SheepDog2142 Posted August 14 Share Posted August 14 (edited) Nice! Ill try this out. Hopefully it comes to SpaceY as well. Edited August 14 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted August 14 Share Posted August 14 On 8/13/2024 at 2:07 AM, Kochi said: yes iv done that bc bdb updated and merged the UA120 Boosters in a single part Really? Which version? The latest release version and the dev version on github seem to have still have them all separate. Quote Link to comment Share on other sites More sharing options...
Kochi Posted August 15 Author Share Posted August 15 19 hours ago, UnanimousCoward said: Really? Which version? The latest release version and the dev version on github seem to have still have them all separate. the dev version has them Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted August 16 Share Posted August 16 Any chance procedural parts will be added to this? Quote Link to comment Share on other sites More sharing options...
urturino Posted August 19 Share Posted August 19 (edited) No effect at all with OpenGL since the last update. There is anything i can do? Sorry, it was a Waterfall problem. Spoiler Edited August 19 by urturino Quote Link to comment Share on other sites More sharing options...
Tech_Spec Posted August 23 Share Posted August 23 Hi absolutely loving this mod. Just a quick question that was kind of touched on before but just need a bit more clarity. After flameout, the plumes drop to low intensity for a short time and then increase their intensity again right before the plume stops. Should this be the other way around, with the highest intensity right after flameout and then dropping off until nothing? Quote Link to comment Share on other sites More sharing options...
jebycheek Posted August 26 Share Posted August 26 (edited) Is there any way i get to keep RealPlume? delete the solid engine patch maybe? it's like 10 mods i use that need's realplume, but i like Avalanche so bad. Edited August 26 by jebycheek Quote Link to comment Share on other sites More sharing options...
guest10985 Posted September 6 Share Posted September 6 On 8/26/2024 at 2:22 AM, jebycheek said: Is there any way i get to keep RealPlume? delete the solid engine patch maybe? it's like 10 mods i use that need's realplume, but i like Avalanche so bad. same Quote Link to comment Share on other sites More sharing options...
Kochi Posted September 10 Author Share Posted September 10 On 8/16/2024 at 8:41 PM, SheepDog2142 said: Any chance procedural parts will be added to this? tbh i dont see the value to add them On 8/23/2024 at 7:15 PM, Tech_Spec said: Hi absolutely loving this mod. Just a quick question that was kind of touched on before but just need a bit more clarity. After flameout, the plumes drop to low intensity for a short time and then increase their intensity again right before the plume stops. Should this be the other way around, with the highest intensity right after flameout and then dropping off until nothing? yes thats intentional its just how the controller is wired up On 8/26/2024 at 3:22 AM, jebycheek said: Is there any way i get to keep RealPlume? delete the solid engine patch maybe? it's like 10 mods i use that need's realplume, but i like Avalanche so bad. those 10 mods probably dont need realplume and specifically need smokescreen (the actual plugin that does the work) Quote Link to comment Share on other sites More sharing options...
dave1904 Posted September 10 Share Posted September 10 ive been using this mod for a while now but was always to lazy to mention it. I have a blue tint in the flames. Is that normal or something wrong. Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 10 Share Posted September 10 43 minutes ago, dave1904 said: ive been using this mod for a while now but was always to lazy to mention it. I have a blue tint in the flames. Is that normal or something wrong. It happens when HDR is enabled in TUFX. Better leave it off since it also causes some weird issues with parallax and volumetic clouds. Quote Link to comment Share on other sites More sharing options...
modus Posted September 10 Share Posted September 10 33 minutes ago, Merlin1809 said: It happens when HDR is enabled in TUFX. Better leave it off since it also causes some weird issues with parallax and volumetic clouds. Thx for that, I had that too Quote Link to comment Share on other sites More sharing options...
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