Dust Mods

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Vannessa Rataj

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Aug 4, 2024, 10:12:57 PM8/4/24
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ThoughtI had seen a mod that did this (0.90 time frame?) - not sure if it was released or not but in the discussion they were working on getting the dust color to match the ground color. I want to say I saw it in the KerbalFoundries thread but don't really remember (and that thread is approaching 200 pages last I looked). Short answer is I believe it is possible.

However, CollisionFX more simulates dust in an atmosphere. If you watch moon rover footage, the behavior on the Mun would be less like a cloud of smoke and more like a rain of dirt behind it. The new ParticleSystem in Unity 5 is very powerful, and it could certainly be done either, however CollisionFX is still using the deprecated Unity 4 particle modules and needs to be converted.


Well while I'm sure it can be done, I don't have the capability to make such things happen. I'm taking a course in school right now that is teaching me to program with Unity, but it's not been very helpful with me trying to create anything within ksp.


Yeah I understand . I just don't have the time or patience. Really I was just hoping to spark the imagination of a programmer that would know how to do it. It's just one of those things that would bring immersion to the game.


Well i dont remember if dust or dirt was kicked up by wheels. I know it happened during crashes and collisions but I don't think it happened with wheels. Maybe I stead of making a new mod, it could just be an added feature to collision fx? If it's ever updated


That's a simple change I believe. There is a check that determines if it is a wheel collider and opts not to show the dust effect for them. That's the easy change I was talking about, I could disable that check and just have it always play. A more involved configurable design would have you able to define a biome as having loose surfacing. So driving across grass wouldn't really kick up anything (unless you crashed) but driving across snow, or shores, or dirt runway would. That could also be applied to the Mun, but alas that would be slightly less realistic there unless we could design a new particle for vacuum behavior.


It can even be done plugin-less, though not elegantly - the intensity of the dust would be bound to throttle and not wheel accelerator, and it would keep kicking dust up even when off the ground. Essentially, add the module of rocket engine to a wheel, aimed in the direction the dust should fly, and create a particle emitter to simulate the "ballistic trajectory" in Unity (pretty easy actually). So if you need this for cinematics/machinima, that would be perfectly sufficient.


I recently installed the pwnCNC 80mm spindle in my Z20 and added the v10 dust boot that I made at home from the maker files they offer (which is awesome by the way!) Everything went smoothly and when I was trying to figure out where to mount the VFD I realized that with my setup (modified QCW wall mount on linear rails so it can slide/pivot down to be horizontal as well) I wanted to mount the VFD under the spoil board attached to the QCW frame. So I purchased the maker file of the mounting brackets and installed it, detached the keypad, and ran an ethernet cable to the location where I wanted the keypad.


After I finished that and had it working I realized that it was a bit of a pain to remove the dustboot every time I wanted to use the laser cutter so I drew up a couple of potential solutions that would mount it on the side but that would limit my X-axis travel. I then thought about the maglock interface and realized I could design and print an adapter that would use the system that is already installed and stays in place with magnets.


let me know when you can try it and how it works for you. I just designed a little receiver cup for my dust collector boom arm where the laser lives when not in use. Ill print that tonight and send some photos of it.


Hmm I am not seeing that. The maglock ring (red on mine) slips over the end of the black adapter insert on mine and has that lip that stops when the diameter steps out about a mm. This leaves the portion under the maglock ring able to slip into the lower dust boot maglock ring (black on mine)


I just updated thingiverse with that additional stl for the wall mount holder. Let me know if it works for you. I am printing another one in PETG and then planning to hang it in the shop this evening.


Ahh gotcha. I think I took that file down as I realized it after I uploaded. The insert and ring should be printed separately so you can align the magnets and the laser as each of the Dustboots can be slightly different rotation. I see the lip now that you were talking about. Sorry about that mixup. It should be corrected now.


I completely support mods that wish to improve on or edit the DUST experience. Please just leave a comment explaining what your particular edit is, so that I (and other DUST users) can be sure to check it out.


I just put a remote switch to control it from my phone on. So when I turn it in from my phone the router and the dust collector goes on and off at the same time. I suggest everyone go that route. $15 if you have a power strip if not you would also need a 2 outlet power strip. So convenient


Awesome job!

Replacing your dust filter bag to a cartridge it the best way to go!

Cartridges are much more efficient in cleaning up finer particles and your lungs will thank you.

Wynn is a pretty good place to get cartridges especially for people with wood shops.


I just cannot get this one working...

- I use Vortex to install Dust 2.0 to (Epic Games/launcher and game version is 1.4.0.525).

- Even try it Epic Games Patcher, and exctracted everything to specific folder and installed patcher with a blackscreen informing me... it was succesful).

- Dust 2.0 was first only mod i used and doesnt matter wich way i start a game a result was a same(as describe in a end of a comment).

- Even added some more DUST related mods, and they work fine like song,background screens in a Game Menu.

- I have try it clean install also twice already no avail...



A game start great with a Dust backscreen and familiar old fallout music is in background, but soon as i start a newgame...i see a ceiling fan and Doc Mitchell alive and like a original start from a New Vegas. What in a earth i am going wrong not to get DUST working properly ?



Thanks for responses.


Just progression with a problem what i have. Now i can see when pressing "new game" ...a short video clip "game was rig from a start" i believe i heard...then Fallout: Dust and ... 20 years after ..with both a black backscreens... then i appear to Doc Mitchell house ...his alive and a beginning is like from a original game...

I believe a mod not starting correctly still, and beginning should be a differend ...what i am doing wrong ?



- i did install 1.6 version (for curiousity).


Check the fallout ini and falloutpref ini. On the MO2 check ini editor screen, check these two ini files and set

SCharGenQuest=00102037

This allow to start Dust. (that command is to initiate the starting phase of each game. Vanilla has one, Dust has another, Obscurum Pandemic, New California, every TC mod has a different schargenquest number).


I am sorry to say I have no experience with Vortex. In my experience, only very veteran players should use Vortex (and have no need to ask for help). Anything lower like a normal user learn to use MO2 and be done with it.


What I needed/wanted was something around two horsepower and the clear winner in that category is the one from Harbor Freight. Nothing else even comes close to their price, especially after using a 20% or 25% coupon. In order to make it work really well it needs a lot of mods though.


This is a common project in the woodworking community, so Google can show you to a lot of variations. This 2010 post on lumberjocks.com is almost exactly what I was going for, including the trash can Thien cyclone separator baffle.


1. The Guide has system requirements that aren't much different from the game's recommended system requirements...so if a dust texture is slowing your system down, sorry, but you shouldn't be running the Guide. So no, this mod doesn't break the Mandate.


Agree with Tech .. also, SE is higher res and 64-bit compliant, so naturally, performance requirements are bumped as well. The mandate is all relative to the game, and the 3.0 guide has a different base game.


When used with Particles Patch for ENB - Loose Files + Custom Textures, this mod is completely useless: all of its 3 BSA-packed textures are overwritten. It's actually worse than useless, it's a waste of a plugin slot.


I'd strongly recommend that MO's BSA-parsing feature be turned on, particularly for STEP maintainers and curators. You'll be surprised by how many conflicts you discover and didn't know existed before. It slows down MO to some degree, depending on how many mods and BSA there are, but it's absolutely worth it IMHO.

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