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


Nertea

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20 hours ago, Tormy45 said:

Not sure if this is a Waterfall issue but when I use the Gemini Mini Orbital Bertha engine its plume looks hilariously huge.

 

That doesn't look like a Waterfall effect, that looks like stock particles.

Waterfall 0.10.2

  • Fixed an issue with shader compilation on OpenGL (#173)
  • Fixed a test particle patch from development still being around
  • Fixed an issue with effects not being updated when their controller value changed if they had a modifier that would hide them sometimes (#174)
  • Fixed an issue with custom push controllers where they they would not sleep/wake up correctly
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On 10/8/2024 at 5:20 PM, Tormy45 said:

Not sure if this is a Waterfall issue but when I use the Gemini Mini Orbital Bertha engine its plume looks hilariously huge.

Hi, can you please post logs?

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Hey guy's, I just got the update through CKAN, I was trying to put some engines on a lander and when I clicked them on the FPS went from 60 to 4.

It didn't seem to matter what rocket engine I placed. Could ya's take a look?

I hope this is set up coreectly, my ksp log: https://drive.google.com/file/d/1Wd-qrpY1nJprI59zmsVvqlSTlKNcqfYW/view?usp=sharing

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3 hours ago, 1FingerSalute said:

Hey guy's, I just got the update through CKAN, I was trying to put some engines on a lander and when I clicked them on the FPS went from 60 to 4.

It didn't seem to matter what rocket engine I placed. Could ya's take a look?

I hope this is set up coreectly, my ksp log: https://drive.google.com/file/d/1Wd-qrpY1nJprI59zmsVvqlSTlKNcqfYW/view?usp=sharing

I have multiple reports that TweakScale compatibility is breaking the game somehow in the VAB. Your log shows a TweakScale exception spam, try getting rid of that.

I will ask the legacy tweakscale dev to take a look, @Lisias?

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28 minutes ago, Nertea said:

I have multiple reports that TweakScale compatibility is breaking the game somehow in the VAB. Your log shows a TweakScale exception spam, try getting rid of that.

I will ask the legacy tweakscale dev to take a look, @Lisias?

I would dispute the use of the term "legacy". :)

I'm working on it, will edit this post with the results in a few hours. [edit: see below]

Edited by Lisias
"see below"
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4 hours ago, 1FingerSalute said:

Hey guy's, I just got the update through CKAN, I was trying to put some engines on a lander and when I clicked them on the FPS went from 60 to 4.

It didn't seem to matter what rocket engine I placed. Could ya's take a look?

I hope this is set up coreectly, my ksp log: https://drive.google.com/file/d/1Wd-qrpY1nJprI59zmsVvqlSTlKNcqfYW/view?usp=sharing

Update the TweakScale UberPacket  to the latest: https://spacedock.info/mod/3202/TweakScale Companion (the "UberPaket")#changelog

Waterfall 0.10.0 removed a type that I was relying to identify the presence of Waterfall, so I had to change the way to detect it . The latest Companion have the updated code to detect Waterfall 0.10, but also the older ones.

Cheers!

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I believe I managed to find what's not working in my game :
when you load a quicksave, any already ignited engines will not produce a plume. If you reignite it, it will produce a plume again.

Here's my KSP.log, it's a heavily modded game so if you believe it to be better, I can try and reproduce the bug in a clean game.

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On 10/10/2024 at 9:56 PM, GeorgesCleunay said:

Weird behaviour on my side, I have no plumes on my engines once I reload a quicksave, I just noticed this session after updating.
Anyone else have this issue ?
I'll reproduce it with a clean ksp.log file.

Hi, which engines were you using?  I'm pretty sure I repro'd this once, but now I can't.

Edited by JonnyOThan
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  • 2 weeks later...

After I upgrade waterfall core to 0.10.3, I noticed that the waterfall in-game editor icon is no longer present in the tool bar. Downgrade to 0.9.0 bring the icon back and the editor works fine. 

I have already submitted an issue here, along with the log file.

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6 hours ago, mark7 said:

After I upgrade waterfall core to 0.10.3, I noticed that the waterfall in-game editor icon is no longer present in the tool bar. Downgrade to 0.9.0 bring the icon back and the editor works fine. 

I have already submitted an issue here, along with the log file.

Though I don't really succeed in keeping the docs up to date, they're up to date in this case:  https://github.com/post-kerbin-mining-corporation/Waterfall/wiki/Ingame-Editor-Introduction#activating-the-editor

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Messing around with waterfall patches in my sparetime, how do you apply engine sounds along with the plumes? The plumes and templates work from the waterfall patch, but from the same patch the engine effects do not working and leave the rocket engine soundless.
Part.cfg and waterfall patch cfg here

These are modifications im playing with originating from Beale's GemstoneLV and mcdouble's H2

 

 

Does anyone know what i've done wrong?
Imagine me as a monkey given a hammer to fix a lightbulb
 

Edited by BSS_Snag
Asking for help in a better way
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On 11/2/2024 at 9:27 PM, BSS_Snag said:

Messing around with waterfall patches in my sparetime, how do you apply engine sounds along with the plumes? The plumes and templates work from the waterfall patch, but from the same patch the engine effects do not working and leave the rocket engine soundless.
Part.cfg and waterfall patch cfg here

These are modifications im playing with originating from Beale's GemstoneLV and mcdouble's H2

Does anyone know what i've done wrong?
Imagine me as a monkey given a hammer to fix a lightbulb
 

Replace running_engine in the EFFECTS section of the Waterfall .cfg with running_closed.

Some of the time engines don't have the same runningEffectName as others so it's always good to check; it's usually stated in the engine module section of the part's config.

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18 hours ago, KeaKaka said:

running_engine in the EFFECTS section of the Waterfall .cfg with running_closed.

@KeaKaka Ie the waterfall patch deletes the stock EFFECT but the new EFFECT mdule isnt being applied at all. Only the waterfall plumes get patched in.
The  waterfall patch and some part cfgs are here

Edit:

Redid the waterfall modules a different way, along with rejigging the actual part cfgs. (thanks BDB) and managed to get those working with sounds. Now onto the rcs, which of course have the same issue, with sounds not being applied from the waterfall patch lol.

Edited by BSS_Snag
more info
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Hello,

i have a question about Waterfall\Sounds\KW\sound_altloop2.wav

Do you hear also a very light hammering at second 1 of the sound? Like metal punches onto metal. It is ruining the loop for me, i cannot unhear it anymore :D

I.e it is played for the bobcat engine. Is this intended? Should i just change it to another sound?

 

BR

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  • 4 weeks later...

I'm seeing an error in my logs from Waterfall during startup:

[ERR 11:34:28.526] [Waterfall][Template Libary]: Exception loading template waterfall-srb-smoke-1. This is likely a config error

Has anyone else seen this one (and better yet, have a fix?) The file (waterfall-srb-smoke-1.cfg) is present, doesn't seem to be corrupt, truncated, etc and all the brackets are balanced.

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