#Lux's Devlog
1 messages · Page 2 of 1
yeah it has a limit of like 10 messages
or smth like that
now WHY TF IS MY RCSNOSECONE MODEL NOT IMPORTING IN GAME
it's way more
but it isn't based on message count
for me it showed 10
it has a credit system depending on how long your inputs and its outputs are
afaik
I had the paid version and there was a limit for it even then, just a much bigger one
Mildly Interesting Lengthy Flying objects, some including Rcs Engine Exhaust M.I.L.F.R.E.E
@tiny blaze ^^
its good
the problem is
!!!
lmao
i really love the idea
of Milfree inventing everything tho
MILFREE IS LOVE MILFREE IS LIFE MILFREE IS WAFFLE
i can put something like SORRY (Milfree's junkyard)

could work
and add it to the mod history
Where does the name Milfree come from? The Kerbal Manager?
i think it is a kerbal yeah
it was milfry or milfrie but i kept mispronouncing it as milfree
Oh lol
should the F9 landing leg have anything else?
lights probably right?
what else?
i like to make parts with various functionalities to reduce the part count
WAIT
NO DONT DO THAT
TRUST
ME
IT WILL TURN TO SHIT
JSUT LOOK AT THAT ONE KSP MOD
it was like for rss ro and all of its parts where like procedural parts but for way to many things
like procedural capsules and lander cans
but it was like it took it way too far
oh no i wont do all that
like, i was asking maybe add RCS on the landing leg
on the part that stays attatched to the craft
or smth like that
ah yeah thats ok
Lights what more?
one of the annoying things from it was you could make a rocket in like 3 parts
which was actually sht
like whoever made that I WILL COME TO YOUR HOUSE AND GIVE YOU A MILDLY ANNOYING LECTURE ON WHY YOU SHOULDN'T DO THAT
i never liked procedural parts
only B9 wings
always thought that they were overpowered
also never used TweakScale
i liked them but i didn't like how you could kind of abuse then
i either play with no mods or all the mods
like, with tweakScale you could go to duna on your first launch
not your first but like
pretty soon
i mainly played sandbox so meh
oh for real?
i love the progression on carrer mode
neat
im really into "HOLY SHIT I DID A DEEP WIKIPEDIA DIVE INTO ATLAS II AND NOW I WANT TO MAKE ONE IN KERBAL AAAAAAAAAAAAAAAAA-"
do you mean SSTU?
THAT FUCKING MOD ISTG
I think the main intention was to provide a low-part count solution
for people with weak computers
fair
get better computer like?
\j if it wasnt obvious sahusahusa
i kinda hate those markers...
but it helps some people so 🤷
it should be obvious the intent of a message 😭
i used to hate them but then i kind of needed them because im shit at telling if someone's joking or not
lmao
thats why i use lmao and lol a shitton
makes sense lmao
i was suposed ot be designing the landing legs
but im stuck with unitys shitty engine
😭
oh yeah, now if you want to modify descriptions just go here https://github.com/LuxStice/SORRY/blob/main/loc/english.csv
oh i got a place to put them also
and edit it, and create a pull request, i'll accept it
maybe not on the actual legs
but yeah!
also i might ad that white background on them, and make it configurable as a color
i mean if its on the tips you could see the surface so well
yeah but diameter tho
and flat surfaces
i mean you have 4 legs for the 4 diameters
it should work
you'd be fucked if you're using it on a flat rocket part tho, and mk2/mk3 probably wouldnt work
but i dont see people using them for those
fair yeah do that
BIG ASS WEIRD LEM
milfree wants his share of the pay lmao
@proper nebula this is what you wante dright?
tbh i might just make a fixed variant of the gridfins
instead of allowing players to "lock" the deployable gridfins
it would make more sense
and they would have a model to fit the locked stage
cuz it would look sily to have the fins locked with the current mechanism
folded out
they arent suposed to be like that
the red part is suposed to be paralel to the craft
🙏
medium and large seem way too big tho
also, why tf is the noise map not working on the nosecones.... it is on the fins
Cuz unity is pain
amen to that
Is this the fixed variant?
Wtf hahahah
nop, im still thinkin if i will make it a variant or an option on the original
Ah, alright
👏 yes, the scale is way off
this video is 1.5GB on my pc send help
yeah, looks close enough
hey @tiny blaze
Yo!
nop, thats easy, its blue color
its the slider for how metalic parts look
before, parts where fully reflective, as fi it was the metal that had that color
now it looks like it has paint over it
so what if you made another slider
for material
an example could be for foam
oh i dont control that 😭 i would have to alter their shader
but im sure thats nto hard to mimic other materials with what we have
@tiny blaze Congrats on the release 
Did you manage to get the landing gear in or is it just the cones and the grid-fins?
nice
just cones and fins for now,
One thing I'll mention is that on the mod's menu its way too long.
Instead of the full name, maybe just S.O.R.R.Y
its a meme, good mod
that will be fixed on the next update of Space Warp
oh lmao just realized, thought i had attached 1000 zips on spacedock 😭
thx :D
Ah, you can't deploy inside of the VAB
yeah, the ksp2 animation system isnt really compatible with the parts unfortunately
they would still rotate even when retracted with the ksp animation system
if u want to keep them extended, just set an action group for them, click it once and leave it
oh wait your talking about BPM im fucking dumb
@tiny blaze Are they supposed to open up?
Noticing alot of issues with Lift to Drag ratio changing a ton, and the debug isn't actually saying they're deployed.
Brakes deploy them!
Oh okay, 1 sec
Also ignore the lift to drag, the game doesnt seem to use it for this type of surfaces
this is going to be so fun to integrate into #1082724691724214393. any useful values you can tell me about?
hmmm, honestly i can't really give you exact numbers, they do seem to slow you down by about 40-60m/s
i measured this by dropping them from 5km up tho, might be more/less effective on actual use
maybe account for -40m/s on your delta-v caulculations
I imagine that would change a lot based on vessel mass
ok so I cant actually get data from them that will help?
other than that i still can't predict how the drag affect
Oh yeah you can
i just dont know how you'd put them on your calcs
havent got metal to work yet unfortunately
im still researching how to make it work
Okay,
its a miracle that the color work as of now lmao
what? 😭
i guess MIGHT be colors
havent had that on my pc
it will deffinetly get better on next version once i optimize colors
do you get lag on flight?
one second, I can't even build a craft to test them just yet
Where can I output logs?
Yeah this is unplayable.
I might try a new save
SORRY using #1087131707918012559 logging wen
Is Shadow Utility built into the mod?
so wierd wtf
i tested it on my version
😭
anyone else cant use it?
lol I wish, the utility is not even out yet. but gotta shamelessly advertise as much as I can.
I guess all that can be said is... SORRY

Developers luck, works well on my pc but on others
I can't tell if the RCS head is working or not, but the grid-fins are
either way, logs on KSP root folder, KSP2.log
we definitely need that emoji
That's a certified H3VR Emote
the lag spikes surely are colors
New save, no lag-spikes
I have no fucking clue.
Okay
So
Yeah I do
SAS really Hates your Grid-fins
and nose-cone
it wants to spin out like craaazy
invert the controls
starhopper Jr
yeah thats the name
Don't use them when accending lmao
do people do that? 😭
Gridfins not included™️
well, Super Heavy will 
so I imagine for some recreations of it, people will
SAS sucks in general in KSP 2
@tiny blaze RCS plumes are way too small on the cones, No clue if that's a KSP 2 thing or your end, I'm in atmo.
Oh.
There's a tiny lag-spike now.
But its still there for your parts.
When I attach your parts, then attach something else, it causes a lag-spike
its ksp2 kinda, on atmo they are smaaaal
just deployed all the descriptions unto the fourms
maybe i'll turn them up a bit
im sure im just being dumb, but where the hell are my gridfins.
control surfaces
Oh and it affects all parts.
wtf
Why is it lagging when I attach your bit
then remove it from the VAB still
wtf
😭
Lag-spike is getting worse.
v1
Where is it?
root folder of ksp
KSP2 log is out of date
i need to find where the game stores the prefabs asap, else those lag spikes will be worse in the future
incoming 28mb file 
as in
its not updated in 10 minutes
For all I know it could be another mod @tiny blaze
just playing up with yours.
no i dont think so, i have almost all mods that KSP2 has of now installed and nothing on my end :(
Current set of mods
idk if its my mod actually
u have a bunch of these
[EXC 14:15:10.107] NullReferenceException: Object reference not set to an instance of an object
InterplanetaryCalc.InterplanetaryCalcMod.Update () (at <ead61254ffbb45f58beecf222a113824>:0)
let me analyze it more tho
Transferwindow breaking?
[EXC 14:15:10.107] NullReferenceException: Object reference not set to an instance of an object
InterplanetaryCalc.InterplanetaryCalcMod.Update () (at <ead61254ffbb45f58beecf222a113824>:0)
on startup is normal
oh fuck it could be, since it updates per part
I'll remove it real-quick and check.
thats before init right. all mods that dont check for initialisation do that. (mine too)
but
[EXC 14:22:00.047] FileNotFoundException
System.Reflection.Assembly.LoadFrom (System.String assemblyFile, System.Security.Policy.Evidence securityEvidence) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Reflection.Assembly.LoadFile (System.String path, System.Security.Policy.Evidence securityEvidence) (at <695d1cc93cca45069c528c15c9fdd749>:0)
(wrapper dynamic-method) BepInEx.Preloader.RuntimeFixes.HarmonyInteropFix.DMD<BepInEx.Preloader.RuntimeFixes.HarmonyInteropFix::LoadFile>(string)
BepInEx.Preloader.RuntimeFixes.HarmonyInteropFix.OnAssemblyLoad (System.Reflection.Assembly& __result, System.String __0) (at <fc9d7fbc6dcb44cf87be11d8d92ae161>:0)
(wrapper dynamic-method) System.Reflection.Assembly.DMDSystem.Reflection.Assembly::LoadFrom(string)
StageInfoMod.StageInfo.TryInitialize () (at <e62c59ada2d444ddbf9d35f9618b33a5>:0)
StageInfoMod.StageInfo.Update () (at <e62c59ada2d444ddbf9d35f9618b33a5>:0)
StageInfoMod.StageInfo.Update () (at <e62c59ada2d444ddbf9d35f9618b33a5>:0)
shes using a monobehaviour it seems
what are they reflecting.
probably trying to initialize BepInEx patches
I did see 0.9.1 of StageLoad was broken
I need to revert to 0.9
Stage-Info is causing it. @tiny blaze
yeah you're not the first person who said it's extremely laggy
holy shit the log spam, this is where the lag is
BPM used to also lag as it used to spam logs too.
what the actual fuck
as i thought, thx for checking :D
JUST LETS STAGEINFO COOK
insert shadow lib logging wont lag your game.
IT NEEEDS THE INFOO /j
I mean
Learn to use coroutines natalia bruh
how tho? 🤨
no need to check stuff on every update
I'm not gonna insert myself into the Natalia drama
since I made my own logging system.
you know, you need to know every milissecond that it has indeed refreshed
I'll report it to her at least.
might be difficult since she left most KSP servers
including the official one and SpaceDock
Natalia is on Intercept Games
ah that was fast
exactly you need the info, stage info needs the info EVERYONE NEEDS TO KNOW IT NEEDS INFO /j
@proper nebula have u got arround to them showing?
she left temporarily
but seems like she's back
😔
can it be because i packed it with SpaceWarp 1.0.1? and spaceWarp 1 wont work?
hm?
nope but im sure it due to one of my many indev unreleased mods.
SpaceWarp 1 works fine
Sometimes I wish people weren't so stuck-up, but I also wish people weren't causing drama over dumb stuff

Is the version checker updated?
agreed
Technically the EULA makes all mods not-allowed, so complaining about a splash-screen remover is silly
not yet, it will be in 1.1 probably
did you read Dakota's answer?
IDK, that's my take.
does it disable mods?
They're looking into updating it, I know
the 1.0.1 one
I meant specifically this
but anyway that's not the point of this thread
wait whats that in relation to
I think removing the logos but keeping the EULA would be the smartest call.
if im reading the right spacedock should be on the legal chopping block
removing the logos is what breaks the EULA, the EULA isn't anywhere on the splash screens
WHY IS MY ROCKET JUST FLIPPING AAAAAAAAAAA
probably nosecone dragcube
theres a couple of values that i still dont know what they do
not using your nosecone
I swear, their center of thrust for a ton of engines is just off
#🟢general-chat message
(and let's keep the discussion there - if anywhere - from now on)
so we don't derail this thread
mr.mod dont be such a mod


Feedback: zip file contents should start with /bepinex/ folder, so that can be copied directly to KSP2 install dir and have it merge into correct location.
definitely agree
it's the de facto standard for KSP 1 (and 2) mods
I still dont do that lol
so that users (and CKAN) can easily install them just by extracting them into the game folder
I hope they fix flipping rockets.
some people expect plugin, other bepinex 😭 im torn
I will try and get it to show up tomorrow. not even loading for me. 💤
I've seen more Bepinex then Plugin.
This is the first one I've seen that starts at /plugins/. all others either start with /bepinex/ or go straight to the mod's folder.
usually they start with /bepinex/
i'll update it! Thx!
👍 
@tiny blaze Doing a landing on Duna rq.
im sorry what? lmao
havent tested them in other planets
oh god my parts will delete kerbol
@tiny blaze
Have any other released mods added parts yet, or is this a first?
first afaik
whoo, milestones!
this is the first as @fair wraith never released their one
not yet, yeah
please release, I need to bomb stuff
Actually it is released, just dont know it
im downloading the mod rn
@proper nebula do you still have the LogOutput of your game not loading the parts?
Ahem.

Now that's some "High" quality textures!
Might be a skill issue on my part
also do you have stage info in?
lmao
just went to bed lol. Also the logs are useless, already checked, mods not getting loaded for me. Also have too much secret stuff in the logs so I will redact and send tomorrow
gridfins and rcs nosecone not showing up for me.
Me neither
not sure where logoutput is
inside bepinex
👍
@tiny blaze I would like to congratulate you on the release, now you have 5 months of debugging!

😆
YAY FOR ME :D
🎵
99 little bugs in the code, 99 little bugs...
Take one down, patch it around,
127 little bugs in the code.
🎵
If you ever need help with that one pesky bug that wont go away, we are all here to help
Im built different

i can tell 😭
Its because Munley himself blessed me
Seriously though, idk
could one of you please try it with SpaceWarp 1.0.0?
Im using 1.0.1
spacedock for me
spacedock
FUCK lmao was expecting wolfie to have a different answer
😆
Hmmm
i might of found the problem
[LOG 22:03:53.748] [UI] Localization sources updating
[LOG 22:03:53.755] [System] Pre-initialization for plugin Sticks Armory completed in 0.0007s.
[LOG 22:03:53.760] [System] Pre-initialization for plugin Space Warp completed in 0.0000s.
[LOG 22:04:20.840] [System] Creating Splash Screens Prefab completed in 26.2222s.
Your mod does not like to initialize
for me atleast
yup, that means that probably there was an exception during it
probably addressables stuff
Addressables dont load till after
[LOG 22:04:20.891] [System] Initialize Addressables system completed in 0.0168s.
22:04:20.891
scroll up, I sent an image
oh you didnt change them?
I bet its my dumb mods breaking everything.
can be, everyone seems to have the same set of mods
remove all mods and just see if it loads
I only have my mod (Sticks Armory) and your mod
I removed all mods and it still doesnt work
ok so its not that then thankfully
yeah he did
WAIT
I had this exact same problem
when I first moved to spacewarp 1.0
I had to remove
[BepInDependency(SpaceWarpPlugin.ModGuid, SpaceWarpPlugin.ModVer)]
for it to work for me
That's weird, all my mods use it and work fine
Idk, maybe its just my weird computer
it does seem to be computer dependent
I assume you changed the referenced dll to the new version
Is the code in the github the most recent code?
You sure? Last it was updated was 4 days ago
nvm lol
I was on the release branch for some reason
do you use addressables or bundles on your mods?
the reason the mod didnt work is because my anti virus remvoed the last dll
HMM
lmao
WHAT
bruh
LMAO
at least one of them yes
(addressables)
@meager yoke @paper portal can you please check?
suposedly the antivirus removed the dll
check under BepInEx/plugins/SORRY/ if SORRY.dll exists
thats wierd tho
I have some good news :)
wow you made a virus
Guys its not a virus
I haven't gotten any notifs from my av
and that file is still there
🙏 WORLD DOMINATION THROUGH KSP2
not what i wanted to hear
why the fuck do you have norton

I know ;-;
Its gotten so bad the last few years
Its literally just bloatware at this point
It takes forever to open because of how unoptimized it is
just uninstall and use windows defender since WD actually works
so try the dll i sent
The only reason I have it is because I get it for free because my parents pay for the family plan
I love WD after windows 10. Especially with my hybrid AD
stand by
standing 🧍♂️
they said stand bi not stand straight
sorry for asking but how old are you?
17
yeah still have to render the icons
ah it's so good to see grid fins in KSP2
Bombs with 100% more grid fins, and 100% nose cone thing
finally feels closer to home
ok great so it seems like dependecy is the issue?
Wow 17 and sticks armory looks that good.
Ive been coding most of my life
good job man
thanks
also please remove norton lol
But without norton what else will give me random popups that my backup storage is full while I am in the middle of a game causing my game to close :(
Dayumn
Pretty good to be honest, I didn't know how to mod unity games at 17 (~2 years ago)
And that I have 8 broken registries
could my BepInEx be outdated? @lofty jacinth how do i update references with that csproj?
it should be fine, 5.x is not getting updated anymore
found out why my internet had broken
and the nuget package is the latest version
SORRY was created on the 0.4 package
lmao
BepInEx, not SpaceWarp
ohhh that makes sense
see when I said "did you change the reference dll to new version" I meant spacewarp
but if you're using the template, it's a nuget package
not a dll
so you need to update the nuget package version
|| sorry posting in the wrong place ||
latest nuget version is 1.0.1 right?
you just need to change <PackageReference Include="SpaceWarp" Version="0.4.0" /> to 1.0.1
yep
@meager yoke pretty please, can you test this?
deffinetly the dependency then, ok great, ill pack the 0.2.1 then
thx for the help :D
np
yeah, i'm not in any hurry
that's a really weird bug
wasn't planning to use this mod, just wanted to take a peek at the first parts mod and help test
especially considering it's only happening in this one mod (using the same template as all my other ones) as far as I can tell
and Sticks which probably isn't
id guess it has something to do with the part loading part
idk what and why
there seems to be an exception before the mod loads
causing the lack of bepInEx logs
[BepInDependency(SpaceWarpPlugin.ModGuid, SpaceWarpPlugin.ModVer)]
is it suposed to be SPaceWarpPlugin.ModGUID?
No?
THE COFFE MUST BE COOLED
When I gave the people helping make my mod a test build, it worked for them with the parts and everything
so idk
well on the template it is??
it isn't
@lofty jacinth is the dependency suposed to give SpaceWarps GUID?
Also I am back after a few minutes
Wtf 😭
so idk whats happening currently in the conversation
which is my time to leave, its late
good bye people
byee cya
this is the source for the template
Ill be on tommarow to help debug some more
it works fine with all other mods that have used it so far
Hey lux question
yeah that looks correct
it changes automatically
from your project settings
need to set the <Version> tag in .csproj
So if I we’re to work on a part mod would you help me understand the code needed, I’ve done ksp 1 note pad code with adding fuel, crew, etc but not sure how it would work for ksp 2
with each version bump
obivously
it shouldn't be, unless some mods are depending on yours
then they wouldn't possibly load
but that is not the case here
Huh for ksp 1 could could really just take bits and pieces of part config a and smash it together to make your own
yeah that's not a thing anymore
(for now)
you have to package your stuff in unity and all that
I actually have been thinking about how to make a sort of proof-of-concept .json editing thing
similar to ModuleManager
and I think I've got a good idea
DO IT FOR THE LOVE OF GOD
I'll still leave the original author of MM do their thing (they already said here in the server they want to work on it)
so I'd definitely just hand the code over to them if they wanted it and let them do their thing
/possibly help if they wanted
Why tf am I now getting really sad about not having ksp 1 mods
WAIT
I KNOW WHAT ILL MAKE
FREAKING SOFI
TWEAKABLE SOFI
I HAVE NO IDEA HOW TO DO IT
the idea is you could add another slider to the vab color ui
But it would just be SOFI or no SOFI
Can we got to #🔴mod-dev
Just look how fast people leave the room in my presence

because nobody has any idea how to do that

Quick gimme a idea that I can make into a mod without draining my brains while becoming a fellow modder and getting rid of the fact I’m a thirdwheel in any modder circle
https://discord.com/channels/1078696971088433153/1086959433344618496 this might not be too complicated
if it works the way I think, it should basically just be a few lines of code
but I could also be completely wrong
SORRY - Testing Channel
So basically look for code change the values and package It up and ship it
something like that
yeah thats deffinetly easy
now you'll have trouble finding where they put the physics lock i think
it depends heavily on how their code for this is structured
But wouldn’t that file be something that would need to manually be replaced by said user
you need to write a mod with a harmony patch
Or how tf do I use bepin
we can help u with that dw
That is so Hungarian to me
specially munix hes good at that
OH WAIT
https://discord.com/channels/1078696971088433153/1082861617018044496 template to get started + https://harmony.pardeike.net/articles/intro.html harmony docs
(maybe let's move this to its own topic?)
im ok with you guys talking here
I wrote things for benjees mod for filter extensions so I usually used something that would add it to each file without touching the file that sounnnds like a harmony patch
“It” being a set of code that would add a tag to the part which in turn added it into a filter extensions group
Am I right for it being a type of harmony patch or?
it sounds more like just a .cfg module manager patch
but I'm not sure
haven't seen any filter extension configs

just 🙏 harmonize 🙏
you use the docs I sent 
idiot noises
just wondering, how much .NET/C# experience do you have?
or any similar language tbh, it doesn't matter that much
What in the actual fuck is that
oh
If you want to know what I know just open up the part config for the ksp 1 mk 2-3 command pod
That sums it up well
well, it will be hard to code a plugin without coding knowledge
so best to start with some C# tutorials and work your way up from there
I see my assumptions of me being a idiot is correct 
just because you don't know it yet doesn't mean you can't learn
programming is fun
Well yeah but there’s a little problem
Me and code mix like shit
Oil + water
Reason being when you see code, you see code, when I see code I see a giant wall of letters mix in with some annoying thoughts of why do I both and etc
Tl:dr my adhd hates it
try to read it like a sentence
just to have an idea, this is for example how a very simple harmony patch looks like (it's the patch to hide all UI when pressing F2 that I wrote for Community Fixes)
Albeit that felt way more approachable and simpler from the get go
Alright so I have no idea how I can read that like a sentence
honestly modding right now is mostly about reading the game's source code and trying to make a sense of it, then picking out the bits and pieces you need for what you're trying to do
I could understand fix name and //, used those before in ksp 1 and for the name it looked similar to ksp 1 stuff I didn’t dive into
Oh that makes it so much better /j
I'll admit it's not very easy
not impossible, but you definitely need at least some experience
Yeah
I mean here’s something I’ve done that I’ve dug up https://cdn.discordapp.com/attachments/1018245143263981650/1027250127842320434/ArtemisConstructionKit.cfg
yeah, module manager stuff
Yep
it's what I'm hoping I might be able to help with the foundation for for KSP 2 (basically the continuation of MM)
Huh
Is it normal to have a mental crisis about how I can still play ksp 1 while also playing ksp 2
Look at falcon 9
on carnasas video he says that they are the wrong way arround
but Falcon 9 has them as i set the default to be
I’m just getting sad and jealous and nostalgic for ksp 1 mods
whyyyyyyy
I think he was saying that if he places them in the default way they are, they don't work, only when placed upside down
also KRE used gridfins upside down as default
so yeah, the flat part up, and the hinge down right?
either way i think thats a config bug, because stock control surfaces work both ways
no idea about that tbh
anyone?
havent had one but u made me think about it lmao
Yeah, like I can still play ksp 1 with all the mods I want in ksp 2?!
Why is this so crazy to me
oh that
yeah its suposed to tbh
modders tend to go the the new game to make mods for it
its specially funny now in the early stages cuz ur figuring everything out
That’s not my point
I really wish I had so many mods in ksp 2 rn like oranges, ack, planetside etc
But I can just
Go play ksp 1
Why am I having a mental breakdown over this
Yeah my impatience could be why
I went back to KSP 1 and I prefer KSP 2 at the moment, due to just how many QoL changes (That work) and improvements compared to KSP 1, but I feel an urge to go back and do it in KSP 1 but I just can't
Even the little "S-2XL" in the top left helps so much.

lol
No wonder my ship keeps flipping 
@tiny blaze How hard is it to add new parts? I want to make some rescaled engines that are based off the stock engines
well, 100% stock engines, just rescaled and adjusted
I wanna downscale that XL nosecone to all sizes, cause it looks cool. and I wanna rescale the Rhino and Mammoth-II to XL sizes and give them slight performance increase

Or should I wait until this new lib comes out
you might be able to do that just in code, copying a part object and changing some properties
I might need to rescale the models and fx though.
that might be an issue then, since you'd be redistributing copyrighted assets
Tweakscale when 
True and unfortunate.
Might still make it, but private
not hard at all
if you want i can add them on my mod
tho, rescaling isnt really "legal" to redistribute i think
since ur using their models
Milfree built the bottom out of tungsten, and the top of cardboard
Do you want me to add it to the lore?
oh lmao munix jus tsaid that
feel free to add what u want to the descriptions!
No jk, it was a joke about the wrong center of mass ahahah
To canonize it
I meaaaan i could leave it like this 🙄
no not at all
i really want to ask for better textures
but for that i need to have a decent model
Please don't
Center the center of mass

cuz i dont want to waste the artist time by asking for new textures for the remade model
Mind teaching me? Did you figure out icons as well?
icons are easy, but im a developer not an artist so theyre hard for me
its just a render of the object, a png
Oh, that's fuckin easy
btw
I'll do some temp icons for ya
Substance Painter
the cone being split in 4, 2 our fully onto the UV?
oh lol
Usually you can get away with 1/2, HOWEVER
if done incorrectly, you will see a bump/seam on the edge where they connect
should i make 4k textures for this? just cuz Q U A L I T Y?
or should i stick with stock 2k?
idk how much it would affect the performance, but it would look prettier
stock 2k
Texel density (pixels per meter) is a better way of judging what texture size you need than absolute texture size
E.g. a very small part with a 4K texture is going to look way too detailed
Ideally you want to match the ppm with what stock parts use, but right now they are all over the place as there's a lot of (seemingly) placeholder assets still in there
That way everything has a consistent level of detail
For KSP1 we used 200-300 ppm but KSP2 looks to be higher in general
Blender Addon: Texel Density Checker. Contribute to mrven/Blender-Texel-Density-Checker development by creating an account on GitHub.
You can use this addon to calculate & set texel density in blender
yeah like, i think that i would need a higher res since the part is BIG
let me see
i'll assume 500 ppm for KSP2
4k gets me 470ish
with this unwrap
i'll go with 4k for now
let me see if this is the final model, if it is then i'll ask for textures :D
You can also reduce texel density for really big parts since you tend not to zoom so close in
IK some parts in Tantares/BDB are like 100-150 for really big parts
still with normals wierd......
You can fix this with data transfer modifier
I can walk you through it when I’m home if you want
please do :D
seems better @wispy steeple ?
no flipping this time :D
actually now i cant seem to lfip this no matter what lmao
GOOD
That looks like a mesh/UV issue, How did you make the hole?
got a vertex in the middle of an edge, beveled it
Huh.
then subdivided the 4 edges created by the bevel into 16
I already tried the boolean with a cone but it always gives me wierd nromals too
Yeah
Boolean is weird.
Did you calculate the normals?
I think its uh
Under the green cube tab
Geometry
actually no, let me see if that helps
You're speaking to like #4 or something's H3VR Modder
I know my way around Blender and Unity 
I just can't code.
I pay others to code for me, and then I use their scripts to make stuff
Autosmooth will help but not entirely solve it, there will still be some distortion in the normals around the cut
To properly solve it, you need a copy of your mesh without the hole cutout (in your case it would just be a smooth cone)
i do have that already u think
i made this out of a Bezier curve, and i still have it
i can just re twist it
Then select faces of the surface you want to smooth (e.g. like this) and press P to separate into a new object by selection
Then add a data transfer modifier to that mesh and set it up like this, with the Source set to the name of your object without the cutout
It basically takes the normals of your unedited mesh and applies it to the edited one
The two meshes need to be in exactly the same position for it to work since it projects from one to the other
But then you can apply it and join it with the cutout mesh (or leave them separate if you want)
ohh ok great
It doesn't handle sharp edges so you just want to do one smooth surface at a time if you get what I mean

yes got it!
Nice!

You can do lots of fun stuff with data transfer, changed my life when I found out about it
E.g. my T-38 model uses it to blend together the different parts of the mesh without a visible seam
Yeah i noticed that its a lot of diferent meshes
Some of them I just haven't joined yet because I'm lazy lmao
Also I think the origin points are all in the nose still
they arent i think, i changed the scale factor in unity and it didnt follow the placement
if they were i thnk they wouldve followed the placement and scaled everything correctly
mornin yall
Here's not morning, I'm in the future
Pics or fake
You cant test it for yourself on 0.2.2 hehe
show image 
OK OK CALMDOWN xD
Looking geat
Great
Yknow its be sick if there was a part with inline gridfins
Sorta like what terran r had
should be easy
can you send me images of how it looks?
Theres an indent they rest in making it streamline
hmmm, is it ok if i integrate it on my Service part?
it will be a part with Batteries, Reaction wheels and Solar panels
Yea thats fine
I just love sleek rockets and gridfins pointing out always annoyed me a bit
I wish we had parts with negative space like in KSP 1
like
when you add the shrouded solar panel and offset it a bit inside of a part
there's a hole in it when you deploy it
Yea i miss that
which goes into the actual parent part
Hope they add it back because it made offsetting things look better
maybe only in restock?
but definitely not in KSP 2
it would fit nicely with this request for inset grid fins
never was a fan of offsetting things into others, only when 100% necessary so yeah
since you could just apply that to the grid fin itself
and when offset inside the vessel, it would give the same appearance as if it was inset
that would be cook yeah humm lets hope they add it
might not even be a stock KSP 1 thing, really not sure right now 😆
but I know that Restock parts definitely do it
That was a mod, using a depthMask shader
Should be possible to do since it's a default Unity shader IIRC
Has some limitations though
was the shader set to the part?
Yeah there would be a mesh with the depth mask assigned to it
Think the plugin had to do some clever stuff to deal with the multiple cameras in KSP1, not sure how that differs in KSP2
And I am very much an art guy not a plugin guy so can't pretend to understand it properly lmao
once i finish a couple of my projects will look into that, that would be amazing to have, specially since KSP2 looks so much better
Are they curving?
Yes!
idk i like it more than the flat panel
what u think?
I'd like both
actually I agree
or like, medium-curvy
so that they can be used at least on a tank of one size up and not clip
okidoki
for now i'll keep medium curvature, so it fits 1 size up, but in the future, if i get parts variants working, i'll allow all 3
@lofty jacinth like this?
half of the bend, now its 22.5º
no cliping
Also working on normals for the parts :D
all other maps are wrong tho! dont mind them
oh hell yeah that's awesome!
still a nice rounded form factor but applicable to more sizes
exactly what I imagined, thanks!
nice
are there bolts/nails on both adjacent panels? like this?
idk it looks right but idk if its accurate
Some of the stock parts have that yeah
@lofty jacinth thoughts?
taking some creative liberty now that i learned how to use Substance Painter
true that, hmmm



