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[1.0.x]Destruction Effects (flames and smoke on joint breaks)


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23 minutes ago, SpannerMonkey(smce) said:

OK

Closer

p5cXtgp.png

You Deserve the Nobel Prize.

Spoiler

Seriously though, I actually want to reward you with something. Also, did the Kerbal live even though he was exposed to flames?

 

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Just now, Murican_Jeb said:

You Deserve the Nobel Prize.

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Seriously though, I actually want to reward you with something. Also, did the Kerbal live even though he was exposed to flames?

 

Yes of course no Kerbs are ever harmed in testing

 

Spoiler

IT'S ALL LIES, the poor fellas rarely do, the subsequent heating is invariably catastrophically damaging for both Kerb and craft.  My good buddy @gomker is attempting to work some chute magic for us, so we can get our consciences back, I used to care deeply for my Kerbs,(me and scotty did two grand tours back in the day)  i hated killing them off, but of late, it's been a bit of a bloodbath, with these guys and their constant never ending groundhog day of WW1 3v3 with twin 7mm Lewis guns, and the hundreds I've sent to the bottom, testing this and HullBreach together, it's truly horrible.....

 

 

Yes o

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2 minutes ago, SpannerMonkey(smce) said:

attempting to work some chute magic

Update on that, I got the Chute to attach on Eject, but clicking it for deploy is pretty much impossible, for some reason KIS is not fully "creating" the chute. If I am on the ladder still I can click, but mid flight its hit or miss on if you can get the pop up to show. 

I would like to go back to creating the chute like mod did from scratch previously but that is a bit of coding. 

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Just now, gomker said:

Update on that, I got the Chute to attach on Eject, but clicking it for deploy is pretty much impossible, for some reason KIS is not fully "creating" the chute. If I am on the ladder still I can click, but mid flight its hit or miss on if you can get the pop up to show. 

I would like to go back to creating the chute like mod did from scratch previously but that is a bit of coding. 

No hurry, no really, compared to our other irons that fire can be left for a while. Cheers :)

 

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1 hour ago, SpannerMonkey(smce) said:

There is definite progress with the flame simulation, I feel it is starting to look presentable

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Olpkawa.png?1

PLr4VeD.png?1

 

This looks good. Can't wait for the update :D

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On 9/14/2016 at 1:41 PM, theonegalen said:

I have run out of "likes" for the next 24 hours. Suffice to say that  I LOVE IT

I can't belive this. A like limit for things that we love! :0.0:

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1 hour ago, Murican_Jeb said:

I think you guys should make a new thread so more people know about this

I think that's a fairly valid point, that applies to a lot of my newer undertakings, I know JR's quite busy right now though and he's the listed maintainer. In related news it works fine recompiled to 1,2 I've some of the missile issues sorted, unwanted FX,. Just fighting 1.2 related fires elsewhere and then I'll continue in the FX, but on the whole i like where it is today, just enough not to lag normal machines to death while being convincing

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  • 3 weeks later...
On 9/9/2016 at 11:46 PM, SpannerMonkey(smce) said:

OK

Closer

p5cXtgp.png

Looks good, but how did you get this working in 1.2?  Ive tried to recompile the same code and it keeps giving me crap (and i know about the changes to assemblies, i got rid of KSPUtils).

Also, that screenshot reminds me of il2 sturmovik mod from way way back in the day.  Original game had pitch black smoke with super bright fireballs and there was a mod that turned the original (pretty bad imo) smoke into something akin to what you have.  Anyways, cant wait for your updated version since this mod really makes combat look good despite the considerable performance hit it produces.  Gotta love capital ship battles where the entire enemy ship is on fire and trailing tons of smoke, much more immersive.  I know technically fire in vaccum doesnt really make much sense, but hey, KSP is a sci-fi game and not a reality sim, not to mention how nice it looks...

If it isnt too much a bother id love to download what you have now and perhaps offer you some tips on improvements, but if you prefer to hold onto it until ready im not that inpatient...

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7 hours ago, panzer1b said:

Looks good, but how did you get this working in 1.2?  Ive tried to recompile the same code and it keeps giving me crap (and i know about the changes to assemblies, i got rid of KSPUtils).

Also, that screenshot reminds me of il2 sturmovik mod from way way back in the day.  Original game had pitch black smoke with super bright fireballs and there was a mod that turned the original (pretty bad imo) smoke into something akin to what you have.  Anyways, cant wait for your updated version since this mod really makes combat look good despite the considerable performance hit it produces.  Gotta love capital ship battles where the entire enemy ship is on fire and trailing tons of smoke, much more immersive.  I know technically fire in vaccum doesnt really make much sense, but hey, KSP is a sci-fi game and not a reality sim, not to mention how nice it looks...

If it isnt too much a bother id love to download what you have now and perhaps offer you some tips on improvements, but if you prefer to hold onto it until ready im not that inpatient...

Hi, yes there are some changes that need making to the joint break code before it'll work in 1.2. I think it's good but as my code skills are less than optimal I'll let JR make the call on a release, as a coding pro I'd trust his judgement over mine :)  (and it is his project anyway) Not noticed any performance hit at least on my machine, that screenshot was from a 5x5 combat and frame rate didn't flutter, I think what I have at the moment is a nice balance between effect and performance, while it's possible to make huge smoke plumes and massive walls of flame it's certainly a performance killer just like every other KSP visual effect. only good in small doses. 

Edited by SpannerMonkey(smce)
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16 minutes ago, jrodriguez said:

Thanks @SpannerMonkey(smce). I'm going to update Destruction Effects to 1.2 during this week. Maybe it is also a good moment to open a new thread for a Destruction Effects continued?

That seems like a nice symmetry  a nice shiny new thread to match the nice shiny new release. I'll be doing the same for some other adopted mods.

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Just now, SpannerMonkey(smce) said:

Hi,  To all lovers of smoke and flames, Destruction Effects will shortly be getting a nice new thread in Addon Releases.  The new thread will feature the now checked tested and approved 1.2 version of Destruction Effects  and contains some enhancements and improvements over previous versions. 

Note also that Upon releasing the Update and the commencement of the new thread, we will be asking for this thread to be closed in order to properly manage the mod and any issues that arise. While JR along with other members of the BDAc team will still be heavily involved in the future development  ( yes, there are ideas and avenues still to be fully explored ), I will be undertaking the day to day running and admin of the thread and mod. (and gradually improving the effects as i get better at making them)

Sounds good @SpannerMonkey(smce) :) Best of luck!

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2 hours ago, SpannerMonkey(smce) said:

Hi,  To all lovers of smoke and flames, Destruction Effects will shortly be getting a nice new thread in Addon Releases.  The new thread will feature the now checked tested and approved 1.2 version of Destruction Effects  and contains some enhancements and improvements over previous versions. 

Note also that Upon releasing the Update and the commencement of the new thread, we will be asking for this thread to be closed in order to properly manage the mod and any issues that arise. While JR along with other members of the BDAc team will still be heavily involved in the future development  ( yes, there are ideas and avenues still to be fully explored ), I will be undertaking the day to day running and admin of the thread and mod. (and gradually improving the effects as i get better at making them)

Sounds good.  If you want any help working on this mod id be glad to help you out with testing/texture work.  Im no pro coder (the most i can do code wise is modify other people's mods and recompile them afterwards), but i do have some texturing experience (made quite a few mods for WW2 games back in the day, so i can skin stuff fairly well as well as work on particle textures), nothing official but its something i like to do when im not in the mood for playing games or doing anything truly productive.

Also, i do have an idea for making the mod almost lag-free.  You could implement what IL2 used to use in its old smoke-trails.  Combine a 2D flat trail with a shorter sprite based particle system as the mod has now.  This has the advantage of allowing much longer lasting and longer length smoke trails without actually requiring you to render thousands of particles (and you dont get any of that terrible artefacting at high speeds where the smoke turns into separate balls of smoke and not a true trail.  Ofc there is the disadvantage of the fact that it lacks any volume (and thus looks weird from very close up and or when looking directly from behind the smoking vessel).  Best way to mitigate that would be to only enable the simplified trail effect on things that arent being actively controlled or even better are farther then a set distance.  Say a plane explodes 1km away from you, you wont actually be able to tell the difference between a trail and sprite based smoke clouds under 95% of circumstances, so why bother wasting processing power in that case.

full-1087-126621-dead.jpg

This is the sort of effect im talking about.  Its an older game that has since been considerably updated, but using better looking sprites/trail textures i think this mod can become just as good if not better looking, and with less performance issues.  There is 3 effects overlayed, sprite based fire, sprite based smoke, and a 2d smoke trail that allows the effect to have length with virtually 0 performance concerns.  I think it would be very good to have this in future versions of the mod, 3 effects, sprite based fireballs (with perhaps a few LOD levels so that at very long range you dont need to render that many small particles), sprite based smoke (this would be used at shorter ranges and wouldnt be too long either), and a trail based smoke effect that would be the dominant effect from far away (this would actually be similar to the BDA tracers which take 0 processing power for all intents and purposes).

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16 minutes ago, Murican_Jeb said:

will this update today?

Doubt it,  It's been decided that while i love my FX they may not be for everyone, to address this a gui option is being considered to allow switching between the original and anything i or others may make in the future

@panzer1b I'm no FX wizard for sure and if you'd like to get something together as you described we can give a test  , i have no clue regarding animated texture strips, as the original used, mine are purely emitter based,  Yeah so get something together and if it works we can work it in as an option. Have to say though i think mine look very respectable regardless of the viewing distance and with 10 ship  and aircraft scenarios not having any real noticeable effect on frame rate i think it's all good

Edited by SpannerMonkey(smce)
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