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


Nertea

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Waterfall 0.2.4

  • Added a ShowEffectEditor setting that controls whether the editor toolbar button is shown
  • Fixed an issue where some effect models might be on the wrong layer, causing them to be shown in the part highlighter's advanced mode
  • Fixed some log messages that didn't have a log level
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RealPlume stock has now been updated so as to not conflict with WaterfallRestock. Waterfall will of course take precedence.

  

On 11/3/2020 at 12:01 PM, ValiZockt said:

Could that be done theoretically via MM patch? I’m not sure, but that’s what came in my mind:


@PART[*]:HAS[ModuleWaterfallFX,~UseRealPlume[True]]:AFTER[<SomeLatePass>]
{
  (Remove RealPlume effects stuff here)
}

So if theoretically someone wants to have Waterfall & RealPlume effects in one part they could use the UseRealPlume = True variable to stop RealPlume effects getting deleted. 

Sorry I forgot to respond earlier. I preferred to keep things simple. I dont see a reasonable use case to run any existing realplume content on top of Waterfall, they just wouldnt work well together. Anyone needing Smokescreen particles together with waterfall would be better served by creating dedicated smokescreen configs.

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Sorry to ask the stupid and annoying question, but why is this mod not indexed on CKAN ? (now, i know that mod authors are the one who decide, but is there a reason that i should know of? If it is obvious, don't hate on me, I am just curious)

EDIT: while testing this mod, i encountered a strange bug. when trying to load a craft with ~50 engines and 57 parts, the game does not load the craft on the runway/pad and just revert to the KSC view. I tried another smaller craft and it launched fine.

KSP.log: https://drive.google.com/file/d/1qLR6sFnatjXPt9kjVKel7NaKZidVF64y/view?usp=sharing

player.log: https://drive.google.com/file/d/14dchZHoR1AnJaBH-wnAs7zjOJMXrcCCB/view?usp=sharing

craft in question: https://drive.google.com/file/d/1cFVMVjy5x0yGbNsdLigMhtH3HvkSW5g-/view?usp=sharing

EDIT2: forgot to mention that this bug causes the kspedia and contract icon to duplicate each time you try to launch a vessel

Edited by vinix
bug report
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16 hours ago, vinix said:

Sorry to ask the stupid and annoying question, but why is this mod not indexed on CKAN ? (now, i know that mod authors are the one who decide, but is there a reason that i should know of? If it is obvious, don't hate on me, I am just curious)

EDIT: while testing this mod, i encountered a strange bug. when trying to load a craft with ~50 engines and 57 parts, the game does not load the craft on the runway/pad and just revert to the KSC view. I tried another smaller craft and it launched fine.

KSP.log: https://drive.google.com/file/d/1qLR6sFnatjXPt9kjVKel7NaKZidVF64y/view?usp=sharing

player.log: https://drive.google.com/file/d/14dchZHoR1AnJaBH-wnAs7zjOJMXrcCCB/view?usp=sharing

craft in question: https://drive.google.com/file/d/1cFVMVjy5x0yGbNsdLigMhtH3HvkSW5g-/view?usp=sharing

EDIT2: forgot to mention that this bug causes the kspedia and contract icon to duplicate each time you try to launch a vessel

Waterfall is still a pre-release. I imagine it will make CKAN once Nertea feel it has matured enough to be called 1.0.0, it will probably be posted in Add-on Releases then as well.

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On 11/11/2020 at 2:42 AM, TBenz said:

Waterfall is still a pre-release. I imagine it will make CKAN once Nertea feel it has matured enough to be called 1.0.0, it will probably be posted in Add-on Releases then as well.

Thanks for the explaination ;)

As for my bug, it seems like the RK-7 "Kodiak" Liquid Fueled Engine is at fault. With my limited knowledge, I couldn't find anything wrong in the patches. other than that, those textures are really cool :)

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On 11/10/2020 at 1:02 AM, vinix said:

Sorry to ask the stupid and annoying question, but why is this mod not indexed on CKAN ? (now, i know that mod authors are the one who decide, but is there a reason that i should know of? If it is obvious, don't hate on me, I am just curious)

EDIT: while testing this mod, i encountered a strange bug. when trying to load a craft with ~50 engines and 57 parts, the game does not load the craft on the runway/pad and just revert to the KSC view. I tried another smaller craft and it launched fine.

KSP.log: https://drive.google.com/file/d/1qLR6sFnatjXPt9kjVKel7NaKZidVF64y/view?usp=sharing

player.log: https://drive.google.com/file/d/14dchZHoR1AnJaBH-wnAs7zjOJMXrcCCB/view?usp=sharing

craft in question: https://drive.google.com/file/d/1cFVMVjy5x0yGbNsdLigMhtH3HvkSW5g-/view?usp=sharing

EDIT2: forgot to mention that this bug causes the kspedia and contract icon to duplicate each time you try to launch a vessel

I see some very strange errors in there, not really related to Waterfall. There is one error though - can you post your MM cache?

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The strange errors are caused by other mods I installed and then deinstalled. For some reason I didn't use a proper fresh install for my testing, even though I knew the proper way. I will be more careful next time

Anyway, here are two files from MM, because I wasn't sure which one you needed:

https://drive.google.com/file/d/1MUws4jtwZMJ7QXMZX2ZXq9yed3bXiuBi/view?usp=sharing

https://drive.google.com/file/d/1m5hR4ktEdvzFzKPX4IWWvriD-xImL_Op/view?usp=sharing

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42 minutes ago, vinix said:

The strange errors are caused by other mods I installed and then deinstalled. For some reason I didn't use a proper fresh install for my testing, even though I knew the proper way. I will be more careful next time

Anyway, here are two files from MM, because I wasn't sure which one you needed:

https://drive.google.com/file/d/1MUws4jtwZMJ7QXMZX2ZXq9yed3bXiuBi/view?usp=sharing

https://drive.google.com/file/d/1m5hR4ktEdvzFzKPX4IWWvriD-xImL_Op/view?usp=sharing

Thanks, I found the issue. With the other problem mods uninstalled, did you still have this duplication problem?

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To clarify, only restock and waterfall were installed at the time of the test, the errors were remnants of mods that were uninstalled before the test. I don't understand what you mean by duplication problem, since I didn't notice anything of that sort.

I am glad you were able to find the issue, thanks for taking the time

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On 11/10/2020 at 1:02 AM, vinix said:

EDIT2: forgot to mention that this bug causes the kspedia and contract icon to duplicate each time you try to launch a vessel

This is what I mean by duplication issue, the thing you specifically mentioned.

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Oups, sorry, jellyfish memory here :blush:

Indeed, when the game abort the loading of the craft (i.e. you have a kodiak engine in there) and goes back to the KSC scene, some icons get duplicated. It is a consequence of the kodiak bug, not a bug in itself. If you are loading any other craft or performing any other action, then there is nothing going wrong with the icons. 

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22 hours ago, Nertea said:

At the risk of sounding sarcastic, do you think it should be?

Please provide some useful information for me to look into it, including mods installed, KSP version, reproduction steps.

Not really sure what you mean by reproduction steps but heres everything rn:

1. I just thought maybe its a known bug, I didnt want to come off super confident only to sound annoying after I realize its a known bug

2. Im using KSP 1.10.1

3. Mod list pictured below 

unknown.png

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Reproduction steps are a series of steps I can use to reproduce the bug on my machine, e.g. something like

  1. Start game, load to VAB
  2. Make a ship with parts xyz
  3. Launch to pad and take off
  4. Observe bug

I can't see that image you posted of mods, unfortunately

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5 minutes ago, Nertea said:

Reproduction steps are a series of steps I can use to reproduce the bug on my machine, e.g. something like

  1. Start game, load to VAB
  2. Make a ship with parts xyz
  3. Launch to pad and take off
  4. Observe bug

I can't see that image you posted of mods, unfortunately

Im currently making a s[word that for some reason doesnt work on this forum]post type thing off of it (unrelated to this troubleshooting process), maybe it'll help to show the bug a bit more in depth? Itll be done in about 30 minutes 

 

Edited by HelioCentric
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15 minutes ago, Nertea said:

Ok good but this still doesn't really tell me how I can reproduce it. I can't tell what engine that is, is it a Vector? When I start the game, how do i get to a state where I can see this?

I used the Mammoth engine on the first stage and vectors on the second, im not sure of if any other engines have this issue so ima check rn

OH- I did forget to mention im using the restock config (with restock and restock plus ofc)

Heres with the skipper engine, seems like RCS is also effected by this bug

unknown.png

Edited by HelioCentric
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