is facing so that the plumes are in front of the ground.

MOD LIST:

Spoiler

Game and DLC:

- Kerbal Space Program 1.12.4.3187 (WindowsPlayer x64) en-us

- Making History 1.12.1

- Breaking Ground 1.7.1

 

Mods installed via CKAN [found HERE]:

- B9 Part Switch v2.20.0

- Benjee10 sharedAssets v0.2.1

- Benjee10 Suits v1.1.0

- Bumblebee 0.6.1

- Chatterer 0.9.99

- Community Category Kit v112.0.1

- Community Resource Pack v112.0.1

- Community Tech Tree 1:3.4.4

- Community Terrain Texture Pack 1:1.0.4

- Conformal Decals 0.2.12

- Contract Configurator v2.2.1.0

- Contract Pack: Bases and Stations Reborn 2:3.7.3

- Contract Pack: Clever Sats 1.4

- Contract Pack: Exploration Plus 2.0.1

- Contract Pack: Tourism Plus 1.5.2

- Cryo Tanks 1.6.5

- Cryo Tanks Core 1.6.5

- Cryogenic Engines 1:2.0.6

- Cryogenic Engines - Near Future Aeronautics 2.0.6

- Custom Barn Kit 1.1.22.0

- Deployable Engines Plugin 1.3.1

- DMModuleScienceAnimateGeneric v0.23

- Docking Port Alignment Indicator 6.10.0.0

- Dynamic Battery Storage 2:2.2.5.0

- Final Frontier 1.10.0-3485

- Hab Tech Props v0.2.0

- Harmony 2 2.2.1.0

- Heat Control 0.6.1

- Hide Empty Tech Tree Nodes 1.3.2

- Kerbal Actuators v1.8.5

- Kerbal Atomics 1:1.3.3

- Kerbal Atomics - Other Mod Support 1.3.3

- Kerbal Engineer Redux 1.1.9.0

- Kerbal Planetary Base Systems v.1.6.16

- Kerbalism 3.16

- Kerbalism - Default Config 3.16 [EXTRA MANUAL CONFIGURATION for Cryo Tanks resource compatibility, open GameData/KerbalismConfig/Profiles/Default.cfg in a text editor, find "sabatier process", change "output = [email protected]" to "output = [email protected]", change "dump_valve = Water,LiquidFuel" to "dump_valve = Water,LqdMethane", then save]

- Kopernicus Planetary System Modifier 2:release-1.12.1-139

- KSP Community Fixes 1.23.0

- KSP Rescue Contract Fix 1.1.0

- Mark IV Spaceplane System 3.2.0

- Mini Sample Return Capsule (MSRC) 1:1.4.2.1

- Missing Robotics 1

- Mk2 Stockalike Expansion 2:1.9.1.2

- ModularFlightIntegrator 1.2.10.0

- Module Manager 4.2.2

- Moldavite Machines 1.3

- Moldavite Machines - Kerbalism 1.3

- Near Future Aeronautics 2.1.1

- Near Future Construction 1.3.1

- Near Future Electrical 1.2.3

- Near Future Electrical Core 1.2.3

- Near Future Exploration 1.1.2

- Near Future IVA Props 1:0.7.1

- Near Future Launch Vehicles 2.2.0

- Near Future Propulsion 1.3.5

- Near Future Solar 1.3.2

- Near Future Solar Core 1.3.2

- Near Future Spacecraft 1.4.3

- Outer Planets Mod 2:2.2.10

- Planetside Exploration Technologies 1.0.2

- Restock 1.4.3

- Restock+ 1.4.3

- Rocket Motor Menagerie v1.1.1

- Shabby 0.3.0.0

- Stockalike Station Parts Expansion Redux 2.0.10

- Stockalike Station Parts Expansion Redux - Internal Spaces 2.0.10

- Strategia 1.8.0

- Transfer Window Planner v1.8.0.0

 

Folders installed manually (links included):

- CoraxRCS [Corax's Reaction Wheel Balance Patch, found HERE]

- KPBSKerbalismUpdate [Grimm Modlets v0.0.4, found HERE]

- Mk1CargoBay [Mk1 Cargo Bay Updated v1.4, found HERE]

 

Visual enhancements installed via CKAN [found HERE]:

- Astronomer's Visual Pack 3:v4.13

- Astronomer's Visual Pack-8k Textures v1.13

- Environmental Visual Enhancements Redux 3:1.11.7.1

- scatterer 3:v0.0772

- Scatterer Default Config 3:v0.0772

- Scatterer Sunflare 3:v0.0772

- TUFX 1.0.5.0

- Waterfall - Restock 0.2.3

- Waterfall Core 0.9.0

 

Visual enhancements installed manually (links included):

- Mk2Expansion/Patches/M2X_Waterfall [Mk2Expansion Waterfall support v0.1, found HERE]

 

Edited by SpudNutimus
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Hello I would like to know if it is possible to an

Remove the modifications of the rooms and their aesthetics and just keep the effects of flame and sound? I use TURD and when I put the Waterfall mode I lose the colors of my pieces. Thank you.

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