#Lux's Devlog
1 messages · Page 3 of 1
I'll release with it to see what people think, but either way i'll try to make a way to change PM textures in game
shouldn't be hard
gives me Mk1 vibes
Not too big of a fan of how many plates there are, might look nicer with reduced height
They're very sharp lines where I think it would look alot nicer with some smoother lines
IMO, looks like pre-painted plates that were attached together, instead of attached then painted, with a very clear and defined seam line
tldr: paint the seams and remove a couple of the tiles
hmm ok
makes sense
also smoother lines, you mean the crease lineS? make them less deep?
Why tf are control surfaces so hard to fix???????????
wtf
wanted to have this ready before i go out for the weeknd
it was suposed to be as easy as changin this "CtrlTransformSign": -1.0,

Waiting for updates for every day lol
i'll release with the graphics update
Too bad Stage-Info is currently broken
i dont have anymore time anymore :(
Can I see your new textures?
yeah let me reopen the game
they're still a bit off tbh
but i gotta leave in 30 min lmao
and i'm still in my pijamas
gridfins look rusty ik
Getting there, but its way better
my unwrap is shit for this kind of stuff
i wanted to do those normal streaks on the bottom
but its impossible with a rounded uv
what would be nice is some inline gridfins. like a probe core with them embedded or a monoprop/fuel tank
Yup was gonna model that this weekend
I plan pn having mono, lf, ec, and maybe rcs ports with it too
Spring loaded grid fins
Should i make a bigger variant of the gridfins?
XXXXXXXXXL
Hmm im thinking
Engine that is the same height as normal lifter engines, but has wider nozzle
You put 8 lifters and 3 of these wider nozzles in the middle
And use them to circularize with your lifter stage, and then get back
Might do that
like these?
Yup
that'd be awesome
Might make it the XL variant
And one for L too but scaled down
Tho it would be nice for gridfins to actually work…
Its hard to tell how they work since currently all are procedurally generated
Gonna debug the source code when i get home to see if i find anything but doubt
Should i make the inline gridfins static?
or let them rotate?
this is the idea, but pretty , a place for the solar panels, and one for the gridfins, will make a new model for the fins, and maybe make the solar panels integrated on the part (or maybe leave for the player to add them? either way the solar panels will have opening doors)
idk if i'll add doors th the gridfins, doesnt make that much sense
also the gridfins slot will have the shape of the new fins
@lofty jacinth how do u feel about gridfins that instead of a grid its a honeycomb?
the shape of the grid i mean
IRL would be more efficient but would suffer way more kinetic load since the air would be impacting it at 90º angles instead of the usual 45º on angled square grids
not sure I follow exactly
usually they are this angled square
i was wondering if instead of that square, i make it a honeycomb grid
mostly just to make the parts look unique
oh yeah, I guess why not, it could look interesting
oh damn, that's actually really cool and unique!
i just need to put it on the center
i'll rock with these for the XL variants
my plan is to have the normal grid fin, and then these as an large variant
So you have S and then S large that would be these
and probably will scale the ones in game a bit
love that idea
i do these artistic pieces and then find myself stuck trying to make them physically possible
but i think i found a way
so 2 pistons on the attaching plate extend
since its attatched to that pivot on top it will rotate instead
and that pivot will also work as a rotation pivot
just gotta make the cutouts and make the animation
or i could keep it simple since i would need Inverse Kinematics to animate the pistons
edge has this "rounded" look
yeah idk hexagons always look futuristic
if you look at SimCity future dlc everything is made of hexagons lmao
😆
It's called a "bevel".
‣ Behind the Scenes: https://www.youtube.com/watch?v=4R3N1oeKbE4
‣ Hexagons are the Bestagons shirt: https://store.dftba.com/collections/all/products/hexagons-t-shirt
‣ Thank you Bonnie Bees for making this video possible: https://www.patreon.com/cgpgrey
‣ Discuss this video: https://www.reddit.com/r/cgpgrey
Special Thanks
Professor Dav...
idk now i feel about this... i felt like it was a wierd pylon in the middle and im trying to remove it
it was like this before...
this looks a bit better
Pwetty
size comparison,
actually might remake the OG gridfins because now i actually know how to make them
also need to do something with the base so it doenst look like that..... idk what tho
might just curve it
but damn those looks so good
ikr, for the inline variant i'll just remove the base and stick them directly into the part model, also this was suposed to be the M size, but i think i'll keep it as the S size, they look good like this
its about a 1x2 tank tall
yeah, they work (at least visually) very well with this tank size
I imagine the rectangular fins could be used with shorter, stubbier stages and these hexagonal ones with very long stages, to compensate for the increased mass for the same diameter
exactly, tho they maybe are too thin for a heavier version of the small gridfins
i think i made it half the depth, iirc the gridfins are 0.05 and the honeycombs are 0.025
hm, I guess it wouldn't hurt to make them the same thickness
idk if i should keep this level of detail... its not that costly on the GPU
What texture quality is that? It looks like 4k
its 4k downsized to 2k when exporting
maybe since the part is small+ that area occupies a lot of the texture it is like that
either way i cant fix the metal texture looking off....
so many shades off...
Huh, It must be the undertexture then
nop, already tried to chaange it, it seems to be the Mettalic nd GlossScale values
gonna try to play with them a bit
its either too dark or too light its very wierd
@lofty jacinth idk how to feel about the inline gridfins part...
it has shading issues and it has no bevels but still doesn't feel like it would go on a rocket
I still really like the idea, how does it look with the gridfins in?
do u have some references that i could look at?
also idk if i let the player put the fins or not
fins stick out just a bit
i migh make them curved, but idk
i see its more of a snug fit
thats what im missing
its a good idea i just didnt execute it well yet
@lofty jacinth We're getting somewhere
also i like that the insides of the gridfin slot is a different colors
might make that the Accent
i just dont know how hard it will be to integrate the control surfaces on the same piece as the tank..... since each control surface acts as its own
hm
maybe i'll leave for the player to put them, and with a collider that allows it to be in the right place
surface attachments dont work with nodes iirc
i could be wrong tho since surface atttchments have the node sprite on their base
How come? Afaik engines have both a node and can be surface attached
but i think they're separate nodes
hmm actually let me check
like, afaik, engines hve a stack node nd a srf node on the same place
oh ok, that makes sense
yup thts wht they do, i mean i cn do the same
and add stck nodes on the sides
My a key is not working correctly 

They probably will clip when rotating and when deployed, but that would need a redesing of the gridfin
nothing to bad tho, i think ill leave it like this until i get it working
yeah, that seems fine
and you wouldn't even need to redesign the fin tbh, you could just make some more hollow space for when it's rotated in the root part
though idk how that'd look
yeah exactly, the whole thing with the look is it looking sleek
it would be a big hole
oh yeah, that's looking real close
i'm content with this @cyan ferry what u think?
base color for steel rough in Substance Painter HSV 0, 0, 0.98
just gotta fund why its getting those black dots on the texture
Yeah that looks pretty close to me!
oh wow that looks so good
details and better paintmap
Deployable engines wen?
Probably next in line for moddeling, i want an engine for the lifter stages to use on vaccum, that can also be used in atm
Deploy it and BAAM wider nozzle so more isp in vaccum
Future parts!
Theres an engine like that in the files
Nervus engine
oh so they already plan on a deployable engine cool
i might keep the longer look in favor of making it more efficient ngl @lofty jacinth thoughts?
max for 1.25m now is 260 vaccum, i might make it 290 Atm 310 Vac
keep the size and tweak the mass
one frosty engine.
make it a lifter stage engine, stack like 10 of these bellow a 3.75m tank
for extra performance 🙏
WHAT IS THIS CAN CAN I USE IT FOR MAKING SOFI W/ NO EFFORT
its already on the mod i think
excuse me does this mean sofi
oh its a tank ok lmao ashusahuas
no its the foam on the tank
its
lemme think
i think its
yes i unironically read nasa reports and achrive them why do you ask
it just means the tank is orange and a little bumpy
comparison of # of engines to FuelCapacity... not great ngl
both craft are at about 1.2TWR
hmm
i feel like they shoudl be able to whitstand 1 more tall/ medium tank + the cargo
they already are double the mass of the stock Swivel
if that means anything, the Tundra Falcon 9 is 2.5m and fits 9 of the engines
9?????
well yeah, Falcon 9
it uses 0.675m engines then
yeah, most likely
cuz the 4 ingines one is 1.25m engines in a 2.5m tank
if anything, i'll make the 5m size the Falcon 9 equivalent
WTF ONLY?
yep, it's skinny and really tall
starship really is wide then
it is
either way, 5M, with 9 engines can only lift 2 small tanks lmao
I feel like the 3.75M (middle) should be my balancing point cuz it looks so good
and make a 0.675m engine for 2.5m
for comparison, Delta IV CBC is 5m
IRL
and SLS core is 8.4m
so Falcon really is skinny
oh so Delta IV like KSP 3.75, F9 is 2.5M and SLS 5m
usually Delta IV mods are 3.125m I think, and the other two what you said
with Starship being 5.625
and all those are balanced for similar performance to IRL when using a roughly 2.7x scaled Kerbin
i dont like to add extra diameters
yeah I get that
just starts looking messy and you cant really use the parts properly cuz its a wierd diameter
yeah they're mostly for just building that one single family of rockets, for as much realism as possible
as in, they won't need shrouds because basically the internals won't be visible at all when placed?
tbh the users can just move them up inside the body of the rocket to simulate this, right?
true
also
Merlins are 1m diameter and F9 is 3.7m
maybe i'll make the nozzle up to 1m but keep the engine as a 1.25m
hm
that way they fit nicely under a 3.75m tank
I guess you could do that, yeah
this is te best rn w/o clipping
also stock nozzles are smaller than the diameter so i think thats ok
but they will need tons of thrust to lift a 70m tall rocket, and the rocket should have like 9000 m/s dV with those proportions and ~18t of payload
Tbf in KSP1 they added at least one of the 'intermediate' sizes (1.875m) to the game in one of the DLCs
(of course that is if you want to scale the performance based on the real Merlins and considering they are nearly IRL size)
i wont make it as if it was 70m tall tbh, i just want 3 long tanks + vacumm Orbital stage + payload to Escape Trajectory
For modding we settled on 0.3125, 0.625m, 0.9375m, 1.25m, 1.875m, 2.5m, 3.125m, 3.75m, 5m, and 6.25m as the 'standard' diameters
true, i mean if most part mods end up adding these diameters woulnd't hurt to add them too
Then so long as you have an adapter to the stock sizes either side you're OK
and then the Starship mods snuck in with 5.625 😆
I'd imagine the same standards will develop over time
and tbh probably if i add it makes it more likely that people add those diameters to their part mods too
Oh yeah missed that one
It still conforms with the others
ill work on 1,875 at least because its a good diameter
0.3 seems too small, maybe for a sattellite focused mod, 3.125 is a good diameter too but i'll see
i just wonder how i'll add that to the labels (XS, S, M, etc)
s (uncapitalized) maybe?
it's so dumb that they just left out 1.875m parts and didn't even leave a letter for it
XS, s, S, m, M, l, L
Yeah not a lot used 0.3125m
how about S+, M+, L+?
yeah that'll be interesting to see
damn stock nozzles are pretty small wtf
already downsized by like 20%
and still a bit too big
it's fine like that tbh
true but still doesnt quite fit in a 1+8radial setup
hmm
I guess if it isn't really meant as a Merlin counterpart, then there's no need for 9 to fit
I mean yeah, but the proportions of the rocket will also be very different, so is a different number of engines the worst that could happen?
👍
so, testing a bit with the 9 Mirin thos would be what i think a F9 kerbalized would look like
maybe cargo is way to tall tho
bro merlin TWR its crazy to lift a rocket that big wtf
i dont feel that comfortable to put such thrust in a KSP 1.25m engine lmao
i'll tweak this craft to be have 1.4 TWR, then i'll lower the ISP to disencourage player from using it as a 1st stage 1.25m engine
even if i half the size of the engine, it wont match the 70m, unless i triple the thrust which is dumb
that sounds reasonable
it works
not as unbalanced as i was expecting
barelly can lift it with 18 tons of payload
going straight up doesnt go that far
2900 m/s, taking into consideration that it should burn bac to the KSC
TRUE FORGOT ABOUT THE MOST ICONIC PART WTF

fairing needs redo but yeah
now to balance the 460kn 1.25m engine.........
double the Swivel 
I mean you made it life-sized
and irl it has 720 kN in vacuum

so you could argue that 460kN is still not enough
wait I was wrong, that was an older version
its fucking ridiculous lmao, tho the upper stage is there already do that mass is also acounted for
😭 im at half just to get 1.1TWR
idk tho, KSP scaling is wierd
Well actually no, Kerbin is easier to exit so requires less TWR compared to earth
ig Merlin TWR would be equivalent to my engine for KSP?
im saying total TWR accounting for all Falcon 9 wieght
at 0.47 tons
- payload weight
im guessing that F9 is about 1.2 to 1.3 TWR at sea level
couldnt find that info idk why
balancing a real-life sized engine for a 10x smaller solar system gets weird lmao
I mean tbh this could be something that u unlock with 3.75m engines
yeah it's definitely an advanced engine
The worst part is that parts and fuel weight seem to be the same as irl???
in KSP terms
cuz if it was 10x smaller then i wouldnt need 600kn to get 1.35 twr i think
600kn PER engine
honestly I still think it would work best in the 0.625 size
it would be easier to balance
here's a comparison of the two
and make vaccum version with high ISP and a slighty more thrust
maybe BE-4 as 2.5m?
for 5m lifter stages?
that'd be cool, yeah
hm
or maybe 1.875
since you'd ideally fit 7 like on New Glenn
TRUEE those intermediate sizes would work great here
im sure that this engine i created is already very near to the 0.9 mark
havent checked tho
yeah then it definitely makes sense to make it a bit smaller to account for the ~2.5x scaling balance
tho, i dont think that, in sandbox mode, the high thrust will be much of an annoyance to players
but it will have to be well balanced in science/carrer tho as for when it gets unlocked
(aka the engines in the stock game have similar performance to real world counterparts when the solar system is 2.5x bigger than stock)
so they aren't scaled 10x like the solar system
they're OP by design
hmm that makes sense since rn the engine has about x2.2 less thrust than the real counterpart
yeah
yeah, Merlin as 0.9
raptor as 1.8
or raptor as 1.25
and Be-4 as 1.8
i think it will be good like that, also will work on the covers for the engines tomorrow
Oh shit we actually bout to be gettin custom engines?
we already have them :D
they are usable already, just havent published yet
also no VFX but i think i found how to make them
{
MetaAssemblySizeFilterType.XS,
1f
},
{
MetaAssemblySizeFilterType.S,
5f
},
{
MetaAssemblySizeFilterType.M,
10f
},```
Looks like i'll be able to add the XS+,S+, M+ and order it correctly
maybe, since that MetaAssembly--- is a enum... i'll see what i can do
engines alreadY?!
I tried, mine didn't want to produce thrust sadly
Flip the thrust vector, that was my issue at least
Will try
Change the mode to local, the green arrow should point to the direction of the thrust
Well another issue was that it only had the crossfeed option, so might have to also look into that
Planned parts:
-MK2 RCS Block (short size, 4 rcs ports on top, 4 on the bottom, angles 45º for F/B and U/D translation)
-Merlin as 0.9m engine
-Raptor as 1.25m engine
-BE-4 as 1.8m engine
-MK2 Vtol engine (Body part with 2 engines on each side and end part with forward-downwards modes)
-1.25m to MK2 adapter with intakes
-Airbrakes (Like the B9 airbrakes, slim)
-Aerodynamic Landing Legs (Falcon 9 a line)
-Inline Chutes (real chutes a like, but with tank's texture)
-Inline service module with RCS tanks, reaction wheel, solar panels and batteries
-Aerodynamic Docking port
-Aerodynamic RCS Blocks
@lofty jacinth can you fix the message above?
What parts have been added?
none on the public version yet
but we have these to be published once they are polished
well I found out why
I had basically ignored the engine module 💀
LOL that makes sense
new large gridfins, inline gridfin tank (basically a tank with slots for the new gridfins to sit on so they dont stick out)
and a KSP version of Merlin
wait you already added an engine to ksp2?
Awesome, looks like terran r
that was the reference!
Will it have a methane plume or a kerosene plume? 🤣
lmao methane to fit the other ones
but would be nice a kerosene one
maybe if a mod adds kerosene as fuel
Yea i hope someone makes real fuels
Methalox is a real fuel doe
just people talking nothing to see here mr officer
🤔 Ok... Have a good day sir
Raptor is forming
nice
They look like they have cell shading
oh yeah those are untextured
just finished texturing them gonna fire the game to see how they look
Send pics when possible 😋
they dont have a name yet
i named it Reiptor-12 but just so it wasnt named "TestEngine2"
i just noticed the mess of tubes and wiring, love it
Do gridfins produce drag
When opened yes
Drag and lift
Tho those values have to be tweaked by a lot, but its not worthit until we know what depth is
They also produce very little drag when closed
This looks amazing!!!! So messy and looks just like it.
@lofty jacinth since you requested the engine covers, should i do only all engines the same size? or like, 8x1.25m and 3x1.8m in the middle?
sounds dumb since they are not the same level but i could change the attach point a bit downwards so they are
Substance Painter
mostly Steel rough with normals on
and about .1 normal intensity
actally everything is steel rough, i have to get a rubber material for the cables
also im, using 4k textures
at least on these main parts i'll use 4k, tanks and so i'll probably use 2k
once i get FX working
no point in having a engine tutorial and you cant have FX on them 😭
we're close tho
Layer it a bit more, add yellow, orange a nd a bit of blue on the tip and were set
What build should i use for the new engines/
Ah I see. Such a tease, well im very much looking forward to them.
@lofty jacinth should i make the 5M the starship equivalent or leave it for something bigger?
what's the actual diameter of Starship/Superheavy IRL again?
I'd probably save the KSP version for at least 7.5m
yeah makes sense
Are we talking engines or fuel tanks rn
well, I'll get covers for 2.5m, 3.75m and 5m and then i'll release the next update!
this is a fuck ton of new parts
IIRC, the usual practice for making KSP versions of IRL stuff is to pick the nearest size to the actual nominal diameter of the real thing, then usually decrease it by one size increment.
3 covers, 2 engines, 3 new gridfins and 3 Inline Gridfin tanks
let me show u how they look in unity
All Modules are on Reiptor-12
Other than thrustTransform, everything is just MeshRenderers and filters
If we're talking Starship, that's always been 5.625m in KSP 1
¯_(ツ)_/¯
If you don't want such a small increment from 5m, I'd suggest at least going for 6.25 instead of 7.5
5m would be closer but it wouldn't make much sense if Falcon will be 3.75m
My structure is defs not like that jeez
your structure shoudl be
for every part
Empty game object
model (empty)
meshes
collider for that mesh
dont add too many colliders too
and for engines should be
>model(Empty Game Oject)
>>EngineMesh(with no nozzle)
>>>Gimbal(Empty GameObject)
>>>>NozzleMesh
>>>>>thrustTransform(emptyGameObject)
>>>>>>Plumes```
He's shy
New rcs effects? 👀
trying to
They look Good
so i just accidentally posted my instagram dms on main SORRY cuz Sharex records the main screen frist then the game... disregard that lmao
i rlly gotta get a better recording system...
well
i cant rlly crop it
thats what i miss from OBS
the option to Ctrl+prnt scrn and just
same goes for videos btw
tbh for quick videos to show off something, I just use the default Windows snippet tool
lol
yeah it seems to be relatively new
wait theres a windows store version maybe i dont need to upgrade
right-click source > filters > crop/pad
ohh cool
im guessing i cant set the crop on the fly right? its a set and forget thing right?
its ok if it is cujz most of the times its the same crop
You can add, remove, and/or change it at any time, but you have to go back into that menu to do so.
oh ok, yeah no biggie then, i'll probably start using that then, thx :)
btw any sugestions for more parts on SORRY?
Falcon-style aerodynamic landing legs?
I 100% support that
OOOOH the VTOL engine would be soooo good, I was struggling making a half decent VTOL plane, since every engine consumes a LOT
Would it be electric? Since VTOLs are usually fans
Or monoprop?
Or maybe just methalox tbh
hmm maybe that will be next
Yeah no pressure, it seems super difficult to make lol
Would it be somehow connected to RCS?
as in, when u have RCS on they turn on too? and behave as RCS ports?
Hmmm
what are we thinking? @lofty jacinth
its wierd to do an all blue plume
i dont have much to work with
but raptor's plume is all blue so 
starting to look more realistic, it's reminding me a bit of mach diamonds but not quite yet
yeah, i just gotta use a different mesh
well to be fair, in most of its length, the plume is purple-pink
but yeah the very start of it is blue
kinda working
Kindaaa
the calcs are right, but i was working on Vector2s instead of 3s (since the engines all are on the same plane)
Math ROCKS!
!WORKEN
Math is pog
Just realized that the Reiptor-12 is marked as SM+ but it is a 1.25m engine... BE-4 is suposed to be the SM+ lol
lmao
We're onto something ngl
@tiny blaze this is amazing!
Refactoring the Node creation code, but the Engine Plate is GTG
i'll probably add a 4 new engines just so the new update isnt so small
after this update i'll work on #1094320887228006450 and after that probably #1092613573290754108
inbetween i'll make a small update on #1093732018631749662 to remove the sparkles!
and after these i'll work on FAR for KSP2
Lux's Devlog
The new engines will be
BE-4 counterpart, BE-4 vaccum, and Reiptor and Kheap-0 vaccum versions
omg it was a joke

not saying I don't want it though lmao
no cuz i actually miss FAR a lot so i want it in ksp 2 too 
#🔴mod-dev message 
also already been making the code for FAR 2 on my mind so its just a matter of putting it to paper
as i said, i already have too much projects, but as soon as i "complete" #1094320887228006450 and #1092613573290754108 i'll be free
tho FAR2 will only start next week probably
you can't convince me that you're not actually a super advanced AI from the future 
because this tempo is not human
lmao
lmao its mostly a lot of nights awake till 4/5 am, i work very efficiently late night so 
Lack of sleep is a helluva drug
what the hell 
lmao
Its looking decent-ish
Also cool little QoL
tho i still need to fix a couple of errors that this brings
procedural engine cover is 99% done
its usable already
just gotta fix that, when u add new engines, they are not being set to the same stage....
everything els,e including NREs and other exceptions are fixed
also, stages only update when u pick the piece but thats most probably my fault
@lofty jacinth should BE-4 be gimballess?
pretty sure it needs a gimbal
i dont see any gimbal mechanism on the blueprints or pics
since it's supposed to be used on New Glenn and you can't really land rockets without steering
and I imagine the Vulcan also needs steering on its first stage
hmm ok, i'll prob add a small gimbal (1-4º)
the gimbal mechanism could be implemented on the rocket itself like it is the case with Raptor 2?
The BE-4 engine is the “most powerful liquefied natural gas fueled rocket engine ever developed,” according to Blue Origin. Watch it gimble at full power in these hotfire test views.
Credit: Space.com | footage courtesy: Blue Origin | edited by Steve Spaleta (https://twitter.com/stevespaleta)
you can see it in action here
8 degrees apparently
ok so this bideo was a fucking huge help for the mach diamonds
i know how to do them now
but yeah its a full engine gimbal not just nozzle thx for that too!
so basically for mach diamonds i just have to make the end falloff huge, to make the first 1/6th of the mesh glow, and the rest just shimmer
still not telling us how to add the engine plumes tho smh
(for legal reasons THAT'S A JOKE)
i mean lmao
u could add the ones i already have on my engines but those look like shit
That's why I said for legal reasons it's a joke
medium piping done
now to small pressure matching pipes and wires
and then the frame and we're done
heh took me like 4h
it's amazing for 4h
Lmao
so
Merlin has a 1:16 nozzle extension
and Merlin Vacuum has a 1:165...
so i'd have to make the nozzle 10x bigger
merlin would become a 12.5m nozzle engine......................................................................
maybe i'll make it only 5m tho
huh??
it obviously can't be wider than the diameter of the rocket, and that's just over 3m
The Merlin 1D engine was developed by SpaceX between 2011 and 2012, with first flight in 2013. The design goals for the new engine included increased reliability, improved performance, and improved manufacturability.[28] In 2011, performance goals for the engine were a vacuum thrust of 690 kN (155,000 lbf), a vacuum specific impulse (Isp) of 310 s (3.0 km/s), an expansion ratio of 16 (as opposed to the previous 14.5 of the Merlin 1C) and chamber pressure in the "sweet spot" of 9.7 MPa (1,410 psi). Merlin 1D was originally designed to throttle between 100% and 70% of maximal thrust; however, further refinements since 2013 now allow the engine to throttle to 40%.[29]
A vacuum version of the Merlin 1D engine was developed for the Falcon 9 v1.1 and the Falcon Heavy second stage.[2] As of 2020, the thrust of the Merlin 1D Vacuum is 220,500 lbf (981 kN)[38] with a specific impulse of 348 seconds,[39] the highest specific impulse ever for a U.S. hydrocarbon rocket engine.[40] The increase is due to the greater expansion ratio afforded by operating in vacuum, now 165:1 using an updated nozzle extension
Oh im dumb
i read expansion, but its extension
so it will be a 3.75m engine
or 4.3m?
since tis 3.35x bigger
it rounds to 3.5x which is 4.3m size in ksp
you made the Merlin SL bigger than it is IRL?
not rlly
i just made it fit the 0.9375 size
these are them in unity
with the sizes that they will be in game
yeah makes sense
Im rlly proud of my evolution on modelling engines
i need to revisit Merlin
i put it at 1025kn, lets see if i got the thrust right 1st time
845kn sea-level 981kn vacuum according to wikipedia
can't find it on atomic rockets :/
KSP numbers tend to be a bit higher
Ok so since BE-7 is a thing, i'll also make it as the BE-4 vaccum counterpart
wasnt gonna make a BE-4 counterpart cuz though that it didnt exist lmao
BE-3U is the vacuum engine for New Glenn, BE-7 is a smaller engine meant for the National Team Moon lander
even simpler
lmao he spoke too soon, month later SpaceX gets drafted w the mission
Yknow I'm gonna learn so much about rockets engines and whatnot from all of you, and I'm not complaining
BE3U diameter?
Lux where do you get all this freetime
by the way, just in case you'll find this helpful (of course you don't need to actually use it)
this is the 5.625 Super Heavy, with a Merlin on a 0.625 tank and a (shielded) Raptor on a 0.9375 tank
for reference
lmao ok wtf that look interesting
i migh have to downsize Raptors for it to fit then maybe
which im not that keen to doing
i'd rather make 9m tanks
generally when making KSP versions of IRL parts, you want to round down on the size.
and sometimes even go one step smaller than that.
Plan for today
3 Vaccum engines, Releasing SORRY 0.2.5
Starting API for #1094320887228006450
Releasing #1087665539264020540 to the public (Just waiting for benjee to check the new version)
@lofty jacinth should i do a shroud on the Vaccum engines?
u kinda can't use them more than 1 per stage anyways
so no need to keep them compact on the top, they would just overlap
tho this will be optional as soon as i get #1094320887228006450 done, since u'll be able to switch models
tbh I don't know much when it comes to specifically Raptor vacuum
i mean more in a gameplay thingie
it would look wierd just an engine attached to the tank in a upperstage
for the lifter stage there's the Engine plates and the Engine cover
for example in this photo there appears to be some form of shielding visible above the vacuum nozzles
oh wtf true
but generally I'd say just don't bother
heh yeah, i can always add it when i have #1094320887228006450
I wish we'd get a better (and updated) view inside the engine skirt of S24
hopefully we'll get some good camera views from it during the test flight
wait in thgis pic, the middlle ones are the vac?
lmao i was like, NOZZLE WAY TOO SMALL FOR VAC
we have another photo of the SL engine shrouds:
they appear to be pretty much just metallic cylinders surrounding the engine's internals
but for some reason the KSP1 engine plates didnt allow for fairing if u had that config??
#1087665539264020540 is 90% done, just missing serialization and deserialization of Shader Settings, and aplying them, but Shader Inspector and editor is already done
Change of plans, im almost finishing TUFX for KSP ( #1087665539264020540 )
I'll then replace all my engines plumes with the stock shader's plumes for now, until #1092613573290754108 is done
2 day break, but TUX is 99% done, just need to find a way to load the textures….
@tepid stirrup do u know how could i get the game’s textures? AssetProvider.Get only has 1 resourceLocator
Resources.Load doesnt seem to retrieve the texture… tried with and w:o extension
This 1 resource locator is SORRY’s caralog
I rlly need to start bringin my pc to my gf house so that i can mod here too
I funny what AssetProvider is, but you load most of the games assets via Addressables.LoadAssetAsync
Back to work
@tepid stirrup so....
as you can see this goes right back to Addressables.LoadAssetAsync
and still returns null...
[Error : Unity Log] AssetProvider unable to find asset of type 'UnityEngine.Texture2D' and key of 'engine_1v_methalox_swivel_d'.
as you can see the key is probably that right?
u have the key here
ok so i think that since it is on the prefab, i need to address the prefab instead of the actual texture.................. WHAT A FUCKING PAIN IT IS BRING BACK GAME DATA
seems to be that
yup exactly that, damn this will be a pain in the ass to mod
i'll deff add this to my API
the feels off
about right 
So, 9 Merlins, no payload, 1.6TWR? @lofty jacinth maybe a bit too high no?
Omfg that dry mass/wet mass ratio
(not your fault, the game's really)
What is the thrust on those engines?
Try putting on like 7t of payload, that should be about right?
yeah max LKO is 8tons
How much TWR with that?
Omg that actually looks so good what
disregard the fact that the engine is not producing any thrust rn lmao
i fucked up somewhere
it does right! i wonder how it will look on a Starship's upper stage since this is a Raptor Vaccum Engine
Ohh what size tanks are those?
2.5m
the nozzle is short of 2.5m in diameter
i scaled the Raptor Engine's by 3x tho
It's like if SpaceX made a Falcon Raptor
Which i think they were planning at some point actually
yeah lmao it fits
To switch F9 to methalox
i just imagine the work that they need to put just to make that
Before they scrapped that idea and just went for Starship
idk if its worth it
Why we don’t have glow in stock 
Looks really good
we do tho!
or you mean on modded parts?
Looking good
That's good
just missing the skirt
so booster 4 talk tanks
starship 1 tall tank and 1 nose cone
1.6TWR with 33 engines
100t vehicle
vvvvvvvvvvvvvv
maybe i should lower the thrust and make it 3 tall tanks long no? @lofty jacinth
it look way longer than suposed with 4 tanks on the booster
Well Starship is only like 1/2 tanks
The rest is skirt and payload bay
So it looks too short with just the nose cone
But yeah even then the booster is probably too tall
Yeah my bad, my memory is failing me, I will appreciate details more next time
oh its ok dw <3
welp forgot to add control to this
Lmao
I wanna bring back ksp1’s part info when u open the parts manager
So what should i do? Name, mass, thurst, what else?
capacity (resourcecapacity/capabilities), EC, gimbal, EC generation, control point, docking force and I think that's it?
oh wait no - decoupler/seperator force too
Cool beans
now we have
unlimited amount of cluster rings
instead of just 3!
and with rotation, position and height offset for each!
it is all already working, i just need to add a UI for this
but yeah! CUSTOMIZABILITY!!!!
also new texture for the cover as you can see
i should probably also add a Heatshield varian later
but yeah this is something
next version of SORRY probably at the end of sunday?
You need to add pad destruction upon launch before that
I wonder if the pad already has a destroyed mesh
damn that's looking so good
the fact that this mod already does stuff that was never done in KSP 1 is amazing
yeah that was what I was about to mention, it's weird that Micro Engineer reported it as having TWR of 1.7
and then it didn't even lift off
i think its cuz micro shows vaccum thrust only
but yeah i've been guiding my balancing mostly from the game's TWR from the engineer's report
still, when you look at your screenshot, the TWR is 1.75 in vacuum and 1.66 in atmosphere
so 1.7 and < 1 is still kinda weird
I've just noticed one thing - when you group parts by size in the OAB, the custom sizes have no label
Probably due to localization
lol
nice!
just noticed this
oh fuck
i might have missed some colliders
that doenst affect gameplay or framerate
unless that collider is colliding with something
which for parts is almost never
unless that part is in contact with the planet (aka you use it as a landing leg)
yeah it's not spammed or anything, it just gets logged once per each engine when it's instantiated
Lux do you know anything about creating a custom dropdown in a tab group
in the oab?
wait wym?
like those dropdowns like
Methalox
Methane?
that will require the same patches i did for the label sizes, but i want to include that on LOABE's api too
if its really urgent i can tell u how to do those patches
else you can just wait and i'll add it to LOABE
No, it shows the 'Actual' TWR, which in Carnasa's case was sea level TWR
huh wtf
why tf didnt it takeoff? since its 1.7twr
i gotta take a deeper dive into that then
btw i'd advise u to maybe change it to kn? instead of plain N
don't know. I would have liked to see the craft file so I could test it out
or maybe, if > 0.1Kn show as Newtons, else show as KiloNewtons
exactly, i'll see if he still has it
yep, working on that
i might have an idea on why it didn't take off - I've had a similar bug with the towers
usually happens when the first stage only has the engines and not the towers
but the towers "deploy"
your vessel will go up for a bit
reaching some maximum speed
like 6.2m/s
then start going down
towers?
hmm yeah he only deployed after a while
the instability is probs from COM or gridfins having goofy physics
clamps*
tower clamp thingys
oh ok
think it's more common when you revert to launch and do some stuff with the staging (either before or after the revert, not sure)
about the engine covers, got them to work on save/load inside the OAB but not on flight...
i might remove the Top node configuration since it doesnt make that much sense
how will you snap/attach it without the top node-
ah
Engine covers are done!
just gotta make the textures for the other sizes and we're good!
I can send it to you :)
Please do! :D
Lol
didnt even want to, but made gridfins also deploy on the OAB
let me see if it persist into flight, it should
:( it doesnt
it actually does but the animation doesnt get triggered
@lofty jacinth #1094320887228006450 's variants being under a dropdown on the PAM?
just like the clamshell depoys etc?
yeah that makes sense
yeah I wouldn't put it in a different window
2.5m terran looking good tho @lofty jacinth
ooh yeah
also idk if i ever showed the 1.25m details up close
Sick
You've got some scalloping along the top edge that looks rather odd.
Neutron style four way nose cone.
Hows everything going so far?
hey! well!
so yeah i have the SORRY parts mod and im developing also a colonization mod
any parts you feel like helping with?
starship i've made with sorry mod, it looks good? (i've made super heavy too)
yeah
just wait a sec, my ksp is closed
crashed my pc a bit, got a green screen of death here
here its, fully stacked falling starship
now not tilted
i've loved the idea
yo @tiny blaze i can help with some 3d modleling if you need it
please do! I'm in need of some Falcon-like landing legs!
no need totally like it btw!
alr
oh yeah if you want me to i can make some starship parts
some MODULAR starship parts
@tiny blaze what if the starship flaps were procedural lmao
could you make them rotate like the ones on starship?
they will be, dont bother w them if you dont want to :D
aw siick
i'm working on the engine plumes now but i have a lot in mind with the new part modules, prodecural engine skirt, procedural flaps, etcetc
@tiny blaze pre-texturing
I hate to ask if it's already been asked but the engine sections you show, There anyway to get them or are they not yet released?
Love your Mod's!
tbf i was trying to get the plumes prettier, but maybe its better to just release what i have since the plumes might take a couple days
i'll add plumes that i already ahve to the new engines and release a new version!
how do you take the models, attach a name to them, and then reference them with your scripts?
curious how that works
I've about got all I can out of KSP2 without updated MODS and MOREEEE parts! IT does feel a little lackluster the ammount of parts included be we have wonderful souls like y ourself gracing us with parts! I mean not to rush you however the Engine Mount with custom rings etc will be awesome!
im pretty happy with the parts we have. there's a lot you can do with what the vanilla game has given us
the parts lux have added are epic as well
Addressables! referencing is a bit more complicated, you have to do Addressables.Load with the right key (usually partname.prefab)
on my tutorial i show how to setup addressables
yeah np! the Engine Mount is already done so im ok with releasing it (even tho maybe i should test it a bit more but i'll leave it to the players :P)
please add the front part of the toyota prius to ksp 2 🥺
ah interesting. ill read up on that. thats pretty cool!
new nosecone? :O
real
Very real fr
update on the new version:
So i had some troubles with adding the plumes onto the new engines, so i kinda redid the whole plumes thing to be wayyy better now (see it as an #1092613573290754108 plume)... So i got them pretty.....
also been busy the last 3 days so couldnt really work that much on this :( thus only now getting something
They still need a bit of noise and brightness corrections
@lofty jacinth thoughts?
Oh yeah that looks nice
Next thing in dev: #1093732018631749662
- Angle snap
- Remove offset limit
- Remove VAB Limit
- Auto-level Vessels
- Fix Symmetry bugs
after that #1097243212898390096
- Add support to texture2d Arrays
- Add support to planet shaders
you mean each blue suqre is a part?
those are windows lol
oh yeah no go ahead!
each black outline marks a seperate part



