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Restock Waterfall Expansion 3.1.0 (Aggie Engine Repairs) for Kerbal Space Program (1.12.5)!


AtomicTech

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  On 6/24/2024 at 7:14 AM, Aussie Toad Stool said:

Oh, I thought that was on purpose. Guess I've been having the same issue then. I'll provide a ksp.log soon-ish

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Alright @AtomicTech here is what i found using a Kickback srb on the runway.
SRB sound effects do not stop after running out of propellant. I even fast-forwarded  to the next sunrise and the srb engine sound continued. The flame-out animation seems to go on for a very long time. As i was fast-forwarded it seemed to take in-game hours to disappear completely.
 

ksp.log here https://drive.google.com/file/d/1bpd0U9cQEfkCsPAIZZHqJADPH5TjcFDv/view?usp=sharing
Images Here https://imgur.com/a/c4MgLJy

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Thanks for the bug reports guys. I've just gotten busy with other things and found that I have little interest in KSP at the moment after the fiasco that was KSP 2. If anyone is interested in adopting this mod, DM me here in the forums or in Discord.

  On 5/29/2024 at 6:41 PM, BLUAV8R said:

Fixed the panther issue. Was because of poor indexing and brackets in the config file (GameData\RestockWaterfallExpansion\Engine Configurations\PantherRWE.cfg). See fixed cfg below.

Just replace the text in PantherRWE.cfg with this for now to fix the issue until officially updated.

@PART[turboJet]:NEEDS[Waterfall]:FOR[RestockWaterfallExpansion]
{
  // Removes the stock effect block, and replace it with one that has no particles
  !EFFECTS {}
  EFFECTS
  {
    fx-panther-dry-spool
    {
      AUDIO
      {
        name = soundDry1
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low
        volume = 0.0 0.0
        volume = 0.0001 1.12
        volume = 1.0 1.32
        pitch = 0.0 0.3
        pitch = 1.0 1.0
        loop = true
      }
      PREFAB_PARTICLE
      {
        prefabName = fx_smokeTrail_aeroSpike
        transformName = smokePoint
        emission = 0.0 0.0
        emission = 0.05 0.0
        emission = 0.075 0.1
        emission = 1.0 0.6
        speed = 0.0 5.0
        speed = 1.0 10.0
        energy = 0.0 2.0
        energy = 1.0 4.0
        localOffset = 0, 0, 7
      }
    }

    fx-panther-dry-power
    {
      AUDIO
      {
        name = soundDry1
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_High
        volume = 0.0 0.0
        volume = 0.0001 1.12
        volume = 1.0 1.32
        pitch = 0.0 0.3
        pitch = 1.0 1.0
        loop = true
      }
      AUDIO
      {
        name = soundDry2
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Running_Low
        volume = 0.0 0.0
        volume = 0.0001 1.12
        volume = 1.0 1.32
        pitch = 0.0 0.3
        pitch = 1.0 1.0
        loop = true
      }
    }

    fx-panther-wet-spool
    {
      AUDIO
      {
        name = soundWet1
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low
        volume = 0.0 0.0
        volume = 0.0001 0.65
        volume = 1.0 0.8
        pitch = 0.0 0.3
        pitch = 1.0 1.5
        loop = true
      }
      PREFAB_PARTICLE
      {
        prefabName = fx_smokeTrail_aeroSpike
        transformName = smokePoint
        emission = 0.0 0.0
        emission = 0.05 0.0
        emission = 0.075 0.1
        emission = 1.0 0.6
        speed = 0.0 5.0
        speed = 1.0 10.0
        energy = 0.0 2.0
        energy = 1.0 4.0
        localOffset = 0, 0, 7
      }
    }

    fx-panther-wet-running
    {
      AUDIO
      {
        name = soundWet3
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_High
        volume = 0.1 0.0
        volume = 0.3 1.12
        volume = 1.0 1.25
        pitch = 0.0 0.4
        pitch = 1.0 1.0
        loop = true
      }
      AUDIO
      {
        name = soundWet2
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Afterburner_Low
        volume = 0.0 0.0
        volume = 0.0001 0.65
        volume = 1.0 0.8
        pitch = 0.0 0.3
        pitch = 1.0 1.5
        loop = true
      }
    }

    engage
    {
      AUDIO
      {
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Startup
        volume = 1.0
        pitch = 2.2
        loop = false
      }
    }
    
    disengage
    {
      AUDIO
      {
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown
        volume = 1
        pitch = 1.8
        loop = false
      }
    }

    flameout
    {
      PREFAB_PARTICLE
      {
        prefabName = fx_exhaustSparks_flameout_2
        transformName = smokePoint
        oneShot = true
      }
      AUDIO
      {
        channel = Ship
        clip = RestockWaterfallExpansion/JetSFX/Sounds/GE404_Shutdown
        volume = 1
        pitch = 2.0
        loop = false
      }
    }
  }

  @MODULE[ModuleEngines*],0
  {
    %powerEffectName = fx-panther-dry-power
    %spoolEffectName = fx-panther-dry-spool
  }
  @MODULE[ModuleEngines*],1
  {
    %runningEffectName = fx-panther-wet-running
    %spoolEffectName = fx-panther-wet-spool
  }

  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = pantherDry
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      engineID = Dry
      responseRateUp = 0.01
      responseRateDown = 0.01
    }
    CONTROLLER
    {
      name = mach
      linkedTo = mach
    }
    TEMPLATE
    {
      templateName = stock-kerozine-turbofan-2
      overrideParentTransform = thrustTransform
      position = 0,0,0
      rotation = 0, 0, 0
      scale = 1, 1, 1
    }
  }

  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = pantherWet
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      engineID = Wet
      responseRateUp = 0.001
      responseRateDown = 0.016
    }
    CONTROLLER
    {
      name = mach
      linkedTo = mach
    }
    TEMPLATE
    {
      templateName = stock-kerozine-afterburner
      overrideParentTransform = thrustTransform
      position = 0,0,0
      rotation = 0, 0, 0
      scale = 1, 1, 1
    }
  }
}

 

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Thanks! I'll be adding this to the RWE 3.1.0!

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  On 6/10/2024 at 2:20 AM, fleventeen said:

The config has the wrong path for the sounds. Within JunoRWE.cfg, simply replace all instances of "JetSoundsUpdated" with "RestockWaterfallExpansion/JetSFX".

  Reveal hidden contents

 

I noticed we are also missing effects on the Dart aerospike engine, so I've modified the SWE effects to play better with the new Restock Dart model.

Engine config:

  Reveal hidden contents

Template:

  Reveal hidden contents

 

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Thank you! I'll be adding this to RWE 3.1.0!

To help y'all out; I'm going to exclude the SRB content to RWE 3.1.0 but keep all of the fixes y'all made.

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I definitely understand the sentiment. As dumb as I feel saying it.. I believe this fiasco has been a contributing factor in my own slump.

 

We will miss you.. and thank you for mustering up the reserve to complete the update.

You got your stamp on some awesome mods.. greatly appreciated

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  On 6/26/2024 at 8:25 PM, Fizzlebop Smith said:

I definitely understand the sentiment. As dumb as I feel saying it.. I believe this fiasco has been a contributing factor in my own slump.

 

We will miss you.. and thank you for mustering up the reserve to complete the update.

You got your stamp on some awesome mods.. greatly appreciated

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Thanks Fizzlebop :)

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  On 6/26/2024 at 7:45 PM, AtomicTech said:

Thanks for the bug reports guys. I've just gotten busy with other things and found that I have little interest in KSP at the moment after the fiasco that was KSP 2. If anyone is interested in adopting this mod, DM me here in the forums or in Discord.

Thanks! I'll be adding this to the RWE 3.1.0!

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I love your mod! 

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  On 6/24/2024 at 12:32 PM, Aussie Toad Stool said:

Alright @AtomicTech here is what i found using a Kickback srb on the runway.
SRB sound effects do not stop after running out of propellant. I even fast-forwarded  to the next sunrise and the srb engine sound continued. The flame-out animation seems to go on for a very long time. As i was fast-forwarded it seemed to take in-game hours to disappear completely.
 

ksp.log here https://drive.google.com/file/d/1bpd0U9cQEfkCsPAIZZHqJADPH5TjcFDv/view?usp=sharing
Images Here https://imgur.com/a/c4MgLJy

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I must apologize it looks like it might be on RSMP's end

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Does anyone know if this conflicts with RSMP (formerly SWE)?

Restock Waterfall Expansion conflicts with KnightofStJohn's Stock Waterfall Effects and RSMP is supposed to what was previously SWE. But CKAN doesn't show any conflicts for RSMP and Restock Waterfall Expansion..

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  On 6/29/2024 at 1:22 AM, dan1ell1ma said:

Where is the link to download?

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  On 7/2/2024 at 4:18 AM, arqui_alpaka said:

where is the download link?

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https://spacedock.info/mod/3149/Restock Waterfall Expansion

It's always been on SpaceDock.

  On 7/1/2024 at 6:53 AM, feral_fenrir said:

Does anyone know if this conflicts with RSMP (formerly SWE)?

Restock Waterfall Expansion conflicts with KnightofStJohn's Stock Waterfall Effects and RSMP is supposed to what was previously SWE. But CKAN doesn't show any conflicts for RSMP and Restock Waterfall Expansion..

Expand  

Nope, I fixed that in 3.1.0. Now you can enjoy RSMP or Avalanche at the same time as RWE!

  On 6/26/2024 at 10:51 PM, dan1ell1ma said:

I love your mod! 

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Thanks! I'm glad that my Frankenstein of a modpack works well for you :)

  On 6/27/2024 at 2:06 AM, BSS_Snag said:

I must apologize it looks like it might be on RSMP's end

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No worries! I'm grateful that y'all showed me that RWE wasn't working with the SRBs so I could cut it from RWE and let @Kochi do it better :)

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This mod is freaking awesome but I am now having a small problem.

I have an engine plume problem for my restock+. The thing is that it looks like this when looking up at the engine at under half throttle and I don't know why. I was playing quite well but that black engine nozzle has been quite bothering me for some time. Any Ideas on reason why? Any solutions? Or anyone with a simillar problem?

restock-engine-plume-problem-v0-3ud6bfe0y4bd1.png?ex=668c2b3a&is=668ad9ba&hm=50b69b28039cd5142ccf4903f747062985cff6570dd0cd3489259e17a377df17&

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  • 2 weeks later...
  • 1 month later...
  On 7/6/2024 at 5:47 PM, Taldirok said:

Very nice config thanks

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Glad you enjoyed it :)

  On 7/6/2024 at 7:21 PM, arqui_alpaka said:

thank you so much

Expand  

You're welcome!

  On 7/6/2024 at 9:44 PM, Lemmiwinkzzzz said:

Hey man, any chance you could include the Schnauzer engine in your next update?  Something about its implementation in Waterfall-Restock is broken and I think it would be a nice add to your pack.

Expand  

I'll see if I can :) 
Do you have any more details on the engine and how it works? I have not touched KSP in a good while :blush:

  On 7/7/2024 at 9:05 PM, eRe4s3r said:

I just want to add my thanks for this. Adds so much more "boom" and "fire" ;) Great and many many thanks you took this upon yourself

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You're welcome! I'm happy the the ol' Frankenstein could be of use to you!

  On 7/8/2024 at 12:28 AM, aerokdk said:

This mod is freaking awesome but I am now having a small problem.

I have an engine plume problem for my restock+. The thing is that it looks like this when looking up at the engine at under half throttle and I don't know why. I was playing quite well but that black engine nozzle has been quite bothering me for some time. Any Ideas on reason why? Any solutions? Or anyone with a simillar problem?

restock-engine-plume-problem-v0-3ud6bfe0y4bd1.png?ex=668c2b3a&is=668ad9ba&hm=50b69b28039cd5142ccf4903f747062985cff6570dd0cd3489259e17a377df17&

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 That image doesn't work for me right now, can  you resend it?

  On 7/20/2024 at 8:21 PM, Tiberius said:

It doesn't look like there is a download link included on the main post. Thank you for the awesome mod! 

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https://spacedock.info/mod/3149/Restock Waterfall Expansion#stats

I'll maybe get around to fixing that some day ;)

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I wrote a small patch to fix the cheetah plumes. To use it just paste it in a new config file somewhere in the gamedata folder. This is also posted in the restock main thread

@PART[LiquidEngineLV-T91]:FINAL
{
  @MODULE[ModuleWaterfallFX]
  {
    @TEMPLATE[plume]
    {
      @overrideParentTransform = fxTransformPlume
      @position = 0,0.033,0
      @rotation = 90, 0, 0
      @scale = 0.64, 0.64, 0.6925
    }
    @TEMPLATE[generator]
    {
      @overrideParentTransform = vernier_fxTransform
      @position = 0,0.01,0
      @rotation = -90, 0, 0
      @scale = 0.8, 0.8, 0.8
    }
  }
  @MODULE[ModuleB9PartSwitch]
  {
    @SUBTYPE[keroloxCheetah]
    {
      @MODULE
      {
        @DATA
        {
          @TEMPLATE[plume]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.09,0
            @rotation = 90, 0, 0
            @scale = 1.94, 1.94, 2
          }
          @TEMPLATE[core]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.1,0
            @rotation = 90, 0, 0
            @scale = 1.95, 1.95, 2
          }
          @TEMPLATE[generator]
          {
            @overrideParentTransform = vernier_fxTransform
          }
        }
      }
    }
    @SUBTYPE[hypergolicCheetah]
    {
      @MODULE
      {
        @DATA
        {
          @TEMPLATE[plume]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,0.02,0
            @rotation = 90, 0, 0
            @scale = 0.65, 0.65, 0.65
          }
          @TEMPLATE[core]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.1,0
            @rotation = 90, 0, 0
            @scale = 0.81, 0.81, 1
          }
          @TEMPLATE[generator]
          {
            @overrideParentTransform = vernier_fxTransform
          }
        }
      }
    }
  }
}

 

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  • 2 weeks later...
  On 8/30/2024 at 7:06 PM, huj said:

I wrote a small patch to fix the cheetah plumes. To use it just paste it in a new config file somewhere in the gamedata folder. This is also posted in the restock main thread

@PART[LiquidEngineLV-T91]:FINAL
{
  @MODULE[ModuleWaterfallFX]
  {
    @TEMPLATE[plume]
    {
      @overrideParentTransform = fxTransformPlume
      @position = 0,0.033,0
      @rotation = 90, 0, 0
      @scale = 0.64, 0.64, 0.6925
    }
    @TEMPLATE[generator]
    {
      @overrideParentTransform = vernier_fxTransform
      @position = 0,0.01,0
      @rotation = -90, 0, 0
      @scale = 0.8, 0.8, 0.8
    }
  }
  @MODULE[ModuleB9PartSwitch]
  {
    @SUBTYPE[keroloxCheetah]
    {
      @MODULE
      {
        @DATA
        {
          @TEMPLATE[plume]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.09,0
            @rotation = 90, 0, 0
            @scale = 1.94, 1.94, 2
          }
          @TEMPLATE[core]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.1,0
            @rotation = 90, 0, 0
            @scale = 1.95, 1.95, 2
          }
          @TEMPLATE[generator]
          {
            @overrideParentTransform = vernier_fxTransform
          }
        }
      }
    }
    @SUBTYPE[hypergolicCheetah]
    {
      @MODULE
      {
        @DATA
        {
          @TEMPLATE[plume]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,0.02,0
            @rotation = 90, 0, 0
            @scale = 0.65, 0.65, 0.65
          }
          @TEMPLATE[core]
          {
            @overrideParentTransform = fxTransformPlume
            @position = 0,-0.1,0
            @rotation = 90, 0, 0
            @scale = 0.81, 0.81, 1
          }
          @TEMPLATE[generator]
          {
            @overrideParentTransform = vernier_fxTransform
          }
        }
      }
    }
  }
}

 

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Awesome! Thank you so much!

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  On 9/9/2024 at 9:27 PM, AtomicTech said:
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I noticed you pasted my config patch directly into the CheetahRWE.cfg file. I think it would be better to directly change the original config instead of adding a :FINAL patch, since that seems to be, at least according to ModuleManager docs, for "tweakers" or personal cfgs. I may be overthinking but using a FINAL patch may conflict other patches people write. Here is the config with the change integrated and formatted nicely (I haven't tested it yet):

  Reveal hidden contents

Of course, this change isn't that important since the configs still function, so there's no need to add it to a release or anything.

Thanks for this mod!

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  • 2 weeks later...

Hey I noticed some weird stuff about this mod and how CKAN installs it...

Your release zip file contains top-level directories for RestockWaterfallExpansion, StockWaterfallEffects, and WaterfallRestock, but CKAN will only install the first of those.  We could fix that in the metadata, but really it's pretty bad form to install things in a folder name that is also used by other mods.  Anyone using a NEEDS clause in a MM patch could be fooled.  It would be better to move things entirely under RestockWaterfallExpansion and then declare conflicts as necessary (there's already one with StockWaterfallEffects).

I'd be surprised if this didn't cause any bugs like missing effects etc. for people using CKAN installs.

Edited by JonnyOThan
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