Far Future Technologies' Orion, Fission Z-Pinch, Inertial Confinement Fusion, and Antimatter-Microfission engines use a bespoke module called ModulePulseEngineAnimator. This only plays the engine's thrust sound for each pulse, which doesn't cooperate well with how RSE handles thrust (or produce anything remotely approaching audible in general but that's on FFT, not RSE.)
With that in mind, I'd greatly appreciate it if some means of detecting pulses, with a a trigger to play a non-looping sound once per pulse, were in RSE, so that I may write configs to enhance the audio of these parts.
Far Future Technologies' Orion, Fission Z-Pinch, Inertial Confinement Fusion, and Antimatter-Microfission engines use a bespoke module called ModulePulseEngineAnimator. This only plays the engine's thrust sound for each pulse, which doesn't cooperate well with how RSE handles thrust (or produce anything remotely approaching audible in general but that's on FFT, not RSE.)
With that in mind, I'd greatly appreciate it if some means of detecting pulses, with a a trigger to play a non-looping sound once per pulse, were in RSE, so that I may write configs to enhance the audio of these parts.