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Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)


Kochi

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hey fellow Avalanche users - is anyone able to confirm that the BDB Apollo LES doesn't have a plume? I have loverly plumes on all other SRBs, across multiple mods - the BDB LES is the only thing that doesn't. I'll file a github issue with logs and stuff if someone is able to confirm this isn't just a me problem ... :/ 

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1 hour ago, Spacefox1 said:

Ok so they do have support. Buuuuttt, the plumes dont go away even when they  run out of fuel. I dont know if this is because of restock or i did something wrong.

The intent is for boosters to gradually switch to a special "flame-out" plume after they've stopped burning, like with real SRBs — e.g. the Shuttle SRBs notably continued producing tons of smoke long after they had stopped providing thrust for the vehicle and been jettisoned.

For reasons I really don't know, Avalanche has most boosters switch to the flame-out plume from 0-10 seconds, and then switch back to the full-throttle plume during 30-60 seconds (which looks super weird during pad tests!):

		ENGINEEVENTCONTROLLER
		{
			eventName = flameout
			eventDuration = 60
			name = Burnout
			eventCurve
		    {
		      key = 0 0 0 0
			  key = 0.01 0.01 0 0
			  key = 10 1.5 0 0
			  key = 30 1.5 0 0
			  key = 60 0 0 0
		    }
		}

Then at 60 seconds the plume abruptly stops, not even fading out or anything.

I don't know how to fix the abrupt cutoff (I'd have liked to see a flame-out and then gradually fading away to nothing), but you can fix the "flame-out plume continues forever and then flares back up for some reason" problem by setting eventDuration = 10 in the Avalanche .cfg files for all the SRBs you use. Or set eventDuration = 0 if you want the plume to cut off as soon as the SRB stops thrusting.

Edited by arbsoup
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59 minutes ago, arbsoup said:

The intent is for boosters to gradually switch to a special "flame-out" plume after they've stopped burning, like with real SRBs — e.g. the Shuttle SRBs notably continued producing tons of smoke long after they had stopped providing thrust for the vehicle and been jettisoned.

For reasons I really don't know, Avalanche has most boosters switch to the flame-out plume from 0-10 seconds, and then switch back to the full-throttle plume during 30-60 seconds (which looks super weird during pad tests!):

		ENGINEEVENTCONTROLLER
		{
			eventName = flameout
			eventDuration = 60
			name = Burnout
			eventCurve
		    {
		      key = 0 0 0 0
			  key = 0.01 0.01 0 0
			  key = 10 1.5 0 0
			  key = 30 1.5 0 0
			  key = 60 0 0 0
		    }
		}

Then at 60 seconds the plume abruptly stops, not even fading out or anything.

I don't know how to fix the abrupt cutoff (I'd have liked to see a flame-out and then gradually fading away to nothing), but you can fix the "flame-out plume continues forever and then flares back up for some reason" problem by setting eventDuration = 10 in the Avalanche .cfg files for all the SRBs you use. Or set eventDuration = 0 if you want the plume to cut off as soon as the SRB stops thrusting.

oh that makes sense. I kinda like the stock so prob set it to 5 seconds.

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On 7/5/2024 at 3:34 PM, Kochi said:

 

On 7/5/2024 at 3:29 PM, urturino said:

Hi. Great mod, i can finally have Waterfall on SRBs.

I have a minor bug with the plume visible above the part, is it a know bug ? Is it a compatibility problem with something (Restock?)? There is something i can do?

https://imgur.com/a/Er47nJu

Thanks.

are you using TUFX or running it on OpenGL by any chance

im using tufx and having the same problems

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On 3/15/2025 at 12:25 AM, Spacefox1 said:

oh that makes sense. I kinda like the stock so prob set it to 5 seconds.

don't forget to edit down the keys as well not just the main value. for example this is what I use currently:

		ENGINEEVENTCONTROLLER
		{
			eventName = flameout
			eventDuration = 6
			name = Burnout
			eventCurve
	        {
	          key = 0 0 0 0
			  key = 0.01 0.01 0 0
			  key = 1 1.5 0 0
			  key = 3 1.5 0 0
			  key = 6 0 0 0
	        }
		}

might try to get a better ending with some slags coming out...

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no progress on the slag but i do like how this looks better personally:

ENGINEEVENTCONTROLLER
{
  eventName = flameout
  eventDuration = 10
  name = Burnout
  eventCurve
  {
    key = 0 0 0 0
    key = 0.01 0.01 0 0
    key = 3 1 0 0
    key = 8 1 0 0
    key = 10 0.7 0 0
  }
}

Slag is tough cause it'll have to be a Waterfall prefab in order to stick it on the end of a flameout animation and someone will need to model it

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30 minutes ago, Drew Kerman said:

no progress on the slag but i do like how this looks better personally:

ENGINEEVENTCONTROLLER
{
  eventName = flameout
  eventDuration = 10
  name = Burnout
  eventCurve
  {
    key = 0 0 0 0
    key = 0.01 0.01 0 0
    key = 3 1 0 0
    key = 8 1 0 0
    key = 10 0.7 0 0
  }
}

Slag is tough cause it'll have to be a Waterfall prefab in order to stick it on the end of a flameout animation and someone will need to model it

Sounds good ill try that!

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I made a random rocket a while back with the Castor SRB (think it comes from Restock+? I've honestly lost track…) and noticed that the booster does not have any Avalanche effects applied to it, despite the compatibility list mentioning Restock+. I tried digging into the files but didn't want to risk messing anything up as I do not know this type of stuff. Is there any fix to this?

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45 minutes ago, scopex said:

I made a random rocket a while back with the Castor SRB (think it comes from Restock+? I've honestly lost track…) and noticed that the booster does not have any Avalanche effects applied to it, despite the compatibility list mentioning Restock+. I tried digging into the files but didn't want to risk messing anything up as I do not know this type of stuff. Is there any fix to this?

The compatibility list has Restock (new models for stock SRBs), but not Restock+ (replacements for DLC parts).

The Castor is a duplicate of the Pollux SRB from the stock Making History DLC. If you have the DLC installed, it should be hidden from the VAB in place of the Pollux. Regardless, you should be able to just go into Avalanche/Configs/restock/pollux.cfg, make a copy of the file (name the new one whatever you want, just don't forget .cfg) and change the first line from @Part[Pollux] to @Part[restock-srb-castor-1] — let me know if that ends up looking better.

Edited by arbsoup
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On 3/17/2025 at 9:37 PM, arbsoup said:

The compatibility list has Restock (new models for stock SRBs), but not Restock+ (replacements for DLC parts).

The Castor is a duplicate of the Pollux SRB from the stock Making History DLC. If you have the DLC installed, it should be hidden from the VAB in place of the Pollux. Regardless, you should be able to just go into Avalanche/Configs/restock/pollux.cfg, make a copy of the file (name the new one whatever you want, just don't forget .cfg) and change the first line from @Part[Pollux] to @Part[restock-srb-castor-1] — let me know if that ends up looking better.

Sorry for not replying earlier but this worked! Thank you!

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