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


Nertea

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  On 5/2/2021 at 12:43 PM, ItsSnowyy said:

how do i make cfg files for theese?

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hey @ItsSnowyy! there is a comprehensive Wiki over at the mod's github repository with the information you are after :)

https://github.com/post-kerbin-mining-corporation/Waterfall/wiki

Edited by hypervelocity
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So I had the idea that i'd like to add waterfall support to my current favourite small shuttle mod A.P.U.S. The main engine is basically a half size vector, using a pretty simple ModuleEngines config. After poking around stock-waterwall effects and reading the wiki I came to the conclusion that I needed ModuleEnginesFX to work with waterfall. Naturally I borrowed the necessary bits from the vector and came up with a working waterfall config in pretty short order. A tribute to how well laid out waterfall is, I'm no modding expert.

Then I had the idea that it's only a couple more steps to come up with a patch to update the og plume to the new stock FX for those not using waterfall, while I'm at it, add a real plume one to. Famous last words. Here's the kink, the new hotness is methane right? The vectors stats never made sense as RS25's not even on the kerbal scale, hence neither does a half size 'RS15' But they are really not far a sensible kerbal scale raptor in my opinion. (Sort of Given the early game engines inspired by RP1 are buffeed in to what would be Kscaled CH4 ISP ranges) So I tried very hard to come up with a methane real plume and couldn't get it to work, whatever not using realplume anyway. But in the process of of cleaning that up I broke the stock config I had working, I can't figure out what I broke.  I know it's not strictly speaking waterfall support, but if I could get a hint about these errors I'd be grateful.

[ERR 10:13:49.830] [ModuleSrfFX]: No IThrustProvider module found at index 0!

[ERR 10:13:50.046] PrefabParticleFX: Cannot find transform of name 'smokePoint'

[ERR 10:13:50.047] ParticleModelFX: Cannot find transform of name 'thrustPoint'

[ERR 10:13:50.047] PrefabParticleFX: Cannot find transform of name 'thrustTransformYup'

The engine works config tweaks, sound, flameout. Just no stock plume. I had it once.

This is the config I'm patching.

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This is my stock patch. I've tied KS25 and basicEngine and nothing for the engine ID. E150 is it's animate id, it was a shot in the dark. no change.

  Reveal hidden contents

For completeness this is my functioning waterfall config. 

  Reveal hidden contents

 

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I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal?

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  On 5/3/2021 at 10:16 AM, Admiral Yu said:

I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal?

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It shouldn't be, my laptop has an i5-8250U and an MX150 and notice no lag from engines at all

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  On 5/4/2021 at 12:09 AM, Probus said:

Could these effects be converted into a mod for re-entry effects?  The tail end of some of the plumes in a vacuum remind me a lot of real re-entry plasma.

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I was thinking about that, waterfall could entirely replace almost every fx system ingame if it is implemented carefully. Waterfall works on a part by part basis whereas the aerodynamics fx are dynamic and change constantly.

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  On 5/3/2021 at 10:16 AM, Admiral Yu said:

I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal?

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What engine(s)? How many? Performance is generally good in my experience, but if you have an entire N-1's worth of engines (Soyuz/R-7 is a notable offender too in this regard) then fps is going to suffer for sure.

RealPlume has a cap on how many particles can be rendered at once, so if you have too many engines, instead of tanking FPS, the plumes will just look worse because they're starved of particles.

Edited by Al2Me6
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  On 5/2/2021 at 3:56 PM, snkiz said:

So I had the idea that i'd like to add waterfall support to my current favourite small shuttle mod A.P.U.S. The main engine is basically a half size vector, using a pretty simple ModuleEngines config. After poking around stock-waterwall effects and reading the wiki I came to the conclusion that I needed ModuleEnginesFX to work with waterfall. Naturally I borrowed the necessary bits from the vector and came up with a working waterfall config in pretty short order. A tribute to how well laid out waterfall is, I'm no modding expert.

Then I had the idea that it's only a couple more steps to come up with a patch to update the og plume to the new stock FX for those not using waterfall, while I'm at it, add a real plume one to. Famous last words. Here's the kink, the new hotness is methane right? The vectors stats never made sense as RS25's not even on the kerbal scale, hence neither does a half size 'RS15' But they are really not far a sensible kerbal scale raptor in my opinion. (Sort of Given the early game engines inspired by RP1 are buffeed in to what would be Kscaled CH4 ISP ranges) So I tried very hard to come up with a methane real plume and couldn't get it to work, whatever not using realplume anyway. But in the process of of cleaning that up I broke the stock config I had working, I can't figure out what I broke.  I know it's not strictly speaking waterfall support, but if I could get a hint about these errors I'd be grateful.

[ERR 10:13:49.830] [ModuleSrfFX]: No IThrustProvider module found at index 0!

[ERR 10:13:50.046] PrefabParticleFX: Cannot find transform of name 'smokePoint'

[ERR 10:13:50.047] ParticleModelFX: Cannot find transform of name 'thrustPoint'

[ERR 10:13:50.047] PrefabParticleFX: Cannot find transform of name 'thrustTransformYup'

 

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The errors are pretty clear about what is wrong: The effects in your new EFFECTS block have the wrong transform names. They should all be "thrustTransform", but right now you have variously "thrustTransform", "smokePoint", "thrustPoint", and "thrustTransformYup". Evidently, the latter three don't exist.

Also, FWIW, there are already methalox RealPlume templates: ex. https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/Methalox_LowerShock.cfg.

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  On 5/4/2021 at 2:56 AM, Al2Me6 said:

What engine(s)? How many? Performance is generally good in my experience, but if you have an entire N-1's worth of engines (Soyuz/R-7 is a notable offender too in this regard) then fps is going to suffer for sure.

RealPlume has a cap on how many particles can be rendered at once, so if you have too many engines, instead of tanking FPS, the plumes will just look worse because they're starved of particles.

Expand  

I tried multiple engines and they were all the same, I know I was using 19 of them at the time, but even with just one engine there is a noticeable performance drop, so I think there might actually be something broken for me. Regardless,  I'm a big fan of clustering over using single engines, so I guess I'll just have to stick with Real Plume for now.

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  On 5/4/2021 at 3:09 AM, Al2Me6 said:

The errors are pretty clear about what is wrong...

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Ty I just figured out what I did a couple hours ago. Not exactly clear if you don't know the transformName is an anchor point built into the model. I'm not what you'd call a modding expert. Thanks for pointing me to the real plume config though. I tried for a while to find a working example, the hard way. By looking through mods. Then failed at making one from scratch. I was tired what can I say.

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Hello there,

I've donwloaded this mod a few days ago along with the Restock mod (and the needed WaterfallRestock and StockWaterfallEffects configs).
While playing around with those amazing effects, I have noticed that the twin Boar engine has no visual- or sound effects. I've also tried getting rid of the StockWaterfallEffects config but that didn't change anything.

Does anyone know what might be the issue and how I could fix it?

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  On 5/3/2021 at 10:16 AM, Admiral Yu said:

I have not seen any comments complaining about lag, so I have to believe that this is a problem on my end. Supposedly, this is more performance friendly than normal? But when I fire the engines with this mod, the game slows to an absolute crawl, and even worse the more I zoom in. As soon as I turn the engines off its back to normal. If I remove waterfall and just use real plume, performance is fine. I have a Ryzen 1600 and a GTX 1060 6gb. Is this just, normal?

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Yeah I personally get a significant amount of FPS improvement with this mod on both my systems (medium-end laptop with crappy mobile GPU and decently high end desktop). I believe the laptop is slightly worse than your system there. 

  On 5/4/2021 at 12:09 AM, Probus said:

Could these effects be converted into a mod for re-entry effects?  The tail end of some of the plumes in a vacuum remind me a lot of real re-entry plasma.

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Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. 

  On 5/4/2021 at 12:40 PM, SovPenguin said:

Hello there,

I've donwloaded this mod a few days ago along with the Restock mod (and the needed WaterfallRestock and StockWaterfallEffects configs).
While playing around with those amazing effects, I have noticed that the twin Boar engine has no visual- or sound effects. I've also tried getting rid of the StockWaterfallEffects config but that didn't change anything.

Does anyone know what might be the issue and how I could fix it?

Expand  

It does for me, it's possible you are using the 'old' twin boar that squad deprecated. 

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Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. 

That's too bad. But technically someone could use this system to reproduce, let's say generic, reentry effects, just not using this specific waterfall mod?  Just a generic trail/plume of plasma scaled to the size of the largest part (2.5, 3.75, etc...). Maybe using altitude and velocity as color and brightness modifiers respectfully. 

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I sorted my plume issues out. See this post In the APUS thread, and this one in the NESD's Warehouse thread (InternalRCS). They now have support for WaterfallReStock, and StockWaterfallEffects.

In The process of that I needed an LF RCS jet. I took the hydrazine-rcs plume, reassigned its control to RCS and recoloured it to look like a methane Hot Gas Thruster. While I as at it I noticed The Vernier didn't have a plume in WFRS. I applied the just reassigned(not recoloured.) hydrazine  plume to it. @Nertea I don't know if you had plans for those two plumes, but your welcome to mine. Is there a way to  reassign control of a plume without creating a new template? 

Picture and files below.

jY4ZYMr.png

The plumes on the right are the ones I adapted from the included hydrazine-rcs plume.

Files;

  Reveal hidden contents
  Reveal hidden contents
  Reveal hidden contents

 

Edited by snkiz
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  On 5/5/2021 at 2:57 PM, Probus said:

Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. 

That's too bad. But technically someone could use this system to reproduce, let's say generic, reentry effects, just not using this specific waterfall mod?  Just a generic trail/plume of plasma scaled to the size of the largest part (2.5, 3.75, etc...). Maybe using altitude and velocity as color and brightness modifiers respectfully. 

Expand  

The thing that you are looking for is  Re-entry Particle Effect (Renewed). It's been a while since I read up on it. But if I remember, it uses an existing unity particle effect that isn't that resource intensive and you can customize. 

Edited by snkiz
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  On 5/6/2021 at 1:12 AM, snkiz said:

The thing that you are looking for is  Re-entry Particle Effect (Renewed). It's been a while since I read up on it. But if I remember, it uses an existing unity particle effect that isn't that resource intensive and you can customize. 

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That is what I use currently.  Its a great improvement over stock but Waterfall would be even better IMHO if it could be adapted to work.

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  On 5/6/2021 at 12:44 AM, snkiz said:

Is there a way to  reassign control of a plume without creating a new template? 

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The lazy way is to twiddle with the controllers, since the template only cares about the name. Something like this:

CONTROLLER
{
	name = throttle // what the template expects
	linkedTo = rcs // but actually link it to RCS
}

BTW, your description edit is missing a colon at the end.

Edited by Al2Me6
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  On 5/6/2021 at 6:00 PM, Let it burn said:

Hello guys I just installed this and I keep getting a message saying no modules to add effects

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Did you remember to get the Waterfall packs? The waterfall is only the mod that enables the effects, you need to add the extra mod packs to add the plumes. Look on the first post for the links.

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