ksp-ro / realplume Goto Github PK
View Code? Open in Web Editor NEWA collection of effects and polished plume configs that can be attached to any engine as appropriate.
A collection of effects and polished plume configs that can be attached to any engine as appropriate.
Size of the plume stays in original size.
I built a test using one of my SpaceY SRBs facing downwards on the launchpad, and RealPlume works beautifully. But when I build an actual rocket and try to launch it, RealPlume produces a tiny, tiny plume that looks significantly worse than the stock game.
Test: https://ibb.co/fM60HR
Actual Launch: https://ibb.co/mQNUBm
This results in the deletion of the entire EFFECTS block whenever a RealPlumes config is detected for a part. This causes problems with parts that have other non-RP effects in use -- for example decouplers with integrated separation engines, or engine and RCS equipped parts that also use the ModuleRCSFX setup for their effects.
Current work-around is to re-declare the deleted EFFECTS for the non-realplume effects on a part in a FINAL block -- however this creates a large amount of overhead to adding RealPlumes to many parts, especially on parts with complex effects setups.
Example of current workaround, to fix missing decoupler sounds after real-plumes is added to the decouplers for separation motors: https://github.com/shadowmage45/SSTULabs/blob/master/GameData/SSTU/Patches/RealPlumes-ShipCore.cfg#L228-L232
Instead of coming from the nozzle, the plume seems to be emitting from the nuclear reactor.
I'm on 1.9.1 because Kopernicus isn't quite ready for 1.10. This happens with every gas I've tested; liquid xenon, liquid argon, liquid hydrogen, liquid neon. Perhaps RealPlume is expecting non-liquid versions of the gasses?
Now that KSP 1.1 supports varying thrust per transform, people are moving vernier/exhaust thrust onto the main engine module, but this seems to not play well with the way RealPlume works
PLUME
node and whatever is in the second will be completely ignoredpowerEffectName
and one to some other effect type on the engine, but I don't think the plumes are intended to be used with anything other than power (thrust/max thrust).Methalox plume with shock cones made from multiple plume segments
Hypergolic_red sea level plume with shock cones made from multiple plume segments
Using BDB LR87 plume as a template.
(complex in the sense it requires multiple FX nodes. Particle count will be reasonable. edit: in fact the final version of the hypergolic red sl plume is emitting fewer particles than the current hypergolic lower)
New alcolox plume?
New hydyne plume
hypergolicVernierOrange_stream
does not seem to load in KSP 1.8 although it does in KSP 1.7.3, cause unknown at present.
The newest version of RealPlume for 1.0.4 has a major issue, namely the problem of the engine plume being too small and not extending downward, looking VERY ugly to the point where my game is unplayable because of the sheer nastiness of the flame. Please help because I can't use RO until this is fixed. Keep in mind that I DO have OpenGL, which may make some difference, but not likely.
The particle system has been changed in 1.4.
The mod just remove all particle of handled engines
This will function like emissionMult
as a global variable to affect the whole plume. Will default to a value of 1 (no effect) if not defined in PLUME
node.
Was wondering if any of you kind souls would care to make up a set of configs for the engines in the above mods (FTMN & FTMN_new are really one mod in two directories)
If interested, both those mods are now contained inside my RecycledParts mod, available on Github here:
https://github.com/linuxgurugamer/RecycledParts
Thanks
It has been suggested that a saturation curve to reduce saturation when plume is expanded could be beneficial for some plumes. Need to investigate how it looks and which prefabs benefit.
Also to consider adding a global optional parameter for saturationMult could (similar to how emissionMult is specified could also be useful).
KeroloxLowerBlaze
KeroloxLowerSparrow
KeroloxLowerIbis
Kerolox-upper
Kerolox-lower
Kerolox-lower-F1
Determined not needed for Kerolox_UpperEagle
Kerbal Atomics based NTR plumes
LH2 NTR (Based on Poseidon)
LOX Augmented NTR (Based on Poseidon)
LH2 Gas Core NTR (based on Liberator)
LH2 Gas Core open cycle NTR (based on Emancipator)
Nuclear vernier/exhaust
I had originally posted Issue #36 this past January about very small plumes for scaled-up SRBs, but increasing the particle count was a fairly successful solution to this problem. However, after a long break from playing the game, I returned to play it and found that the problem had arisen again. I once again increased the particle count even more, but this seemed to have no effect at all.
What I'd like to do instead is disable RealPlume for specific parts, in this case just the SpaceY SRBs only, while keeping it for liquid rockets, nuclear engines, etc. Is there a way to do this?
I would Like to see some Faint Kerolox Exhaust smoke.
If you have seen a Saturn V launch On youtube, You have seen some dark, faint smoke after the plume.
Subject says it all. The Rocket Sounds Enhancement mod has better sounds than this mod.
Is there any way to disable the sounds in this mod if that mod is installed?
As of the latest RealPlume, or perhaps earlier, there's no plume showing for the (cloned from Mainsail) LR89.
@PhineasFreak @Nhawks1717 you folks had outstanding PRs I saw no reason not to merge. We should probably make a release, too...
The stock reconfigured Merlin engines produce a bright white ball around 20-30km; I'm not sure if this is intentional, or a result of clustering 2 or 3 together. Above and below that it looks really good. I'm not sure how perpendicular the effect should be to the engine at high altitudes; I would personally expect it to be less perpendicular/pancake shaped than it is at high altitude as exhaust gas thrown backwards is what generates the thrust.
The RL10 effect looks like smoke or hypergolic, not sure if this is a change to RealPlume or KSP 1.1
Current Version in ksp 1.9 has no effect on the Mainsail Engine. pls update
Consider a drop in FX replacement for solid lower or a new plume (possibly).
Smoke fx if so would likely still be same ones.
Will need to be a special plume designed for engines with separate central and radial FX transforms possibly.
Either 1 or 2 plumes to be made. High difficulty project for the future.
Using sep motor plume but added smoke effects.
My experience with Real Plume has been that from time to time, the game will freeze for a while, maybe 30 seconds at a time. It becomes unresponsive during this time, but it will always come out of it. Once it does, the game runs perfectly fine again.
This situation triggers either when
But, not always. Repeating the same launch with the same craft in the same circumstances sometimes works fine, sometimes it freezes.
Removal of Real Plume has completely eliminated this behavior.
I will be uploading new particle effects and all new plume prefabs. These are built using particle effects included with PlumeParty by Jade of Maar and the various new/updated mods by Nertea (restock, cryoengines, near future).
This is being done with permission from the original authors of the particle FX.
PlumeParty FX from JadeOfMaar is licensed CC BY-NC-SA 4.0
New Nertea FX are licensed All Rights Reserved (used with permission).
Some of these plumes are a little more complex than existing ones and may have effect names different to existing prefabs (eg core, plume2, fume etc in addition to more familiar ones such as plume, shock, flare). It is suggested that anyone configuring a new engine check the effect names and parameters in the prefab or look for an example that uses these prefabs.
Most of these are being applied to ReStock engines in RealPlume-Stock as part of the testing phase.
Task list
CryoEngines
NearFutureLaunchVehicles
ReStock
PlumeParty
Finalisation
Future
Make cryogenic upper blue louder.
Both Hypergolic Upper red and upper yellow use the SPS loop sound (which matches better with pressure fed engines). Considering switching upper yellow to sound_altloop.
In working on lander engines, I find that any plume that outputs smoke causes the frame rate to drop and the view to be obscured of both the craft and the ground.
Would it be possible to have a toggle option in template plume definitions that allow the smoke to be entirely disabled? I tried a few things to try to remove it after the fact, to no avail. A trick probably exists, but given that a use case exists, it would be handy to have this as an easy toggle.
One failure example of mine:
%EFFECTS
{
%Ammonialox
{
!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
}
}
Load(Audio): RealPlume/KW_Sounds/sound_sepmotor
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Error: Cannot create FMOD::Sound instance for resource �&�™÷�, (Unsupported file or audio format. )
(Filename: Line: 875)
while loading up KSP.
That specific file got this media info:
Audio
Format : GSM 6.10
Codec ID : 31
Codec ID/Hint : Microsoft
Duration : 5 s 773 ms
Bit rate : 71.7 kb/s
Channel(s) : 1 channel
Sampling rate : 44.1 kHz
while all the others got
Audio
Format : PCM
Format settings : Little / Signed
Codec ID : 1
Duration : 1 s 978 ms
Bit rate mode : Constant
Bit rate : 705.6 kb/s
Channel(s) : 2 channels
Sampling rate : 22.05 kHz
Bit depth : 16 bits
Need to verify they don't break existing configs. Decluster has on rare occasions caused issues.
I see this in many places, but I couldn't find an explanation of what it does?
Any insight would be appreciated. Apologies if I missed something in the documentation.
Very related to the request for Kerolox Black smoke, It would be amazing if you could add supersonic smoke to the Cryogenic_Albative_CE plume!
CryoEngines
NearFutureLaunchVehicles
ReStock
PlumeParty
Kerbal Atomics
Near Future Propulsion
Explodium Breathing Engines
CryoEngines
NearFutureLaunchVehicles
ReStock
PlumeParty
Kerbal Atomics
Near Future Propulsion
Explodium Breathing Engines
The Hydolox_lowerBlaze has a fumeScale and fumePosition, but does not show any particles.
The new plume Hypergolic_UpperWhite is not working when ReStock is not installed. I looked around a bit in the configs, and found this:modelName = ReStock/FX/restock-fx-wolfhound-core
So, it seems like the FX model is being taken right out of ReStock, instead of RealPlume. I did a quick fix by replacing it with this: modelName = RealPlume/Nertea_FX_New/ReStock/restock-fx-wolfhound-core
Now I got another issue, the plume looks now like this:
I can confirm that this "blockification" only affects restock-fx-wolfhound-core, and not restock-fx-wolfhound-plume.
Line 208 of the generic plume Kerolox-Lower is missing a value.
It's producing "FloatCurve: Invalid line. Requires two values, 'time' and 'value'" errors on every engine that uses it.
When RealPlume is installed, the tutorial Go For Orbit fails. After uninstalling RealPlume the tutorial works
I tried it by turning on SAS and clicking the target mode. What happened is that at first it seems to work, after 3 seconds it starts to move down, but about 1 second after that it (the target marker) jumps up and then centers straight up. It seems that something is resetting the target to straight up.
I then did the suborbital hop, and noticed that the target marker was moving to the right. I'm not sure if this is due to the rotation of the ship or not.
I tried the suborbital hop, that seemed towork ok.
While the new Kerolox_LowerAlt
and Kerolox_LowerFlame
plumes are amazing, I think their expanded versions could be improved by increasing the plume's length (and/or add the vapour trails suggested in #75 .
For comparison's sake, here are Tundra Exploration's custom plumes compared to Kerolox_LowerFlame
on lower atmospheric pressures:
While the first screenshot was taken at lower altitudes than the second, there's a clear difference in terms of length. The previous Kerolox_Lower
plume did feature a longer tail, which would look even better with the violet exhaust 😄
OK, got another issue. When there are only fixedScale, localRotation, localPosition, and not the "Plume-specific" variables in a plume, MM throws errors for your new configs. The old configs seem to be fine with only having the "universal" variables. Can confirm the error for Cryogenic_LowerSSME_CE and Hypergolic_UpperWhite, didn't test the rest yet.
I did a quick test (unfortunately not that extensive), and RealPlume seems compatible with 1.8. I tested with SmokeScreen 2.8.7, and ModuleManager 4.1.0. No bugs encountered.
Magnetoplasmadynamic
VASIMIR-Argon
VASIMIR-Xenon
PlusedInductiveThruster
Ion_Argon_Hall
Ion_Argon_Gridded
Ion_Xenon_Gridded_NFP
Ion_Xenon_Hall_NFP
Sounds
sounds for legacy ion plumes
hello when i start the game i get 174 errors related to 000_generic_plumes
Hi. I'm working on the HG-3 plume effects for the Realism Overhaul folks, and I need a bit of help. Basically, I'm trying to configure the SXT part being used to model an HG-3 to have one plume, while two other, differently sized parts have their own plumes. Problem is, not only are the plumes not separate as far as can be determined, but the guy who tests these configs for me (because my computer is enough of a toaster that I can't run KSP with enough of an install to test this) can't use the in-game UI to edit the config in any way that has any effect. These are the configs being tested that aren't working. Can someone tell me what I'm doing wrong? I'm basically freaking out over this, at least in part because they also happen to be a fairly successful YouTuber and I really don't want to let them down by not having a fix for the issues they're reporting ready to roll out by their next episode.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.