tygoo7 Posted December 19, 2015 Author Share Posted December 19, 2015 On 12/7/2015 at 3:43 AM, kaue4arp10 said: First time coming to this thread after the forum update, did you remove the poll for future features? also after you finish the probes you should really do the Falcon X and Falcon X heavy, these would be awesome =D I removed the poll since it was over and the OP shows the future features. I may make the other Falcons in the future though. 6 hours ago, 123nick said: what be even better would be interstellar mesh switch compatability, so you can choose if there is scientific instruments, or not. edit: also, why the name? tundra exploration? Eh, I probably won't do that since it would mean more dependencies. I just thought of the name one afternoon so...yeah. Link to comment Share on other sites More sharing options...
Jay The Amazing Toaster Posted December 27, 2015 Share Posted December 27, 2015 Any news on when this might get updated to 1.0.5? Link to comment Share on other sites More sharing options...
tygoo7 Posted December 28, 2015 Author Share Posted December 28, 2015 19 hours ago, Jay The Amazing Toaster said: Any news on when this might get updated to 1.0.5? No news yet, I've been really busy with stuff but I hope to get it updated soon. Link to comment Share on other sites More sharing options...
NeoMorph Posted December 29, 2015 Share Posted December 29, 2015 (edited) I've only just recently upgraded to 1.0.5 version of KSP... but now my Dragon refuses to land under MechJeb. I don't know if it is a problem with MJ or with the Dragon but it keeps wasting fuel all the way down and then when it about to land it doesn't fire the engines at all, even when there is third of a tank left. Other times it gets to the landing point, burns the fuel too long and then runs out about 10ft up... This never, EVER happened in 1.0.4. It worked fine. I'm using FAR, and Deadly Reentry (which I also used in 1.0.4 with no problems). I'm just trying to figure out where the problem is coming from. I tend to use MJ as I like to build craft and program them to do stuff automatically because my fine motor skills are messed up do to nerve damage. I'm okay for most of the year but winter... I basically have bad tremors and it's like trying to guide a rocket while in a cat 6 tornado while the ground is having a magnitude 7 earthquake. EDIT: HAH... I found it finally. Was the new Q limiter. I had experimented with reducing it on takeoff, not realising it would affect landing too. Reverted it back to 20000 and TADA... landing works fine again. Edited December 29, 2015 by NeoMorph Link to comment Share on other sites More sharing options...
tygoo7 Posted December 30, 2015 Author Share Posted December 30, 2015 (edited) Alright here's a new version for you guys. It's 1.0.5 compatible, so colliders and stuff are working now. -Added Igel probe (Hedgehog thing) -Fixes for 1.0.5 Now to talk about the future of this mod. Here are some of the new plans for parts and other things in the future. I will put up a poll to see what you guys want first. -New Horizons parts -Rosetta and Philae parts -Cubesat parts -Vega Rocket -Dnepr Rocket -Falcon X and Falcon XX -Rover parts (probably not wheels) -Revamps for Rodan, Gigan, Ghidorah, and Staub. I feel like I can do better. Yep, that looks like a lot but I feel like I can do it. @NeoMorph Glad to hear you figured it out! EDIT: That is if I can figure out how to add a poll. Edited December 30, 2015 by tygoo7 Link to comment Share on other sites More sharing options...
CobaltWolf Posted December 30, 2015 Share Posted December 30, 2015 24 minutes ago, tygoo7 said: Alright here's a new version for you guys. It's 1.0.5 compatible, so colliders and stuff are working now. -Added Igel probe (Hedgehog thing) -Fixes for 1.0.5 Now to talk about the future of this mod. Here are some of the new plans for parts and other things in the future. I will put up a poll to see what you guys want first. -New Horizons parts -Rosetta and Philae parts -Cubesat parts -Vega Rocket -Dnepr Rocket -Falcon X and Falcon XX -Rover parts (probably not wheels) -Revamps for Rodan, Gigan, Ghidorah, and Staub. I feel like I can do better. Yep, that looks like a lot but I feel like I can do it. @NeoMorph Glad to hear you figured it out! EDIT: That is if I can figure out how to add a poll. Just start a StrawPoll. My vote is for finishing the Rosetta/Philae and New Horizons parts, since they're closer to being done. Link to comment Share on other sites More sharing options...
tygoo7 Posted December 30, 2015 Author Share Posted December 30, 2015 Poll 15 minutes ago, CobaltWolf said: Just start a StrawPoll. My vote is for finishing the Rosetta/Philae and New Horizons parts, since they're closer to being done. Alright StrawPoll created. Yeah that's probably what I'm doing first anyways. I didn't include them since they are much closer. Link to comment Share on other sites More sharing options...
CobaltWolf Posted December 30, 2015 Share Posted December 30, 2015 15 minutes ago, tygoo7 said: Poll Alright StrawPoll created. Yeah that's probably what I'm doing first anyways. I didn't include them since they are much closer. Well, I voted for revamps. I have to do the same for a lot of my old stuff. If I have to suffer through it at least I won't be alone. With that said, i don't recall any of your parts being subpar except for perhaps the Staub parts. Link to comment Share on other sites More sharing options...
123nick Posted December 30, 2015 Share Posted December 30, 2015 1 hour ago, tygoo7 said: Alright here's a new version for you guys. It's 1.0.5 compatible, so colliders and stuff are working now. -Added Igel probe (Hedgehog thing) -Fixes for 1.0.5 Now to talk about the future of this mod. Here are some of the new plans for parts and other things in the future. I will put up a poll to see what you guys want first. -New Horizons parts -Rosetta and Philae parts -Cubesat parts -Vega Rocket -Dnepr Rocket -Falcon X and Falcon XX -Rover parts (probably not wheels) -Revamps for Rodan, Gigan, Ghidorah, and Staub. I feel like I can do better. Yep, that looks like a lot but I feel like I can do it. @NeoMorph Glad to hear you figured it out! EDIT: That is if I can figure out how to add a poll. i think rover parts would be good. Link to comment Share on other sites More sharing options...
tygoo7 Posted December 30, 2015 Author Share Posted December 30, 2015 New New Horizons mesh. Should the instruments be a separate part or built into the craft? They were modeled built in, but I'm on the verge of making them separate parts. Link to comment Share on other sites More sharing options...
123nick Posted December 30, 2015 Share Posted December 30, 2015 7 minutes ago, tygoo7 said: New New Horizons mesh. Should the instruments be a separate part or built into the craft? They were modeled built in, but I'm on the verge of making them separate parts. i think seperate parts would be better. Link to comment Share on other sites More sharing options...
Cuky Posted December 30, 2015 Share Posted December 30, 2015 (edited) Thanks for new version, this was one of the latest mods I was waiting for in 1.0.5 As for next version, I gave my vote to revamp of existing parts, though I agree that probably finishing Rosetta and New Horizuns first would be a better option. As for instruments, making them separate parts from the probe would be good since we could then use them on other probes too. EDIT: Is there some config file that would make cargo Dragon work with TAC LS? Edited December 30, 2015 by Cuky Link to comment Share on other sites More sharing options...
NeoMorph Posted December 31, 2015 Share Posted December 31, 2015 (edited) On 30/12/2015 at 1:46 AM, tygoo7 said: @NeoMorph Glad to hear you figured it out! Me too... was driving me bonkers for a while... I kept removing mods until I was almost to a basic setup with the dragon and mechjeb and still it kept crashing... then I noticed the Q line in mechjeb was turning green and it just clicked. We've needed that Q limiter for ages... just not on landing. heh. One more item for the checklist. Oh and if I haven't said before... I love your SpaceX stuff... I use them for all my crew and material transport to orbit. They just work perfect... Oh... one thing that would be awesome. Make the cargo dragon support TAC-Life Support maybe... That way you can send up supplies to the station, transfer the stuff into the station and pump all the waste into the cargo dragon just like they do in real life. Oh and something that every dev should do... put your parts into a manufacturers tab like Realchute and DeepFreeze do. Edited December 31, 2015 by NeoMorph Link to comment Share on other sites More sharing options...
tygoo7 Posted January 2, 2016 Author Share Posted January 2, 2016 So progress is going pretty good on NH...too lazy to post pics at the moment since, well, it's 2am. On 12/31/2015 at 2:06 PM, NeoMorph said: Me too... was driving me bonkers for a while... I kept removing mods until I was almost to a basic setup with the dragon and mechjeb and still it kept crashing... then I noticed the Q line in mechjeb was turning green and it just clicked. We've needed that Q limiter for ages... just not on landing. heh. One more item for the checklist. Oh and if I haven't said before... I love your SpaceX stuff... I use them for all my crew and material transport to orbit. They just work perfect... Oh... one thing that would be awesome. Make the cargo dragon support TAC-Life Support maybe... That way you can send up supplies to the station, transfer the stuff into the station and pump all the waste into the cargo dragon just like they do in real life. Oh and something that every dev should do... put your parts into a manufacturers tab like Realchute and DeepFreeze do. Thanks! Don't be afraid to post pics either! Yep TAC compatibility is planned. I'll have to look into that. On 12/30/2015 at 5:04 AM, Cuky said: Thanks for new version, this was one of the latest mods I was waiting for in 1.0.5 As for next version, I gave my vote to revamp of existing parts, though I agree that probably finishing Rosetta and New Horizuns first would be a better option. As for instruments, making them separate parts from the probe would be good since we could then use them on other probes too. EDIT: Is there some config file that would make cargo Dragon work with TAC LS? The next update will include some compatibility things like TAC, USL Life Support, ect., and New Horizons of course. Link to comment Share on other sites More sharing options...
Cuky Posted January 2, 2016 Share Posted January 2, 2016 @tygoo7 Thanks for answer, good to know Link to comment Share on other sites More sharing options...
speedwaystar Posted January 4, 2016 Share Posted January 4, 2016 i'm not getting any plume from the Rodan's main engines. is that a known bug with the current release? i'm using RealPlume. also, way back in the thread a patch for Ven's Stock Revamp docking ports was mentioned as being bundled with the mod. i can't seem to find any such patch in the current CKAN release. is the patch still needed (i.e. does it prevent Ven's docking ports clipping through the shroud)? Link to comment Share on other sites More sharing options...
tygoo7 Posted January 4, 2016 Author Share Posted January 4, 2016 13 hours ago, speedwaystar said: i'm not getting any plume from the Rodan's main engines. is that a known bug with the current release? i'm using RealPlume. also, way back in the thread a patch for Ven's Stock Revamp docking ports was mentioned as being bundled with the mod. i can't seem to find any such patch in the current CKAN release. is the patch still needed (i.e. does it prevent Ven's docking ports clipping through the shroud)? Hmm, I will have to check this plume issue out. That patch was for an older version, but the next release will include patches for various mods. Link to comment Share on other sites More sharing options...
davidy12 Posted January 4, 2016 Share Posted January 4, 2016 Good to see a poll out. I'm voting for the Falcon X and XX. Link to comment Share on other sites More sharing options...
tygoo7 Posted January 6, 2016 Author Share Posted January 6, 2016 (edited) Some progress...just need to finish the hexagon thing and a normal map then I can get this thing ported into game. Not long folks! Edited January 6, 2016 by tygoo7 Link to comment Share on other sites More sharing options...
NateDaBeast Posted January 6, 2016 Share Posted January 6, 2016 1 hour ago, tygoo7 said: Some progress...just need to finish the hexagon thing and a normal map then I can get this thing ported into game. Not long folks! Looks Great !!!! Link to comment Share on other sites More sharing options...
speedwaystar Posted January 7, 2016 Share Posted January 7, 2016 (edited) further to my earlier post, i notice that RealPlume has a ModuleManager config for the Rodan, so if there's a problem it's probably at that end. @PART[Rodan]:FOR[RealPlume]:NEEDS[SmokeScreen] //Rodan Command Pod { PLUME { name = Hypergolic-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.085 plumePosition = 0,0,0 fixedScale = 0.4 energy = 0.9 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-Lower } } PART[Rodan] has an EFFECTS[MODEL_MULTI_PARTICLE] defined but i assume that is disabled/replaced by RealPlume's Hypergolic-Lower.cfg: @PART[*]:HAS[@PLUME[Hypergolic-Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hypergolic-Lower { MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/flarePosition[0]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[1]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/flareScale$ // name = flare modelName = RealPlume/Ferram_FX/hypergolicflare emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.5 energy = 1.0 0.5 size = 0.0 0.4 size = 1.0 0.4 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 linGrow { power = 1 15 power = 0 15 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ energy = #$../../../PLUME[Hypergolic-Lower]/energy$ speed = #$../../../PLUME[Hypergolic-Lower]/speed$ // name = plume modelName = RealPlume/Ferram_FX/hypergolicexhaust fixedEmissions = false sizeClamp = 50 randConeEmit { density = 1.0 0 density = 0.5 0.3 density = 0.25 0.9 density = 0.06 0.9 density = 0 1.4 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 3 density = 0.46 4 density = 0.2 10 density = 0.1 5 density = 0.0 4 } linGrow { density = 1.0 -0.2 density = 0.8 0 density = 0.46 1 density = 0.2 7 density = 0.05 12 density = 0.0 14 } speed { density = 1.0 1 density = 0.46 1.5 density = 0.2 1.5 density = 0.05 1.3 density = 0.0 1.2 } xyForce { density = 1 0.65 density = 0.5 0.85 density = 0.25 0.9 density = 0.06 0.95 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1 density = 0.05 1 density = 0.0 1 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 1 density = 0.2 1 density = 0.05 0.7 density = 0.0 0.3 } size { density = 1.0 0.85 density = 0.8 0.85 density = 0.2 0.75 density = 0.0 0.75 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ // name = smoke modelName = RealPlume/MP_Nazari_FX/smokejet fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.5 logGrow { density = 1.0 2 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 2 density = 0.46 3 density = 0.2 3 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 0 density = 0.05 30 density = 0.0 40 } grow { density = 1 0 density = 0.2 0 density = 0.1 4 density = 0 9 } speed { density = 1.0 3 density = 0.46 2.5 density = 0.2 1.5 density = 0.05 1.5 density = 0.0 1.5 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1.2 density = 0.05 1.5 density = 0.0 1.7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 1 density = 0.0 0 } size { density = 1.0 2 density = 0.5 2.5 density = 0.2 4 density = 0.0 7 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop2 volume = 0.0 0.0 volume = 1.0 2.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } } @PART[*]:HAS[@PLUME[Hypergolic-Lower],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq1 volume = 2.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } i'm hearing RealPlume/KW_Sounds/sound_altloop2 which is assigned by the above .cfg, which shows this patch is actually running, otherwise we'd hear Squad\Sounds\sound_rocket_spurts as defined in PART[Rodan]. so, RealPlume is at least partially working -- just no particle effects. should i move this over to the RealPlume thread or can you see what the problem is from the above? Edited January 7, 2016 by speedwaystar Link to comment Share on other sites More sharing options...
Mecripp Posted January 8, 2016 Share Posted January 8, 2016 15 hours ago, speedwaystar said: further to my earlier post, i notice that RealPlume has a ModuleManager config for the Rodan, so if there's a problem it's probably at that end. @PART[Rodan]:FOR[RealPlume]:NEEDS[SmokeScreen] //Rodan Command Pod { PLUME { name = Hypergolic-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.085 plumePosition = 0,0,0 fixedScale = 0.4 energy = 0.9 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-Lower } } PART[Rodan] has an EFFECTS[MODEL_MULTI_PARTICLE] defined but i assume that is disabled/replaced by RealPlume's Hypergolic-Lower.cfg: @PART[*]:HAS[@PLUME[Hypergolic-Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hypergolic-Lower { MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/flarePosition[0]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[1]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/flareScale$ // name = flare modelName = RealPlume/Ferram_FX/hypergolicflare emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.5 energy = 1.0 0.5 size = 0.0 0.4 size = 1.0 0.4 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 linGrow { power = 1 15 power = 0 15 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ energy = #$../../../PLUME[Hypergolic-Lower]/energy$ speed = #$../../../PLUME[Hypergolic-Lower]/speed$ // name = plume modelName = RealPlume/Ferram_FX/hypergolicexhaust fixedEmissions = false sizeClamp = 50 randConeEmit { density = 1.0 0 density = 0.5 0.3 density = 0.25 0.9 density = 0.06 0.9 density = 0 1.4 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 3 density = 0.46 4 density = 0.2 10 density = 0.1 5 density = 0.0 4 } linGrow { density = 1.0 -0.2 density = 0.8 0 density = 0.46 1 density = 0.2 7 density = 0.05 12 density = 0.0 14 } speed { density = 1.0 1 density = 0.46 1.5 density = 0.2 1.5 density = 0.05 1.3 density = 0.0 1.2 } xyForce { density = 1 0.65 density = 0.5 0.85 density = 0.25 0.9 density = 0.06 0.95 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1 density = 0.05 1 density = 0.0 1 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 1 density = 0.2 1 density = 0.05 0.7 density = 0.0 0.3 } size { density = 1.0 0.85 density = 0.8 0.85 density = 0.2 0.75 density = 0.0 0.75 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ // name = smoke modelName = RealPlume/MP_Nazari_FX/smokejet fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.5 logGrow { density = 1.0 2 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 2 density = 0.46 3 density = 0.2 3 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 0 density = 0.05 30 density = 0.0 40 } grow { density = 1 0 density = 0.2 0 density = 0.1 4 density = 0 9 } speed { density = 1.0 3 density = 0.46 2.5 density = 0.2 1.5 density = 0.05 1.5 density = 0.0 1.5 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1.2 density = 0.05 1.5 density = 0.0 1.7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 1 density = 0.0 0 } size { density = 1.0 2 density = 0.5 2.5 density = 0.2 4 density = 0.0 7 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop2 volume = 0.0 0.0 volume = 1.0 2.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } } @PART[*]:HAS[@PLUME[Hypergolic-Lower],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq1 volume = 2.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } i'm hearing RealPlume/KW_Sounds/sound_altloop2 which is assigned by the above .cfg, which shows this patch is actually running, otherwise we'd hear Squad\Sounds\sound_rocket_spurts as defined in PART[Rodan]. so, RealPlume is at least partially working -- just no particle effects. should i move this over to the RealPlume thread or can you see what the problem is from the above? I didn't think you could have :FOR and :NEEDS as there the samething Link to comment Share on other sites More sharing options...
kaue4arp10 Posted January 12, 2016 Share Posted January 12, 2016 (edited) Hey, i know this is a bit strange, but i made a video using some of your parts and thought you might like it: https://www.youtube.com/watch?v=Uu3QwziD-5I Edited January 12, 2016 by kaue4arp10 Link to comment Share on other sites More sharing options...
VenomousRequiem Posted January 12, 2016 Share Posted January 12, 2016 50 minutes ago, kaue4arp10 said: Hey, i know this is a bit strange, but i made a video using some of your parts and thought you might like it: https://www.youtube.com/watch?v=Uu3QwziD-5I That... that was an expirience from 0:00 to 7:50. Kind of depressing but damn, good job. Link to comment Share on other sites More sharing options...
Kerbal01 Posted January 12, 2016 Share Posted January 12, 2016 no idea where the poll is, op maybe? i would vote for cubeat parts Link to comment Share on other sites More sharing options...
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