KnightofStJohn / StockWaterfallEffects

This Kerbal Space Program mod contains config files that give Waterfall effects to the stock engines.
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Reconfigure RAPIER to be thrust-based instead of throttle-based #16

Open Kerbinator-Fras opened 2 years ago

Kerbinator-Fras commented 2 years ago

RAPIER effect should be based on thrust instead of throttle. (thrust can be as high as 4, since waterfall decide thrust relative to maximum standard thrust) I'm now configuring that based on the second-last version (because I think jet flames shouldn't expand, personally) If I finish I'll give back the config here.

Kerbinator-Fras commented 2 years ago

And seems that the old innerflame+backflame is more realistic (while outershoks is probably not that essential due to the boundary of flame/outer world is not specific IRL, unless for rocket engines; https://www.youtube.com/watch?v=z2MZi9dJ8vU

F-22 Raptor jet flame behave more like whiplash flame, but surely the central yellow beam in whiplash cfg is not that realistic. https://www.youtube.com/watch?v=Cs-F7C57JGg

AtomikkuSan commented 2 years ago

So, could you modify and test the patch on your own to see if it's a viable suggestion?

KnightofStJohn commented 2 years ago

1) the new rapier effect is far more lagfriendly than the old, so I'm definitely not changing it back. the "thrust" modifier also isn't intended to work with stock as far as I'm aware. (I tested this before and it didnt work) about the expansion: i've yet to see any actual jet exhaust footage at very low atmospheric pressure, so I can't just assume there is no expansion, though I do understand where you're coming from.

2) the whiplash plume is based on the blackbird SR-71 J58 engine, and is very much realistic.

3) if you have any artistic changes like the ones above you wish me to look at, having some screenshots for me to check out so i dont have to manually do all the work myself would be very helpful. the forum is a better place for that than here.

Kerbinator-Fras commented 2 years ago

Actually I almost finished that in Apr 2022, but due to schoolwork or various reason, I suspended my KSP movie project. So I completely forgot this issue, which I once decided to upload it at May 2022 to completely complete it. (I had mid-term exam at mid Apr 2022 so I had to do it in May) This is now only for letting you see that. Features: Old Rapier Main Flame shocks using waterfall "echo" (so the old seperate shock configs were deleted) color modifier that turn bluer when go to high atmosphere (artistic rendering, just for looking)

Actually I almost finished that in April 14, 2022. I thought I may completely finish it by May 2022, but due to schoolwork or various reason, I suspended my KSP movie project. So I completely forgot this issue, which I once decided to upload it at May 2022. This is now only for letting you see that. Features: ※Old Rapier Main Flame (new flame too round, "no expansion" just looks okay,backflame make plume look more square-ish) ※the plume respond to thrust instead of throttle, making it insanely bright and long when it's at 300kN power ☆I tried to add expansion but it didn't look well (the expansion params of innerflame and backflame just don't fit) ☆Maybe I'm not patient enough or it's inherently problematic? I've tried for about two hours or so on it. ※shocks using waterfall "echo" (so the old seperate shock configs were deleted, for this I implemented new tech) ※color modifier that turn bluer when go to high atmosphere (artistic rendering, just for looking)

For install, add a "thrust" controller at Rapier's main cfg, and replace stock-methane-jet-2.cfg with mine. stock-methane-jet-2.txt

KnightofStJohn commented 2 years ago

Hi,

The current config for the rapier also uses the echo shader. it's been heavily optimized by now. I may indeed have a look at that thrust dependency stuff. could you post some screens on the forum so i can judge the looks of your design?