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[1.3 - 1.2.2] Collision FX v4.0 (2017-03-09) Now with biome coloured dust!


pizzaoverhead

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Is there a way to set the length of time spark sounds and effects are occurring?  I'd like to have them fade out sooner as they seem to persist long after the collision is over.  I looked in the settings and MMconfig file but didn't see anything relevant.

 

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Some little confusing info

Title it say => [1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! => OP & github say last version is "Collision FX v4.0" what acording changelog is compatible with 1.2.2

noo bigie but what is what that is ze question? :D
cheers

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I can't get CollisionFX to work on 1.1.0. Yes, i'm still using 1.1.0. its because the patcher is broken.

Everytime i install CollisionFX my game simply breaks. when i load up my space shuttle it falls apart, and if it doesn't fall apart, it will shake the screen and my it shows as if i was going at 175m/s, but i wasn't moving.
Plus, there was lag. ALOT of lag. so i can't really take a screenshot. it also messes with TweakScale...
There are now two Scale adjusters... i can't figure out what was heppending.. i can't even take a screen shot... Sorry if i missed spell

if you want to know... i just put the CollisionFX folder and the ModuleManager in the Gamedata. like every other mod.

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On 13/06/2017 at 8:15 PM, captainb said:

Is there a way to set the length of time spark sounds and effects are occurring?  I'd like to have them fade out sooner as they seem to persist long after the collision is over.  I looked in the settings and MMconfig file but didn't see anything relevant.

 

That's a bug that keeps reappearing every time I think I have it fixed. Thanks for letting me know it's back again, hopefully I'll be able to end it for good this time!

On 14/06/2017 at 0:09 PM, Blacks said:

Some little confusing info

Title it say => [1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! => OP & github say last version is "Collision FX v4.0" what acording changelog is compatible with 1.2.2

noo bigie but what is what that is ze question? :D
cheers

This version was built against KSP 1.2.2, but works fine with KSP 1.3, so the title has been updated to reflect this.

On 15/06/2017 at 1:48 PM, Zman644 said:

I can't get CollisionFX to work on 1.1.0. Yes, i'm still using 1.1.0. its because the patcher is broken.

Everytime i install CollisionFX my game simply breaks. when i load up my space shuttle it falls apart, and if it doesn't fall apart, it will shake the screen and my it shows as if i was going at 175m/s, but i wasn't moving.
Plus, there was lag. ALOT of lag. so i can't really take a screenshot. it also messes with TweakScale...
There are now two Scale adjusters... i can't figure out what was heppending.. i can't even take a screen shot... Sorry if i missed spell

if you want to know... i just put the CollisionFX folder and the ModuleManager in the Gamedata. like every other mod.

I didn't release an update for KSP 1.1, as life was busy around that time. The CFX releases for KSP 1.0 and 1.2 aren't compatible with KSP 1.1 unfortunately. The lag is CFX falling apart internally, hundreds of times per second. Anything that was waiting to affect KSP after this, like TweakScale, will be badly affected. Check the Alt+F12 log to see it in action. However, two people did put together their own CFX releases for KSP 1.1. Check out these posts, hopefully one of them works for you:
 

http://forum.kerbalspaceprogram.com/index.php?/topic/91537-13-collision-fx-v32-2017-03-09-now-with-biome-coloured-dust/&do=findComment&comment=2511363

http://forum.kerbalspaceprogram.com/index.php?/topic/91537-13-collision-fx-v32-2017-03-09-now-with-biome-coloured-dust/&do=findComment&comment=2809501

Edited by pizzaoverhead
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32 minutes ago, pizzaoverhead said:

This version was build against KSP 1.2.2, but works fine with KSP 1.3, so the title has been updated to reflect this.

k i will be more direct
[1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! it supose to be [1.2.2 / 1.3] Collision FX v4.0 Now with biome coloured dust!
last version what you have is i say agen > 4.0 < NOT > 3.2 <acording your OP & your github
confusion confusion :wink: but noo bigie

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4 hours ago, Blacks said:

k i will be more direct
[1.3] Collision FX v3.2 (2017-03-09) Now with biome coloured dust! it supose to be [1.2.2 / 1.3] Collision FX v4.0 Now with biome coloured dust!
last version what you have is i say agen > 4.0 < NOT > 3.2 <acording your OP & your github
confusion confusion :wink: but noo bigie

Ha, thanks! I completely missed that :blush:

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I just wanted to say thank you for a great mod.

To those wondering this adds effects for any type of contact/bumping/landing/scraping and it adds great sounds for all of the above as well. I had two fairings scrape together during separation and the sparks went flying! It was great to see, also heard the *thud* when they crashed together. 

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  • 2 weeks later...

To make it RSS compatible I guess I can just create a copy of GameData\CollisionFX\settings.cfg and replace all planet names accordingly?

But it would be nicer if it would work with MM patching and recognizing the fitting planet pack installed...

 

Edit:

Here it is.

Please create backups!

 

For RSS just overwrite the file

GameData\CollisionFX\settings.cfg

with

KerbalEVA
{
	scrapeSparks = false
	collisionSound = CollisionFX/Sounds/Oof
	//collisionSound = CollisionFX/Sounds/Squeak
}
BodyDust
{
	name = Mercury
	Biomes
	{
		Lowlands = 0 0 0 1
		Midlands = 0.404 0.404 0.404 1
		Highlands = 0.49 0.525 0.745 1
		Polar Craters = 0 1 0.157 1
		Polar Lowlands = 0 0.984 1 1
		Planitia = 1 0 0.141 1
		Old Craters = 1 0 0.871 1
		Young Craters = 0.055 0 1 1
	}
}
BodyDust
{
	name = Venus
	Biomes
	{
		Mountains = 0.22 0.561 0.322 1
		Canyons = 0.522 0.22 0.561 1
		Lakshmi Planum = 0.875 0.184 0.165 1
		Fortuna Tessera = 0 1 0.271 1
		Volcanic Rise = 0.878 0.804 0.243 1
		Highlands = 0.659 0.659 0.659 1
		Midlands = 0.424 0.424 0.424 1
		Lowlands = 0 0 0 1
	}
}
BodyDust
{
	name = Earth
	Biomes
	{
		// Default value for structures
		Structure = 0.8 0.8 0.8 0.007 // Grey
		
		Grasslands = 0.349 0.784314 0.058824 1
		Highlands = 0 1 1 1
		Mountains = 0.509804 0.27451 0 1
		Desert = 0.9608 0.737255 0 1
		Tropics = 0 0 0 1
		Poles = 0.9961 0.9961 0.9961 1
		Water = 0 0.1961 0.51765 1
		Shores = 0.937255 0.16863 0.937255 1
	}
	Structures
	{
		//-------
		// Tier 1
		//-------
		// Vehicle Assembly Building
		VAB_lev2_groundPlane = 175 154 145 12 // Pinkish brown
		// Launchpad/crawlerway
		crawler_level2 = 175 154 145 12 // Pinkish brown
		// Runway
		runway_lev1 = 175 154 145 12 // Pinkish brown
		// Tracking Station
		tracaking_station_apollo_ground = 175 154 145 12 // Pinkish brown
		// Mission Control
		MC_lev1_groundPlane = 175 154 145 12 // Pinkish brown
		// Astronaut Complex
		AC_lev1_groundplane = 175 154 145 12 // Pinkish brown
		// Administration Building
		Admin_lev1_groundPlane = 175 154 145 12 // Pinkish brown
		// Joiner area between AC and VAB
		filler_apollo_x1 = 175 154 145 12 // Pinkish brown
		filler_apollo_x2 = 175 154 145 12 // Pinkish brown
		
		//-------
		// Tier 2
		//-------
		// Vechicle Assembly Building
		vab_exterior_groundPlane = 175 154 145 12 // Pinkish brown
		// Launchpad
		LP_main = 0 0 0 0 // None
		LP_ground = 175 154 145 12 // Pinkish brown
		// Crawlerway
		CrawlerwayLevel3 = 175 154 145 12 // Pinkish brown
		// Space Plane Hanger 
		SPH_2_ground = 175 154 145 12 // Pinkish brown
		// Runway
		runway1 = 0 0 0 0 // Disabled
		runway2 = 0 0 0 0 // Disabled
		runway3 = 0 0 0 0 // Disabled
		runway4 = 0 0 0 0 // Disabled
		runway5 = 0 0 0 0 // Disabled
		runway6 = 0 0 0 0 // Disabled
		runway7 = 0 0 0 0 // Disabled
		grass_dirt_transition = 175 154 145 12 // Pinkish brown
		groundPlane = 175 154 145 12 // Pinkish brown
		// Research and Development 
		RnD_apollo_groundplane = 175 154 145 12 // Pinkish brown
		// Tracking Station
		trackingStation_lev4 = 175 154 145 12 // Pinkish brown
		// Administration Building
		administration_groundPlane = 175 154 145 12 // Pinkish brown
		// Mission Control
		MC_apollo_groundplane = 175 154 145 12 // Pinkish brown
		// Astronaut Complex
		AC_apollo_groundplane = 175 154 145 12 // Pinkish brown
		// Joiner area between AC and VB
		model_filler_1x_type1_v1 = 175 154 145 12 // Pinkish brown
		model_filler_2x_type1_v1 = 175 154 145 12 // Pinkish brown
	}
}
BodyDust
{
	name = Moon
	Biomes
	{
		Lunar Seas = 1 0 0.008 1
		Major Craters = 0 0 1 1
		Far Side Basin = 0.114 0.6 0.106 1
		North Pole = 1 1 1 1
		South Pole = 0 1 0.875 1
		Highlands = 1 0.408 0 1
		Midlands = 1 0.875 0 1
		Lowlands = 0.686 1 0 1
	}
}
BodyDust
{
	name = Mars
	Biomes
	{
		Olympus Mons = 0.071 0 1 1
		Valles Marineris = 0 1 0.992 1
		Arean Mountains = 0 0.553 1 1
		Arean Canyons = 0.827 0 1 1
		North Ice Cap = 0.541 1 0.737 1
		South Ice Cap = 1 1 1 1
		Major Craters = 1 0 0.816 1
		Highlands = 0.855 0.737 0.235 1
		Midlands = 0.675 0.431 0.271 1
		Lowlands = 0.761 0 0.047 1
	}
}
BodyDust
{
	name = Deimos
	Biomes
	{
		Craters = 0.59 0.196 0.196 1 
		Highlands = 0.69 0.69 0.69 1 
		Lowlands = 0.27 0.27 0.27 1 
	}
}
BodyDust
{
	name = Phobos
	Biomes
	{
		Minor Craters = 0 0.149 1 1
		Major Craters = 0.286 1 0 1
		Stickney Crater = 0.914 1 0 1
		Grooves = 1 0 0.98 1
		Highlands = 0.643 0.439 0.439 1
		Midlands = 0.451 0.263 0.263 1
		Lowlands = 0.361 0 0 1
	}
}
BodyDust
{
	name = Callisto
	Biomes
	{
		Lowlands = 0.098 0.267 0.106 1
		Cratered Midlands = 0.224 0.463 0.231 1
		Cratered Highlands = 0.463 0.694 0.475 1
		Asgard Crater = 0.631 0.118 0.745 1
		Valhalla Crater = 0.745 0.118 0.314 1
		Young Craters = 0.953 0.933 0.161 1
		Old Craters = 0.843 0.557 0.075 1
		Poles = 0.302 0.996 1 1
	}
}
BodyDust
{
	name = Europa
	Biomes
	{
		Ridged Plains = 1 1 1 1
		Argadnel Regio = 1 0 0.741 1
		Chaotic Plains = 0 0.431 1 1
		Crosscut Plains = 0.427 0 1 1
		Lineaments = 1 0 0.02 1
		Craters = 0.639 0.643 0.161 1
	}
}
BodyDust
{
	name = Ganymede
	Biomes
	{
		Lowlands = 0.459 0.463 0.031 1
		Midlands = 0.702 0.706 0.349 1
		Highlands = 0.906 0.906 0.702 1
		Cryovolcanic Ice = 0.373 0.812 0.357 1
		Tectonic Deformation = 0.357 0.49 0.812 1
		Poles = 0 0.965 1 1
		Craters = 0.769 0.494 0.176 1
		Gilgamesh Basin = 1 0.318 0 1
	}
}
BodyDust
{
	name = Io
	Biomes
	{
		Lowlands = 0.886 0.89 0.314 1
		Midlands = 0.996 1 0.447 1
		Highlands = 1 1 0.894 1
		Pyroclastic Wastes = 0.89 0.545 0.314 1
		Volcanic Snows = 0.745 0.98 1 1
		Volcanic Flows = 0.255 0.612 0.286 1
		Volcanic Hotspots = 1 0 0.208 1
	}
}
BodyDust
{
	name = Dione
	Biomes
	{
		Flatlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Scarred Region = 0 0 1 1
		Crater = 1 0 0 1
		Ridge = 0 1 0 1
	}
}

BodyDust
{
	name = Enceladus
	Biomes
	{
		Flatlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Craterous = 0 1 0 1
	}
}
BodyDust
{
	name = Iapetus
	Biomes
	{
		Lowlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Crater = 0 0 1 1
		Turgis = 1 0 0 1
		Central Bulge = 0 1 0 1
	}
}
BodyDust
{
	name = Mimas
	Biomes
	{
		Lowlands = 1,1,1,1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Herschel = 0 0 1 1
		Crater = 1 0 0 1
		Herschel Peak = 0 1 0 1
	}
}
BodyDust
{
	name = Rhea
	Biomes
	{
		Flatlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Craterous = 0 0 1 1
	}
}
BodyDust
{
	name = Tethys
	Biomes
	{
		Flatlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
		Odysseus = 0 1 0 1
		Ithaca Chasma = 1 0 0 1
		Craterous = 0 0 1 1
	}
}
BodyDust
{
	name = Titan
	Biomes
	{
		Lowlands = 0.427 0.282 0.106 1
		Midlands = 0.584 0.396 0.165 1
		Highlands = 0.816 0.612 0.365 1
		Shores = 0.824 0.843 0.075 1
		Seas = 0 0.992 1 1
		Canyons = 0.988 0 1 1
		Poles = 0 1 0.098 1
	}
}
BodyDust
{
	name = Triton
	Biomes
	{
		Flatlands = 1 1 1 1
		Northern Polar Region = 0 0 0 1
		Southern Polar Region = 0.5 0.5 0.5 1
	}
}
BodyDust
{
	name = Pluto
	Biomes
	{
		Surface = 0 0 0 1
		al-Idrisi Montes = 1 0 1 1
		Zheng He Montes = 1 1 0 1
		Baré Montes = 0 0 1 1
		Hillary Montes = 0 1 0 1
		Norgay Montes = 0 1 1 1
		Sputnik Planum = 1 0 0 1
		Burney Crater = 0.2 0 0 1
		Simonelli Crater = 0 0.2 0 1
		Guest Crater = 0 0 0.1 1
		Harrington Crater = 0.2 0.2 0 1
		Elliot Crater = 0.2 0 0.2 1
		K. Edgeworth Crater = 0 0.2 0.2 1
		Oort Crater = 0.396 0 0 1
		Tartarus Dorsa = 0 0.396 0 1
		Hayabusa Terra = 0 0 0.396 1
		Pioneer Terra = 0.396 0.396 0 1
		Voyager Terra = 0.396 0 0.396 1
		Viking Terra = 0 0.396 0.396 1
		Venera Terra = 1 1 1 1
	}
}
BodyDust
{
	name = Charon
	Biomes
	{
		Surface = 0 0 0 1
		Mordor Macula = 1 1 1 1
		Serenity Chasma = 1 0 0 1
		Alice Crater = 0 1 0 1
		Gallifrey Macula = 0 0 1 1
		Ripley Crater = 1 1 0 1
		Nasreddin Crater = 1 0 1 1
		Macross Chasma = 0 1 1 1
		Butler Mons = 0.2 0 0 1
		Argo Chasma = 0 0.2 0 1
		Kaguya-Hime Crater = 0.2 0.2 0 1
		Kubrick Mons = 0 0.2 0.2 1
		Vulcan Planum = 0 0 0.2 1
	}
}

 

Edited by Gordon Dry
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  • 2 weeks later...
  • 5 weeks later...
  • 1 month later...

I can't seem to get landing gear to screech when I perform a gentle landing or even a hard landing, but if I come down way too hard and my plane disintegrates, I will often hear the landing gear screeching as they slide across the runway in all directions. Is there some sort of closing speed requirement or something that make the fx happen? I usually try to land as gently as IRL aircraft. 

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1 hour ago, the_machemer said:

I can't seem to get landing gear to screech when I perform a gentle landing or even a hard landing, but if I come down way too hard and my plane disintegrates, I will often hear the landing gear screeching as they slide across the runway in all directions. Is there some sort of closing speed requirement or something that make the fx happen? I usually try to land as gently as IRL aircraft. 

It may be something that has drifted away from "complete-ness" -- I seem to recall that sparks on slide were removed as some point, too.

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  • 4 weeks later...

Imagine my sadness when I noticed that this mod, one of my favourites for immersion, didn't work as expected with the concoction of 75 mods I got installed. ;.;

I noticed the following things:

  • I was using KerbalFoundries2 (ver 2.0.2.10) wheels
  • They worked without a problem (or sound) on takeoff
  • On landing they immediately produced sparks and caused a light to be emitted from the wheel, and the (in)appropriate collison sounds, however no tyresqueal.wav
  • Strangely the light emission and sparksqueal.wav persisted even when I wasn't touching the ground after a slight bounce
  • Overall, the metal screeching persisted for too long, even after coming to a full stop
  • The skidding sound fit great when I turned sideways

I hope someday fixes will be produced for these issues, as the mod is evidently partly functional, and to me it appears only config updates would be necessary to make this compatible with Kerbal Foundries (again), and to tighten up event detection.

I'll be looking into the MM and other config files myself, maybe my problems can be alleviated by renaming required MM module names and such...

EDIT: I noticed the KF wheels now lack ModuleWheelBase, or any other model described in the config, I'll try editing the config for CFX tomorrow and report the results.

Edited by soarpotman
EDIT: looked at config files
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On 19/09/2017 at 8:57 PM, the_machemer said:

I can't seem to get landing gear to screech when I perform a gentle landing or even a hard landing, but if I come down way too hard and my plane disintegrates, I will often hear the landing gear screeching as they slide across the runway in all directions. Is there some sort of closing speed requirement or something that make the fx happen? I usually try to land as gently as IRL aircraft. 

I find that I rarely hear the wheel screech on landing, but I hear it all the time when wheels touch other parts (ie a vehicle driving into a cargo bay).  I also hear a wheel screech when approaching the runway (but long before the craft has touched down, might be caused by other already landed craft at KSC). 

Also I don't get the dust effects, is there a config that needs setting or are there known mod conflicts that prevent the dust?

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  • 3 weeks later...
On 10/16/2017 at 6:24 PM, soarpotman said:
  • I was using KerbalFoundries2 (ver 2.0.2.10) wheels
  • They worked without a problem (or sound) on takeoff
  • On landing they immediately produced sparks and caused a light to be emitted from the wheel, and the (in)appropriate collison sounds, however no tyresqueal.wav
  • Strangely the light emission and sparksqueal.wav persisted even when I wasn't touching the ground after a slight bounce
  • Overall, the metal screeching persisted for too long, even after coming to a full stop
  • The skidding sound fit great when I turned sideways

I'll be looking into the MM and other config files myself, maybe my problems can be alleviated by renaming required MM module names and such...

EDIT: I noticed the KF wheels now lack ModuleWheelBase, or any other model described in the config, I'll try editing the config for CFX tomorrow and report the results.

You are right, a simple MM patch fixes this since KF wheels (after using which I cant go back to vanilla x.x) dont use any specified wheel def in CollisionFX MM patches (The new KF changed the name to a standard "KSPWheelBase")

FIX: Go to CollisionFX folder and add the following MM patch (Just a text file with .cfg at the end)

@PART[*]:HAS[@MODULE[KSPWheelBase]]
{
	MODULE
	{
		name = CollisionFX
		scrapeSparks = false
		wheelImpactSound = CollisionFX/Sounds/TyreSqueal
	}
}

You also want to modify the "catch-all" patch at the end of the "ModuleManager_CollsionFX.cfg" to exclude "KSPWheelbase" as well

Example:

@PART[*]:HAS[!MODULE[ModuleWheelBase],!MODULE[KSPWheelBase],<...>]

Unfortunately, CFX always seemed to have issues with over persistent or sensitive effects of some parts (usually internals and small parts/lights/rcs with finicky hit detection or colliders) which I dont think has much to do with MM as it does with the plugin itself and its calculation methods.

Edited by Aonova
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  • 2 weeks later...
  • 2 weeks later...

it's kinda funny when you put so many landing gears in retracted position on a speeding separator
decouple it, wait until they hit the ground, and BOOM you hear birds
 

On 11/24/2017 at 10:17 PM, Jack the Green Ghost said:

I can get the sparks but not the dust on the terrain there is sparks in the terrain too help

 

well i have the same problem as this guy too, only sparks occur when i hit the ground
and some KF wheels generate sparks when rolling
any tweaks?

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3 hours ago, [INDO]dimas_1502 said:

well i have the same problem as this guy too, only sparks occur when i hit the ground
and some KF wheels generate sparks when rolling
any tweaks?

Did you try my MM config tweak proposed earlier this page? It makes CFX ignore KF wheels totally, since they handle thier own sound and dust fx. Sould stop the sparks, since iirc CFX considers KF wheels as a generic part an adds sparks defaultly

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