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[1.12x] RSMP (formally SWE)


Adiri

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This SRB Plumes are awesome! I tried near all the compatible mods and they are beautiful, I love the effect that keeps going when the SRB finishes burning. 

The only "problem" I can find is, there's support for Restock+ planned? Because I use the Castor 1.875 SRB a lot. I tried finding waterfall config for Making History, because of the Pollux SRB that the Castor is based on, but no luck :(

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19 hours ago, Overlocker96 said:

This SRB Plumes are awesome! I tried near all the compatible mods and they are beautiful, I love the effect that keeps going when the SRB finishes burning. 

The only "problem" I can find is, there's support for Restock+ planned? Because I use the Castor 1.875 SRB a lot. I tried finding waterfall config for Making History, because of the Pollux SRB that the Castor is based on, but no luck :(

Restock+ does have support, I'll look at it though!

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On 8/1/2023 at 11:05 AM, rustalan said:

At first, the RealPlume effect is triggered, but after the fuel runs out, the waterfall effect begins. How to fix it?

The waterfall effect is the burnout of the SRB, which happens IRL, especially visible on the shuttle/SLS.

Progress on revamping, plume now blends better with the smoke, as well as the smoke extends out longer and lasts longer than before. For me it began to fade out at ~20 kilometers in so, although this could change for you!
image.png

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51 minutes ago, Delay said:

That looks stunning! Can't wait!

I’ll get it uploaded in a few hours, probably wont finish the burnout sadly.

Also forgot to mention, unless I find a workaround (I probably can so this might all be useless) , katniss parts pack will break all the new realplume effects I added/reworked. I think I can get around this by just renaming things. Hopefully I can

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10 minutes ago, Adiri said:

probably wont finish the burnout sadly.

Are they still in the works or have you abandoned that idea?
I'm sure everyone can wait a little longer if it means you get more time to rework stuff.

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9 hours ago, Delay said:

Are they still in the works or have you abandoned that idea?
I'm sure everyone can wait a little longer if it means you get more time to rework stuff.

In the works but I'm impatient lol.

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The new update is awesome! I don't know how but the plumes are prettier :rolleyes:
The only thing is the Castor SRB from Restock+ still hasn't had a Plume, so I copied the Pollux Making History Plume and changed the name, and I think it worked but the plume is smaller than the SRB, so Castor needs a plume pls 

Spoiler

@PART[restock-srb-castor-1]:FOR[RSMP]:NEEDS[SmokeScreen,ReStockPlus]
{
    !EFFECTS {}
    !MODULE[ModuleWaterfallFX],* {}
    EFFECTS
    {
        running_engine
        {
            AUDIO
            {
                channel = Ship
                clip = RSMP/Sounds/srb-loop-3
                volume = 1.0
                pitch = 1.0
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = RSMP/Sounds/srb-loop-3
                volume = 1.0
                pitch = 1.0
                loop = true
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.8
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
                //localOffset = 0,0,1.8
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.8
                loop = false
            }
        }
    }
    MODULE
    {
        name = ModuleWaterfallFX
        moduleID = POLLUXFX
        CONTROLLER
      {
         name = atmosphereDepth
         linkedTo = atmosphere_density
      }
      CONTROLLER
      {
         name = throttle
         linkedTo = throttle
      }
      CONTROLLER
      {
         name = Random
         linkedTo = random
     noiseType = perlin
         scale = 0.5
         minimum = -0.5
         speed = 10
         seed = 40
      }
     CONTROLLER
      {
         name = Burnout
       linkedTo = engineEvent
       eventName = flameout
      eventDuration = 600
       eventCurve
       {
          key = 0 0
          key = 0.1 1
          key = 600 0.2
     }
      }
        TEMPLATE
        {
            templateName = srb-waterfall
            overrideParentTransform = thrustTransform
            position = 0,0,-0.38
            rotation = 0, 0, 0
            scale = 0.55, 0.55, 1
        }
        TEMPLATE
        {
            templateName = lemon-SRB-core
            overrideParentTransform = thrustTransform
            position = 0,0,-0.38
            rotation = 0, 0, 0
          scale = 0.69, 0.69, 0.3
        }
    }
}

 

Edited by Overlocker96
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14 hours ago, Overlocker96 said:

The new update is awesome! I don't know how but the plumes are prettier :rolleyes:
The only thing is the Castor SRB from Restock+ still hasn't had a Plume, so I copied the Pollux Making History Plume and changed the name, and I think it worked but the plume is smaller than the SRB, so Castor needs a plume pls 

  Hide contents

@PART[restock-srb-castor-1]:FOR[RSMP]:NEEDS[SmokeScreen,ReStockPlus]
{
    !EFFECTS {}
    !MODULE[ModuleWaterfallFX],* {}
    EFFECTS
    {
        running_engine
        {
            AUDIO
            {
                channel = Ship
                clip = RSMP/Sounds/srb-loop-3
                volume = 1.0
                pitch = 1.0
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = RSMP/Sounds/srb-loop-3
                volume = 1.0
                pitch = 1.0
                loop = true
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.8
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
                //localOffset = 0,0,1.8
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 0.8
                loop = false
            }
        }
    }
    MODULE
    {
        name = ModuleWaterfallFX
        moduleID = POLLUXFX
        CONTROLLER
      {
         name = atmosphereDepth
         linkedTo = atmosphere_density
      }
      CONTROLLER
      {
         name = throttle
         linkedTo = throttle
      }
      CONTROLLER
      {
         name = Random
         linkedTo = random
     noiseType = perlin
         scale = 0.5
         minimum = -0.5
         speed = 10
         seed = 40
      }
     CONTROLLER
      {
         name = Burnout
       linkedTo = engineEvent
       eventName = flameout
      eventDuration = 600
       eventCurve
       {
          key = 0 0
          key = 0.1 1
          key = 600 0.2
     }
      }
        TEMPLATE
        {
            templateName = srb-waterfall
            overrideParentTransform = thrustTransform
            position = 0,0,-0.38
            rotation = 0, 0, 0
            scale = 0.55, 0.55, 1
        }
        TEMPLATE
        {
            templateName = lemon-SRB-core
            overrideParentTransform = thrustTransform
            position = 0,0,-0.38
            rotation = 0, 0, 0
          scale = 0.69, 0.69, 0.3
        }
    }
}

 

I changed how the smoke fades out as well as changing the look of the main plume in the vacuum. Sorry for missing the castor, it’ll be done tonight if I don’t get busy.

6 hours ago, Stolas said:

@AdiriI've looked through the mod file and still don't understand how to remove the blinding light

You have to do it in the waterfall menu in game, then save that. I’m going to turn it down anyways as it’s far too bright imo.

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23 hours ago, Adiri said:

I changed how the smoke fades out as well as changing the look of the main plume in the vacuum. Sorry for missing the castor, it’ll be done tonight if I don’t get busy.

You have to do it in the waterfall menu in game, then save that. I’m going to turn it down anyways as it’s far too bright imo.

Oh I'm waiting for this update

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On 8/7/2023 at 2:17 AM, Adiri said:

I changed how the smoke fades out as well as changing the look of the main plume in the vacuum. Sorry for missing the castor, it’ll be done tonight if I don’t get busy.

You have to do it in the waterfall menu in game, then save that. I’m going to turn it down anyways as it’s far too bright imo.

SLS moment 

Artemis-1-SLS-Launch-Science.jpg

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