#Lux's Devlog

1 messages · Page 4 of 1

rotund gyro
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oh yeah it is

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dw

tiny blaze
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great! :D

rotund gyro
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sweeet

tiny blaze
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btw it can also be the middle steps like 1.875m etc

rotund gyro
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ohhhh alr

rotund gyro
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@tiny blaze kaboooom

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top part is nowhere near done though

rotund gyro
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took some inspiration from the colony parts

rotund gyro
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zarzip

median canopy
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clever "Lux's Devlog" i like it

median canopy
tiny blaze
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Good job!

tiny blaze
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Welp obivously the angle snap for LOABE is not a method argument

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but its inside the fucking method

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Transpiler it will be then......

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im guessing wireframe?

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and a boolean to make the triangle at the top

rotund gyro
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manually cutting all of them in

tiny blaze
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well now THATS dedication lmao

rotund gyro
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might make it look like this old model i made a while back

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@tiny blaze yo can you transfer crew between parts in ksp 2

tiny blaze
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tbh idek

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BUT i can make that possible if the game doesnt have it yet

rotund gyro
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ooh alr

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i was gonna make the airlock a seperate part

verbal olive
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it does

rotund gyro
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@tiny blaze

tiny blaze
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Amazing!

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what diameter are they btw?

rotund gyro
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5m

tiny blaze
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good!

rotund gyro
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im nt gonna model the bottom tank since you can just use that

verbal olive
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good good

tiny blaze
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they look so good too!

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btw if you want i can texture them for you!

rotund gyro
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nononononono i love texturing lol

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favorite part

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also i got substance painter

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soo

tiny blaze
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lmao i also love texturing thats why i said that xD

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btw, could you provide me w

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so, im testing this new tank frost shader right

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i just need a mask for where the tanks should show the frost

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any color

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its mostly just to test the actual shader

rotund gyro
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ooooh

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alr

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oh wait i gotta do the interior

tiny blaze
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DONT! xD

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dont worry about interiors for now

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cuz the game will most probably change how interiors work

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so its better to not do them now

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words from benjee10 himself btw (which i agree)

lofty jacinth
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here's a nice picture showing the full frost levels on Starship and Super Heavy

rotund gyro
tiny blaze
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oh it odnest get to the cone xD still u can put some on the cone just to test

rotund gyro
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@tiny blaze yo i might have to make a whole new part category lol, the uh

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xl part size

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sorry no uh

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xxl

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idk

tiny blaze
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Theres already that in the game xD but why)

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?

verbal olive
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There's up to like 5XL you'll be fine

tiny blaze
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Theres no tanks for it tho

verbal olive
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ZE BALL

rotund gyro
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starships pretty small and the interior needs to be at least somewhat big compared to a kerbal

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maybe like 6.5m

tiny blaze
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We could try, tho idk how the engines will look on it

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Make it 5m, i can resize it on unity later

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Or u can make jt 6.5m and i scale it down

rotund gyro
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i might make a heatshield for the 5m tanks

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like a horizontal one

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for starshop

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ship

tiny blaze
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Hmm makes sense

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Wait the round one?

lofty jacinth
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that would be pretty cool

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I'm assuming horizontal means like covering half of the tank in tiles

rotund gyro
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mhm

rotund gyro
tiny blaze
rotund gyro
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oh nono like

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the uh

tiny blaze
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the belly?

rotund gyro
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a heatshield you put on the side of your tank'

rotund gyro
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you know the texture size for the ksp parts?

tiny blaze
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were u thinking of making it a separate part?

rotund gyro
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yeah

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✨ modularity ✨

tiny blaze
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hmm i dont think you need to

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with #1094320887228006450 i'll add the option to cycle between parts

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as variants

rotund gyro
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ohh sick

lofty jacinth
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I like the idea a lot, with this you could put heatshields on any rockets, not just specifically Starship

tiny blaze
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well the way i see it

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i mean i like the idea of ading them to the tanks

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but the nosecone, since its so unique, should have it integrated into the main part

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via variant

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it has no other use other than for the nosecone

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cuz the game's nosecone's dont follow the same shape

rotund gyro
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yeah good point

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the these parts can have the part be separate though

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part being uh

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heatshield

verbal olive
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Question: are those supposed to be windows or Reinforcements

rotund gyro
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those are windows

verbal olive
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Alright

tiny blaze
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Angle snap is done

tiny blaze
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Centering done

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OABSize config done

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PartSize config done

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next update its pretty much done already

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i want to do a prettier UI to it tho it looks awfull as of now

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obviously you'll be able to select the step amount for each thing

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idk if i should add an animation to the parts when they are moved

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me personally i wouldn't like it

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because if im using precision things most likely i want to do things fast

rotund gyro
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@tiny blaze so i updated the model a bit

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what i plan the heatshield to look like

tiny blaze
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ohh i like it

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the top of the nosecone makes it very kerbalesque

rotund gyro
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thanks! noticed there was a verry severe lack of detail so i added some

tiny blaze
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Example of a Size config file, ID must be unique

{
  "ID": 100,
  "Diameter": 2.5,
  "AbbreviatedName": "Mk2",
  "FullName": "MARK2",
  "SortingOrder": 31,
  "TagColor": {
    "r": 54,
    "g": 39,
    "b": 245,
    "a": 255
  }
}
rotund gyro
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im gonna be honest lux im literally jumping into this with ZERO idea how to create ksp mod configs lmfao

tiny blaze
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Example of Partsconfigs needs to be in modid/LOABE/

{
  "mod": "SORRY",
  "LOABEPartData": [
    {
      "LOABESizeID": "XS+",
      "partNames": [
        "Milrin-07"
      ]
    },
    {
      "LOABESizeID": "SM",
      "partNames": [
        "Reiptor-12"
      ]
    },
    {
      "LOABESizeID": "SM+",
      "partNames": [
        "BE-4",
        "GridfinHexS"
      ]
    },
    {
      "LOABESizeID": "MD+",
      "partNames": [
        "GridfinHexM"
      ]
    }
  ]
}```
rotund gyro
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alr thank you lmao

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sorry btw

tiny blaze
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oh dw its ok! u're helping me im just giving back :D

tiny blaze
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maybe change to ModID/LOABE.cfg? since its only 1 per mod?

lofty jacinth
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yeah, that might make more sense

tiny blaze
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tho the plumes idk

lofty jacinth
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and I would honestly keep the extension .json, to make the format clear

tiny blaze
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since its 1 per engine

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Hmm i thought that since its a configuration file

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it'd be more intuitive to have it as cfg. but tbh its indifferent

lofty jacinth
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I mean my concern is that people might think it's the same format as KSP 1 .cfg files

tiny blaze
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hmm yeah... idk im not oposed to changing it to json, i'll see

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thx!

opaque citrus
tiny blaze
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trying to match the game's style a bit more on my parts

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seems to be going ok

rotund gyro
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what you using for the paint? looks great!

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like uh

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what smart material

tiny blaze
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Its not smart lmao

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Well

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Let me get home first

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But its mostly me abalising the stocks textures and tryng to imitate it

tiny blaze
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@rotund gyro its mostly steel rough as a base

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at different roughnesses

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outer shell its usually at 0.2 roughness

median canopy
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How hard would it be to add frost effects?

tiny blaze
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you mean for your parts

lofty jacinth
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#🔴mod-dev message

tiny blaze
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or the effect to the game?

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to the game is pratically already added, since its just a sahder it will work 99% of the time

tiny blaze
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lol so i logged into trello

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i'll use it as a roadmap since i didnt find any better alternative

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and found this from an old project of mine lmao

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also.........

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i do remember this

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was suposed to be a rogue-like like isaac with more dynamic rooms (instead of squares joined by doors)

tiny blaze
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@lofty jacinth since it was u who first asked for them to be disabled, should the spark toggle be inside the game's ui or in the BepInEx Configuration window?

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i feel like BepInEx is too hidden from normal players

lofty jacinth
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Spark toggle?

tiny blaze
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the sparks when you place apart

lofty jacinth
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Ohh got it

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Well, to be fair, we have been thinking of making a custom configuration UI for the BIE Config API to replace Configuration Manager

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Something that would be integrated with the game's built-in Settings page

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Ideally

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But I guess for now you can keep it in your mod UI?

tiny blaze
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yeah, will do!

tiny blaze
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working on this, as soon as this is done i'll release the new version

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aka no limits

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keep in mind that the UI will change a fuckton once i get into UITK

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its just too much nonsense to work with the unity's default UI

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this will not be as easy as i though lmao

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im gonna leave this off the next update just cuz its not really a priority as of now

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priority rn is TUX to help other modders and #1094320887228006450 for the same reason

tiny blaze
rotund gyro
tiny blaze
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@lofty jacinth 6 ways MK2 rcs module?

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it has this in every side

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also on the bottom side

lofty jacinth
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Nice!

tiny blaze
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should i maybe add the sideways thrusters on that flat part?

lofty jacinth
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Hm, not sure

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Since you might want to have wings mounted there

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This way they won't cover the RCS ports

tiny blaze
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exactly it would look goofy

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ok! onto the VTOl engines now

tiny blaze
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ok so for VTOL

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im making a Methalox VTOL (maybe i'll make it a 2 modes engine with only Methane)

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i need some opinions

lofty jacinth
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yeah bi-modal sounds like the best option

tiny blaze
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about animating them

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so option 1, they fold inwards, into some doors that will open
Option 2, theres an aerodynamic cover, that covers most of the nozzle that retracts once the engines are activated
Option 3, The engines fold backwards (giving the possitibilty of these engines being used for forward thrust too), also with doos that will open to house them

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my idea is that these engines will have 3 modes
Off
Kill Horizontal (will automatically gimbal to kill horizontal velocty)
Normal (they will obey the player's commands)

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since they are Methalox i feel like it makes sense for them to be sticking outside the MK2 format (since metalox usually need a somwhat long nozzle)

verbal olive
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kill horizontal is gonna be WIDELYYY popular

tiny blaze
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i never played much with VTOLS in KSP1 because it was always soooo anooying to kill horizontal velocity while in VTOL mode

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what problem u having? i can help :D

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you need this #🔴tools-and-resources message

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it helps a lot its very much recommended!

tiny blaze
lofty jacinth
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oh definitely not me, I'm pretty sure I was just part of the RCS block discussion

tiny blaze
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i could add a flame divert to the engine so that when its backwards on option 3, you can still fire it and it will give the plumes like this

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oh lmao mb then

lofty jacinth
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I don't really have an opinion on this, I don't use VTOL at all

proper nebula
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my VTOL suggestion was a fan in the center

tiny blaze
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Oh yeah lmao dead

proper nebula
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tho one big rocket would also work XD

tiny blaze
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i will also add atmospheric vtols tho

proper nebula
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you should also come up with a shape for MK4 and capitalise on it.

tiny blaze
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proper nebula
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I like the K shape

lofty jacinth
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tbh I prefer the KSP 1 Mk4 parts

tiny blaze
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K seems like a cargo, which would be very good for inter colony transfer of resources

proper nebula
tiny blaze
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download SpaceWarp

lofty jacinth
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I'm just saying I like the Mk4 mod better than OPT

tiny blaze
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it does look very stock-a-like

proper nebula
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a mix of both would look cool

tiny blaze
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im still thinking on how the new format will be

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yeah

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tbf i want to do something like OPT and have 3/4 formats for different sizes

proper nebula
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like a big part but in the shape of K

tiny blaze
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each being able to have 2.5, (the itermediate between) and 3.5m inside their cargo

verbal olive
tiny blaze
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any lander

rotund gyro
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yo we making an OPT2 mod?

tiny blaze
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well not OPT2 it will be its own mod

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but will have the same speciality as it

floral glacier
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I want bigger tanks. Feel like I might have to start modding or learn how too.

tiny blaze
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bigger as in bigger than 5m?

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or taller?

floral glacier
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@tiny blaze Any ideas why I got Sorry a new version of Sorry through CKAN yet I cant see it anywhere else?

Bigger than 5m. I like them girthy...

floral glacier
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0.3.1?

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Changelog was something about a Close button and LOABE compatability if I remember correctly?

tiny blaze
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oh lmao forgot to add it to Github srry

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but its on SpaceDock!

floral glacier
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Thought I was special for a minute hahaha

verbal olive
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Did you watch the engine tutorial

tiny blaze
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sorry didnt see this

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ok so what do you have?

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do u have the addressables?

floral glacier
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That'd be nice. Make some nice SRB's for some 9m tanks 😉

verbal olive
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I am not doing anything with engines until we get the vfx thing

rotund gyro
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if @tiny blaze is fine with it

verbal olive
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I mean if y'all want an accurate 1:1 SpaceX and Starship thing, nobody's stopping you lol

rotund gyro
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oh yeah the starship is gonna be modular so the uh

verbal olive
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modular fuel tanks by chance?

rotund gyro
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the bottom compartment doubles as a base part

rotund gyro
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wdym

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procedural tanks?

verbal olive
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yeah

tiny blaze
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tho

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it doesnt fit SORRY

rotund gyro
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itd probably have to be another mos

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mod

verbal olive
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isn't SORRY spacex-esque?

rotund gyro
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just reusability

verbal olive
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ah

verbal olive
rotund gyro
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oh damn lmao

verbal olive
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eh I could stop

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if you want ofc

rotund gyro
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dude if anyone asks you to stop making a mod keep making it (if you wanna)

verbal olive
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no I meant if you wanted to make 7.5m and 9m tanks I'd do something else, but alright

rotund gyro
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nah dw

rotund gyro
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@tiny blaze you can use one material on multiple parts right?

tiny blaze
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yeah

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if it is what im thinking ur asking

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so like you have a ocuple of meshes and all of them use the same material

rotund gyro
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no like different parts

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like ksp parts

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oh yeah airlock updated

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kerbal space program

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sticks armory update

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(real)

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what is bro waffling about

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FUCK

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SUBSTANCE PAINTER CRASHED

rotund gyro
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it crashed and now its not opening back up 😍

tiny blaze
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Got be-4 finally looking BE-4ish

tiny blaze
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no paint

ripe crow
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How about fairings like neutrons?

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Idk what they are called tho

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Like the demogorgon

tiny blaze
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yeah sure

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but only for bigger sizes

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like 3.75m+

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it can look pretty cool once open

rotund gyro
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@tiny blaze how do you do the painting maps?

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also uh

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benjees substance presets dont work for me

tiny blaze
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Hmm

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Paint red wherever the accent should be

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Green where the base should be

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Blue everywhere

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And alpha is how smooth the painting is

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Paint the channel*

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In the end. Just mash them into 1 texture

rotund gyro
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oh thats uh

rotund gyro
rotund gyro
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I AM COOKING!!!!!!!!!!!!!!!!

ripe crow
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Let him cook

verbal olive
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Ikr

median canopy
median canopy
tiny blaze
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wouldnt advise talking about that here tho :D

verbal olive
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Ofc ofc

keen prawn
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TOS.

verbal olive
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Mb

rotund gyro
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i am cooking ..

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it looks like shit but i am cooking

tiny blaze
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make the cables blend more w the metal

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and desaturate the yellow handles

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and i think it will look better

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other than that looks pretty good!

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did u draw the details or are them generated?

rotund gyro
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holy fucking shit youre right

rotund gyro
tiny blaze
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make the cables darker

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the handles are good now!

rotund gyro
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there we go

ripe crow
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Interesting code...

rotund gyro
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space home invaderd

verbal olive
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Smh

lofty jacinth
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@tiny blaze to continue from this discussion: #🟢space message
just in case any of this info is useful to you, these are some stats from the SEP mod I was talking about, the parts being 5.625 m diameter and the numbers I include for ship and booster are all with no payload, with 3 RC and 3 RVac engines for ship and 20 RB and 13 RC engines for booster, using liquid fuel (it would be slightly different when switched to the methane variants) and assuming all engines are running

Raptor Center
Mass: 1.5 t
SL ISP: 309
SL Thrust: 544 kN
Vac ISP: 318
Vac thrust: 560 kN

Raptor Boost
Mass: 1.5 t
SL ISP: 309
SL Thrust: 563 kN
Vac ISP: 318
Vac thrust: 580 kN

Raptor Vacuum
Mass: 2 t
SL ISP: 125
SL Thrust: 196 kN
Vac ISP: 357
Vac thrust: 560 kN

Starship
Dry mass: 38 t
Wet mass: 188.5 t
SL Thrust: 2300 kN
SL TWR: 1.24
Vac Thrust: 3480 kN
Vac TWR: 1.88
ΔV (vac): 5277 m/s
Burn time: 143 s

Super Heavy
Dry mass: 113.5 t
Wet mass: 817.5 t
SL Thrust: 18598 kN
SL TWR: 2.32
SL TWR with ship: 1.88
Vac Thrust: 19140 kN
Vac TWR: 2.38
Vac TWR with ship: 1.94
ΔV (vac): 6155 m/s
ΔV with ship (vac): 3752 m/s
Burn time: 115 s

#

with this I can lift 100 t of cargo into a 150x150 km orbit in a 2.7x rescale universe with enough fuel for booster downrange landing (not enough for a boostback) and a ship landing

tiny blaze
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damn 100t? isnt Starship for like 50tons per payload

lofty jacinth
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well the real life Starship is supposed to lift 150 t in fully reusable mode (with boostback) and 250 t with expendable upper stage

tiny blaze
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oh damn ok wtf thought it was way less

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since the F9 has only like what? 20tons of payload cap

lofty jacinth
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but yeah even then SEP is kinda overtuned, since it shouldn't be able to get a whole 100 t into orbit with full reuse

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and I can't even imagine how much it could do in a stock sized universe lmao

tiny blaze
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150*0.625 ig?

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93,75 tons ig

lofty jacinth
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I mean that is for single-dimension lengths, wouldn't the energy required to lift certain mass be a square?

tiny blaze
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well maybe let me check what values i put on my engines, cuz i think there was lika 1:0.6 ratio from RealLife engines and the KSP version thrust

lofty jacinth
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to be fair I haven't really thought about it too hard or done any of the actual math, but just from E = mv^2 I would assume that with higher orbital velocity, the energy would have quadratic growth

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and with that the max payload mass would decrease accordingly

verbal olive
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wow starship is l i g h t

lofty jacinth
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I mean the real Starship is around 100 t

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and if you take 0.625^2 * 100 t, you get 39 t

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and the SEP Starship is 38 t, so close enough

verbal olive
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I meant irl starship lol

lofty jacinth
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I mean the whole SLS core which is much larger than Starship upper stage is 85 t

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Starship is pretty heavy as far as rockets go because it's made of steel

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and for example the full three cores, upper stage and fairings of Falcon Heavy combined weigh like 72 t

ripe crow
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Thats dry

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Gotta remember rockets spend most of their time empty

lofty jacinth
#

wat?

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I mean you can't really compare wet masses of rockets using different fuels

tiny blaze
#

Its really not easy to keep a low footprint on the save file and at the same time have things working damn

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mostly because the game's code is unpredictable

#
                  "DataObject": {
                    "$type": "Patchouli.PartsManager.Modules.Data_Variant, com.github.luxstice.patchouli.partmanager",
                    "subtypes": {
                      "ContextKey": "subtypes",
                      "storedValue": [
                        {
                          "subtypeName": "Tank",
                          "Selected": 4
                        }
                      ]
                    },
#

this is the current footprint of the Variant module

lofty jacinth
#

looks good to me

tiny blaze
#

pretty much nothing compared to KSP2 codes

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it will be 1 pair for each subtype (so subtypeNAme and selected index per)

tiny blaze
#

I might add a Action on Patchouli.Core that you can subscribe to

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and in that action, it will give u the PartCore for that part just before it gets applied

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that way anyone who wants to edit parts just does
Action += Method:
and modified the part as they wish on Method

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obvioulsy calling Action on the right spot

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@lofty jacinth or should this be on SpaceWarp?

lofty jacinth
#

probably not, since it sounds like it'd only be useful if you have your mod installed?

tiny blaze
#

tbh this would be for any modder who wants to modify parts at runtime

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because any change you do will get overwritten either when you save/load the game or when you go to flight mode

lofty jacinth
#

btw that reminds me, today I've started working on a proof-of-concept very basic implementation of JsonManager

tiny blaze
#

oh great

lofty jacinth
#

we'll see how that goes lmao

tiny blaze
#

lmao, if u need help to know where to apply the jsons tell me

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i kinda already know this like it was my code, and thats not really a good thing 🙃

lofty jacinth
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I think I know how this could work, but I'll definitely let you know if I need some help

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thanks!

tiny blaze
#

modelToggling also here

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so for example now there can be the Straight and Offset variants that B9 has

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or compact-Collar-Boatail etc versions of engines

signal heath
#

yay I love the compact and collar versions

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and the single-nozzle poodle

tiny blaze
#

yeah i also want to make a single nozzle poodle model for the game :)

rotund gyro
#

kaboom

rotund gyro
#

might be too much detail but it looks better

verbal olive
#

Now texture it kekw

tiny blaze
#

if you're going for a stock-a-like version you should remove these
If youre going for a replica keep them tho

verbal olive
#

Those bars seem to just make the docking hole move through thing smaller

tiny blaze
#

gotta remember that KSP2 is not a realistic version but a washed down cartoonish version

#
  • the part is small
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each triangle has a chance to be rendered, the more you have in view the more lag it may cause

verbal olive
#

Well true but from what I see the current docking ports increase the size of the move through section and a bit more

lofty jacinth
# tiny blaze if you're going for a stock-a-like version you should remove these If youre goin...
tiny blaze
#

even that is a bit too realistic to be stock-a-like, i mean it has to be since its an ISS recreation

#
lofty jacinth
#

don't really like the look of MKS parts, but I guess that's very subjective

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it's just that we've moved miles past the original KSP 1 art style in the past 12 years and it would be a shame not to take advantage of the much better graphical capabilities we have today

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I think adding more details doesn't necessarily subtract from still utilizing the KSP art style

tiny blaze
#

Current ksp style is still a lot more like MkS than HabTech2

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The difference between ksp2 and 1 is the better use of textures

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Because the models are pretty much the same with only a few added details

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I mean im not against more detail (via meshes)

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But imo stockalike should have the same amount of detail, and applied in the same way, as the game’s stock parts

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Also a lot of geometry and different meshes ends up requiring a lot of colliders since they have to be convex

lofty jacinth
#

just use a single cylinder or cuboid munley

tiny blaze
#

Well the problem is when u have concave geometry that u want to be unteracted

#

Or details that should be interactable (which is not common)

#

But yeah i mean to me the perfect stock-a-like qas fuel tanks plus

#

From necrobones iirc

#

It was an HD version of the stock style

lofty jacinth
#

I guess this is very subjective indeed lmao

#

I find them extremely ugly lmao

#

it's so 2015 KSP

tiny blaze
#

i mean yeah you aim more for realism ig

#

like, realism but with ksp2 palette

#

which is pretty much Benjee's and that planetary base mod's style

lofty jacinth
#

still very far from realistic-looking, but also much better than stock KSP

#

and tbh I feel like it's kinda become like the standard for new-ish KSP 1 mods

tiny blaze
#

I mean I like the identity that KSP brings to their parts, they look unique, i feel like a game has to have an identity, if it mirrors reality its just boring

tiny blaze
lofty jacinth
#

tbh Tundra feels like the perfect middle ground to me

tiny blaze
#

Carnasa's exposure really did numbers

#

texture wise yeah

#

but its pretty much a copy of the real counterparts model wise

lofty jacinth
#

it looks very clear and sharp, while still extremely simplified compared to real life

tiny blaze
#

but yeah i'd say its a good way to do parts

#

if you dont like stock-a-like but also dont want realism thats a good middle ground

#

like ie, for ksp1 this is extra details

#

again, for ksp1 standards

#

ksp2 does have at least a couple of those details on its style

lofty jacinth
#

well to be fair I haven't seen the actual stock KSP parts in years

#

only ReStock

#

lmao

tiny blaze
#

ReStock its pretty good tbh

lofty jacinth
#

I don't know anyone who plays KSP without it

tiny blaze
#

actually that might be the best hd stock parts

#

lmao yeah, tbf theres a lot of people who play stock with only mech jeb and things like that

#

like notice the lack of extra meshes/Geometry

#

the details you see its pretty much all normal maps

#

only the door/airlock and the stars are extra geometry

#

and the darker part on the wheels

#

tho i admit that even the parts that i make are not that Stock-a-like (besides the MK2 RCS Block... im so proud of that lmao)

#

and the RCS Block too

lofty jacinth
#

I guess it just depends on how one imagines stockalike, for example the Benjee shuttle to me looks pretty stockalike and stylized while the other one is just straight up realism

#

more details from the 2nd mod

tiny blaze
#

the texturing on that is pretty much stock yeah

#

model too

#

tho, textures are maybe a bit too detailed but that KSP's fault, since its an old game it had to use lower quality textures

lofty jacinth
#

yeah, KSP doesn't really have details like the white thermal protection tiles around the windows etc

tiny blaze
#

might change lincensing for my mods to CC BY-NC-SA 4.0
Basically, allows for derivates if the licensing is the same os similar
Non comercial
Must give credit and indicate changes

mostly cuz my mods/code are not to be used comercially and i want derivatives to also not be used commercially, to avoid any smartass copying my code and creating a paid version of it

#

from what i know, MIT and GNU allows for derivatives to be used commercially

#

this should also allow for, if a mod is abandoned, people to make remakes of it w/o asking (even tho i'd like them to ask but i might be MIA and not be able to answer)

lofty jacinth
#

I don't think it's a good idea, since even CC advises against it

lofty jacinth
tiny blaze
#

im talking MIT and GNU

lofty jacinth
#

well yeah, that's the difference between open-source and proprietary licenses

#

open source doesn't prohibit any kind of use

tiny blaze
#

heh i'll keep it as GNU for now then, i'll take a deeper look into lincensing later

#

didnt evne see that in the CC license tbh

lofty jacinth
#

you probably want GNU GPLv3:

The (GNU) GPL (General Public License) is a copyleft free software license published by the Free Software Foundation. Users of a GPL-licensed program are granted the freedom to use it, read the source code, modify it and redistribute the changes they made, provided they redistribute the program (modified or unmodified) under the same license.
or the more permissive LGPL:
LGPL (GNU Lesser General Public License) is a free software license published by the Free Software Foundation. The LGPL provides a more permissive alternative for the strictly copyleft GPL. While any derivative work using a GPL-licensed program must be released under the same terms (free to use, share, study, and modify), the LGPL only requires the LGPL-licensed component of the derivative program to continue using the LGPL, not the whole program. LGPL is usually used to license shared components such as libraries (.dll, .so, .jar, etc.).

tiny blaze
#

yeah its what i've been using till now, but it does allow for commercial use (tho i dont think that anyone will use my code for commercial its just a "in case")

lofty jacinth
#

well it is for commercial use in the sense that any business can take the code and use it, or modify it, but it has to stay free and with the source code available

tiny blaze
#

oh ok so any derivative has to stay free?

lofty jacinth
#

and it has to keep the GPL license

#

yes, it's very clear in that any derivative also has to be GPL licensed

#

that's why I don't like it tbh

tiny blaze
#

Tho GPL does not say it has to be free does it? only that i has to be open-source

lofty jacinth
#

I mean yeah, but that does kinda imply that, since anyone needs to be able to download the source code and build it themselves

tiny blaze
#

i see, LPGL seems to be the better version then since it allows for other licenses

lofty jacinth
#

pretty much this

tiny blaze
#

i see

lofty jacinth
#

LGPL is much better for our use case I imagine

tiny blaze
#

so basically only direct income, so like if i made a game under GPL, but any derivative of that game would not owe me a share of their profit

lofty jacinth
#

well you can sell the game, but its source code has to be available and anyone can download it for free, which means anyone can also distribute the game for free

#

which means that you most likely wouldn't make any money

tiny blaze
#

oh ok thats almost perfect, the only flaw is that it doesn't legally disallow for the smartasses that copy and sell the "game"

lofty jacinth
#

but they have to keep the source code available as well, so the chance that someone would actually buy anything from them is very slim

tiny blaze
#

but anyone with a few google searches would be able to find the source

lofty jacinth
#

yeah

tiny blaze
#

exactly

#

ok fair enough i'll use that then, LGPL for libraries and GPL for actual mods

lofty jacinth
#

also I don't think I've ever seen anyone try to sell a KSP mod in the 12 years that the game has existed 😆

#

if you don't count something like early access on Patreon

tiny blaze
#

there's been a lot of indie games focusing on space exploration

#

and i've seen some KSP similar code on some of them :S

lofty jacinth
#

well then that's up to PD to file a lawsuit since the KSP code is definitely copyrighted

tiny blaze
#

by ksp i meant ksp mods xD

#

im sure that any actual KSP code has already been sued lmao

lofty jacinth
#

that's pretty interesting

tiny blaze
#

tbf KSP modders are pretty smart so it doesnt surprise me

#

remote tech's code ie, its so professional and well made

ripe crow
#

Stock is too bland and cartoony for me

tiny blaze
#

it kinda works

#

you can drag it but nothing happens

lofty jacinth
#

does the slider go down as the fuel depletes?

tiny blaze
#

yup, i just have to fix the ratios

#

either i make it as a percentage, or i format the units to be only 2 decimal places

lofty jacinth
#

cool!

#

by the way, to disable the dragging, you can get the slider's game object, and set interactable on the SliderExtended component to false

tiny blaze
#

ohhh cool cool thx :D

#

gotta find a way to get the right UI element tho

#

but thats probably easy

lofty jacinth
#

yeah just look it up on a couple of different parts in the UE inspector and figure out the common parents etc

tiny blaze
#

tottally forgot it could also inspect UI tbh

lofty jacinth
#

that's pretty much the only thing I use it for 😆

rotund gyro
#

yo @tiny blaze what if we made an orion drive mod for ksp 2 lmao

#

ik itll be obsolete when the uh

#

update comes around

#

but itd be really funny

tiny blaze
#

certainly not for sorry

#

i wont do it tho ashusausha but i can help u make it if u want

rotund gyro
#

alr, i have like

#

zero coding knowledhe

#

knowledge

#

BUT i know how to animate stuff so like

#

yea

tiny blaze
#

make the model and i'll see what i can do dw

rotund gyro
tiny blaze
#

Cooking some collars

#

1.875m

#

with a curved variant

#

and obviously the compact version as well 😉

rotund gyro
#

woah

rotund gyro
#

the ksp 2 substance export template thing

tiny blaze
#

File>Import Resources

#

select that file

#

Then New>Set template to KSP2 Standard Damaged

ripe crow
#

Merlin?

tiny blaze
#

Its the Raptor vac :D

verbal olive
#

how is that not something I've ever seen...

tiny blaze
#

New project

#

and then on the field

#

Template

#

set it to Kerbal Space Program 2 Standar Damaged

verbal olive
#

ah

rotund gyro
#

yo lux

#

should we make an aeon 1 engine thing

tiny blaze
#

1.875m shrouds

verbal olive
#

cooool

tiny blaze
rotund gyro
#

@tiny blaze im gonna try to get the starship parts finished by this weekedn

tiny blaze
#

Okidoki no need to rush then tho 🤞

keen prawn
tiny blaze
#

Its all bcuz of the PAM and ksps system tbh, cuz theres an OnValueChanged that the deployed and undeplyed drag uses, but sometimes it doesnt get called……

#

Tho on 0.3 the undeployed drag is disables#d

lofty jacinth
#

well to be fair, I do see large difference when the fins are deployed and when stowed

#

but in either state they make the rocket basically uncontrollable

#

I only really tested it like yesterday and noticed that

tiny blaze
#

Would immensly help for the deva to release the Drag Cube Generstor script

#

Either way yeah ive been trying for quite some time to tweak them tbh, which version difu. Use

lofty jacinth
#

any idea how KSP 1 mods handle this?

#

because for the most part for example the Kerbal Reusability Expansion fins work pretty reliably

rotund gyro
#

hey @tiny blaze if we make the starship a seperate mod we need to call it SEx (Starship Expansion) PLEASE

tiny blaze
#

Obviously why not

rotund gyro
#

thank god

#

SEx is now being added to ksp 2

verbal olive
#

lmao

rotund gyro
#

guh

tiny blaze
#

btw code for the Mesh Togglin its pretty simple tbh

        variantManager.AddSpecificSubtype(SubtypeBuilder.Create("Collar", "Reiptor-12Vac")
            .CreateMeshToggle(SubtypeBuilder.MeshToggleOption.Clear, 
            new SubtypeBuilder.MeshToggleOption("Inset (SM+)" , "Collar Inset"),
            new SubtypeBuilder.MeshToggleOption("Curved (SM+)", "Collar Curved"),
            new SubtypeBuilder.MeshToggleOption("Inset (SM)", "1.25m Collar Inset"),
            new SubtypeBuilder.MeshToggleOption("Curved (SM)", "1.25m Collar Curved"))
#

Create(Label Name, TargetPartName)
.CreateMeshToggle(DefaultMeshToggleOption,
params MeshToggleOption[]

#

new MeshToggleOption(DropDown Item Name, params string[] Meshes to toggle)

tiny blaze
#

Reiptor's skirt Amei

#

also difference of w/ and w/o the skirts

#

looks much more like a "finished" rocket with them :D

tiny blaze
#

i had the most annoying bug yet but managed to fix it, it seems like you can't really edit a Data_ outside the actuall class or the module lmao

#

they are working fine now :D

lofty jacinth
#

I absolutely love how these all look

#

I had 1 small piece of feedback for SORRY

tiny blaze
#

please do share!

lofty jacinth
#

so when you look up into the engine nozzles, you can see straight into the upper part of the assembly

#

it's not like many people often look at turned off engines from the bottom, but it did bother me a little bit

#

there should be like a black plate at the start of the nozzle on the inside or something

#

for example this is the vector

tiny blaze
#

yeah i gotta close the nozzles, this also creates a problem when the engine is lit

#

if you look from the bottom, the engine is all white besides that hole

#

thx for reminding me tho i had forgot about that lmao

lofty jacinth
#

I mean technically it's correct that you can see through the nozzle into the combustion chamber and all the way to the injector, I guess, but in the game it looks a bit weird

tiny blaze
#

yeah i think that the game puts a plate at the furthest point, i gotta analyze the game's model a bit more to check what they do

#

swivel ie

#

but then engines with those side exhaust usually u can look inside the exhaust

lofty jacinth
#

basically you can either close it at the red or the blue line

#

the blue being how you'd see it irl

#

(I think)

#

since that's where the injector would be I imagine

tiny blaze
#

im thinking of closing it at the blue line

#

the thing is

#

this is mostly a problem with the game's shader

#

because on shader you can set for the backside of the meshes to be rendered

#

so this wouldnt be a problem, but that can bring some other problems so i understand why they didnt

lofty jacinth
#

yeah seems like the stock engines close "at the red line"

verbal olive
rotund gyro
#

holy fuck the ksp 2 models are amateur

#

and thats coming from a shit modeller myself lmao

tiny blaze
#

they are not amateur they are optimized

rotund gyro
#

i mean like

#

the texturing is my main problem

tiny blaze
#

a balance between performance and visuals

rotund gyro
#

ik

#

but the textures are auuughhhhhj

tiny blaze
#

thats to lower the game size, if we had 4k textures the game would be like 80gb

rotund gyro
#

nonononono i mean the textures themselves

#

like goddamn the heatshield for the mk3 cockpit is LITERALLY A DEFAULT SUBSTANCE PAINTER MATERIAL!!!

tiny blaze
#

oh didnt know that lmao

rotund gyro
#

tbf it was kinda rushed on release bc take two is ass

tiny blaze
#

the top one?

tiny blaze
#

and Merlin Vac has a propper shroud too as well

#

still need to texture it tho

rotund gyro
#

THIS GOES SO FUCKING HARD

#

@tiny blaze !!!!!!!!!!!!!!!!!

#

I AM FINISHED WITH THE STARSHIP ITSELF (aside from the caps of the thingies but those will be done)

tiny blaze
#

oh i love the detailing

#

u drew the normals yourself?

rotund gyro
#

yep 😭

#

not the tiles though

tiny blaze
#

smart material?

rotund gyro
#

yeah

tiny blaze
#

u gotta share that material with me 🙏

tiny blaze
ripe crow
lofty jacinth
#

by the way, just noticed this in the GitHub repo

#

I guess it's just from a copied over file where you didn't change the field name and the error log, it's not a bug but I just thought I'd mention it

tiny blaze
#

It was lmao AsukaDead

#

thx for pointing it

#

tho i tshould never enter that thats mostly a "just in case"

#

actually i dont even use that, i think thats OLD

lofty jacinth
#

huh

#

it's the current version on GitHub

tiny blaze
#

no i meant when i added that it was a long ago

#

and never touched it again lmao, almost no modules use PArtComponentModule's methods, those are for In flight only actions

lofty jacinth
#

oh lmao

rotund gyro
#

@tiny blaze i got packmaster, expect the texture quality to look SO MUCH FUCKING BETTER

tiny blaze
#

organized Sorry's bundles, fixed all drag cubes, VTOL is ready

#

New version is pretty much done

#

just need to make the plumes for the VTOL prettier and make a plume for Milrin Vaccum

#

this allows unity to only build what has actually been changed

#

as you can see ie in sorry_utility it hasn't been changed since yesterday so it wasnt created

#

lowering the time it takes to build these addressables

#

actually let me redo them

#

even better now

#

also makes it easier to open the bundles if anyone wants to take a peek into the parts

#

this is BE-4 ie

rotund gyro
#

oh yeah @tiny blaze guess whos textures got deleted 😍

verbal olive
#

Ooof

tiny blaze
#

If u want help retexturing i can

rotund gyro
#

it was only 2 compartments that got killed

#

ill retexture them in a bit

lofty jacinth
#

when I use 6 engines with the procedural cover, it correctly displays 6 nodes

#

but when I place the engine, it's always in 5-times symmetry

#

in general, I always end up getting one less engine than there are nodes

tiny blaze
#

THATS

#

LOABE

lofty jacinth
#

oh

#

lmao

tiny blaze
#

i think i fixed it on the newest update

#

wanna try?

lofty jacinth
#

sure

tiny blaze
#

mirror symmetry probably isnt working too lmao

#

it was giving endless exceptions idk how no one reported that

#

also i might remove the automatic adition of engines when u change the number

#

bucz its quite buggy lmao

#

idk if its the game not being ready for such things or what it is

lofty jacinth
#

just always one

tiny blaze
#

welp

#

thats the procedural engine cover being badly coded :D

#

could you try deleting that part and making a new one?

#

i probably messed on the OAB's SaveLoad thing

#

that for some reason is different from the Flight SaveLoad that for some reason is different from the Campaign SaveLoad thing

#

dont you love KSP2 modding?

lofty jacinth
#

yeah, works fine now

tiny blaze
#

i'll fix that before the new version of SORRY

#

tho the symmetry works fine?

lofty jacinth
#

yes

#

it does when I replace the saved part

#

by the way, just a suggestion - how about making these be probe cores?

#

it would make sense because the grid fins are usually on the interstage

#

and it would mean I wouldn't have to use the ugly stock one above it

tiny blaze
#

Tbf i was thinking of making a probecore that fit more snugly on the tanks

#

maybe with very compact solar panels

#

and comms

#

but turning those into probe cores is a possibility too

#

that reminds me that i have to test the hex grid fins to know if they're working well with the fixed drag cubes

lofty jacinth
#

I mean I don't know for sure it's the fins

#

but the rocket is struggling really hard to keep pointing up during ascent

#

it flipped over multiple times in lower atmosphere

tiny blaze
#

lmao it can very possibly be

lofty jacinth
#

at like 15 km+ it's kinda stable

tiny blaze
#

on Patchouli.QoL

#

i have so if you press F11 it shows the Aero GUI

#

the actual arrows of thrust, drag and lift

#

and a new one, purple, for control surfaces

#

i really should start getting these projects to the public

#

let me pack a new version of SORRY for testers

lofty jacinth
#

I'm also getting spammed with this after using time warp

#

and it keeps happening after going back to 1x speed

tiny blaze
#

thats funny

#

thats new

#

let me check on the KSP2 code what throws that

lofty jacinth
#

lmao

tiny blaze
#

teran is trying to be starship so bad 😭

lofty jacinth
#

haha that's a good one

tiny blaze
#

and its true lmao

lofty jacinth
#

it stabilized a little bit at around 2km altitude

#

then it was only circling the up direction within like 15 degrees

#

instead of doing full on flips

#

lmao

tiny blaze
#

oh thats so much better

#

you can see the difference between the old icons and the new ones

lofty jacinth
#

oh wow

#

yeah that really makes a difference

tiny blaze
#

the old icons were taken from inside the game lmao

lofty jacinth
#

looks so good

#

it just needs a bit of a thicker outline and it'll be perfect

tiny blaze
#

it actually has no outline, i would either need to do it on photoshop or add it dynamically

#

basically im doing all of this in unity, with a render texture

lofty jacinth
#

oh cool

tiny blaze
#

fixed that error

rotund gyro
#

ALRIGHT SO @tiny blaze IM FINALLY GONNA STOP SITTING ON MY ASS AND GET YOU THOSE MODELS BY UHH

#

son

#

soon

tiny blaze
#

can i at least get the landing legs 😭

#

i mostly need it to test how to implement landing legs in the game

rotund gyro
#

aight lmao

tiny blaze
#

lol

#

@lofty jacinth i fix the Deploy button

#

but i broke the Brake button

#

for the gridfins

#

........

lofty jacinth
#

you win some you lose some

tiny blaze
#

actually i think that now the brake is working right?

#

basically it doesnt toggle

#

but the Brake "light" never turns on

#

let me show

#

either i make it that whenever u press the brake button it toggles the current state of the gridfins

#

or i leave it like this

lofty jacinth
#

and this action cannot be added in the action group manager?

tiny blaze
#

it already is there

#

its just set as default to be in the Breaks

lofty jacinth
#

Just wanted to let you know that I'm also getting this now

tiny blaze
lofty jacinth
#

no it's the debug build you sent me

tiny blaze
#

ohh yeah makes sense

#

you're just missing the custom size config files

#

tho i should probably supress that exception

lofty jacinth
#

😆

tiny blaze
#

you can copy them from the normal game or i can send u if you want

lofty jacinth
#

yeah np, I can get it from my normal (non-debug) install

tiny blaze
#

xD LOABE is not yet on the newest template

#

with the new template i can just put everything on the same folder 🙏

lofty jacinth
#

if you wait a bit more (probably tomorrow or the day after), I'll have yet another new version out

#

with much improved and easier setup

#

and some other minor changes that just make it work better

tiny blaze
#

oh yea please cuz i have quite some projects to migrate

lofty jacinth
#

on the 9-Merlin engine

#

I'm pretty sure that's the main reason they have the 9 Merlins of the booster together as one engine, instead of only providing the skirt and the single engines separately (which they also do btw)

tiny blaze
#

yeah that looks spetacular

lofty jacinth
#

so that they can make that custom effect for it as one piece

tiny blaze
#

yup, it would not be easy to replicate those stripes with 9x different engines

#

god those plumes are pretty

ripe crow
#

Ive never found onw with waterfall

tiny blaze
#

tundra

ripe crow
#

I didnt know it had ro support

lofty jacinth
#

it's RSS without RO

ripe crow
#

Ah

rotund gyro
#

@tiny blaze when summer comes around (probably by next week) im gonna start working on the SORRY landing legs and starship, schools been super stressful for me lately lmao

tiny blaze
tiny blaze
#

i might make it so you can choose between stock plumes shader and LFO shader in LFO

#

thi swill give me a FUCK ton of work

#

but i dont want people to only have LFO's shader as an option

#

If you want stock you can have stock 🙄

#

also i'll try to add support for any other shader that you'd like (tho support wont be as good as LFO's shader because i can't predict all the shaders)

#

tho it will still be pretty much the same, just a bit more work, i might make it configurable

#

Basically either you enter the ShaderKeyword yourself or you create a config for your shader

rotund gyro
tiny blaze
#

NO

#

SCHOOL

#

NOW!

#

lmao

lofty jacinth
#

Don't do school, stay in drugs

#

Wait it was the other way around

verbal olive
#

lmao

tiny blaze
#

lmao, if you say so shrug

tiny blaze
verbal olive
#

thanks for reminding me I also use .fbx

tiny blaze
#

idk if its asset studio but all KSP2 assets are in .obj

verbal olive
#

yeah but .fbx is needed for some texture stuff, no?

tiny blaze
#

and .obj is better for game assets, but its a bit of a pain

#

you can do it with .obj too

#

you just need to pack things correctly

verbal olive
#

I've done it with .obj all this time, and you know what, I switched the tanks with an .fbx....that might have caused the issue I had

#

obj it is

tiny blaze
#

but can be, maybe

verbal olive
#

well I did have issues with models loading, so it's probably even the thing that went wrong

tiny blaze
#

LFO new system mostly done

#

it will be just like Waterfall but with more control for the modder

#

and now supports any game object (including the game's)

#
{
  "partName": "sorry_m2_VtolBi",
  "PlumeConfigs": {
    "[vfx_exh] OverlayR": {
      "meshPath": "fbxthrusterflame",
      "targetGameObject": "[vfx_exh] OverlayR",
      "ShaderSettings": {
        "ShaderName": "LFOAdditive",
        "ShaderParams": {
          "_FalloffStart": 0.0,
          "_NoiseTex": "fx-katniss-noise-2",
          "_Speed": {
            "x": 0.0,
            "y": 2.0,
            "z": 0.0,
            "w": 0.0
          },
          "_Noise": 1.0,
          "_Falloff": 5.0,
          "_Brightness": 0.75,
          "_StartTint": {
            "r": 0.027999999,
            "g": 0.0209999979,
            "b": 0.0143684205,
            "a": 1.0
          },
          "_EndTint": {
            "r": 1.0,
            "g": 0.09163621,
            "b": 0.0,
            "a": 1.0
          },
          "_TintFalloff": 2.0,
          "_Fresnel": 5.0
        }
      },
      "Position": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "Scale": {
        "x": 1.0,
        "y": 1.0,
        "z": 1.0
      },
      "Rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "FloatParams": [
        {
          "Value": 0.0,
          "ParamName": "_Opacity",
          "ParamHash": 700,
          "UseAtmoCurve": false,
          "AtmoCurveType": 0,
          "AtmoMultiplierCurve": {
            "keys": [],
            "length": 0,
            "preWrapMode": 4,
            "postWrapMode": 4
          },
          "UseThrottleCurve": true,
          "ThrottleCurveType": 0,
          "ThrottleMultiplierCurve": {
            "keys": [
              {
                "time": 0.0,
                "value": 0.0,
                "inTangent": 2.0,
                "outTangent": 2.0,
                "inWeight": 0.0,
                "outWeight": 0.0,
                "weightedMode": 0,
                "tangentMode": 0
              },
              {
                "time": 1.0,
                "value": 1.0,
                "inTangent": 0.0,
                "outTangent": 0.0,
                "inWeight": 0.0,
                "outWeight": 0.0,
                "weightedMode": 0,
                "tangentMode": 0
              }
            ],
            "length": 2,
            "preWrapMode": 8,
            "postWrapMode": 8
          },
          "isDirty": false
        }
      ]
    },
    //MORE CONFIGS BELOW
]
ripe crow
#

I cant wait to give kerbals plumes

tiny blaze
#

basically this is the important part

      "meshPath": "fbxthrusterflame",
      "targetGameObject": "[vfx_exh] OverlayR",
      "ShaderSettings": {
        "ShaderName": "LFOAdditive",
#

obivously there will be a ingame editor

tiny blaze
#

give them fart clouds

ripe crow
#

Actually

#

Would it be possible to say, add a water plume to a rock on vall?

tiny blaze
#

yeah

ripe crow
#

To make geysers like in breaking ground

#

Ah thats sick

tiny blaze
#

basically you just have to know what the prefab name is, which can be got via AssetStudio or any other game decompiler

#

the in game editor will also allow you to select that

ripe crow
#

How would the plumes state be determined for an object with no throttle

tiny blaze
#

you can just add the shader with no "FloatParams"

#

and it will leave it on

ripe crow
#

Cool

tiny blaze
#

i might need to make them way longer

ripe crow
#

Are they jets or rockets

tiny blaze
#

rocket

#

they're suposed to be used to land/takeoff from your colony

ripe crow
#

I think they should kinda just look like a normal rocket plume then

#

With machdiamonds and the like

tiny blaze
#

hmm yeah makes sense

ripe crow
#

Also, for vtols its pretty nice to see your dry center of mass, do u know of any mids for that?

lofty jacinth
#

yeah I agree, I'm make them look more like the other plumes in atmosphere

#

though this plume would work just fine for them in the vacuum

tiny blaze
tiny blaze
#

not part of SORRY obviously but probably part of Quality of Kerbalife (a QoL mod that i have but not released)

lofty jacinth
#

I like Fill It Up in KSP 1

#

just press "Empty" or "Full" at the bottom and look at the mass markers

ripe crow
#

Rcs build aid is very nice

lofty jacinth
#

though it would be even cooler to be able to see them both at once

tiny blaze
#

i'll probably add another marker to the OAB with another color

#

like a Orange marker to be your dry CoM

ripe crow
#

See both at once

lofty jacinth
#

how did I never know that that's what the red marker is for

#

I've literally been using it for years

ripe crow
#

Lmao

tiny blaze
#

i never understood rcs aid

#

so i nevr used it

ripe crow
#

It makes vtol building far easier

tiny blaze
#

even tho i always have it installed

ripe crow
tiny blaze
#

afaik its red circle big = unstable craft right?

ripe crow
#

Yea

lofty jacinth
#

it's pretty much a requirement if you're building anything with asymetric thrust

ripe crow
#

Thats the direction itll spin in from torque

tiny blaze
#

we need that in ksp2

ripe crow
#

Or near 0

tiny blaze
#

yeah @opaque citrus 's micro engineer doesnt have thrust offset yet

#

want me to add it as a issue on git falki?

ripe crow
#

Do you think airbags would fit this mod?

#

Like what the khistler k1 was gonna use

lofty jacinth
#

can't really rely on a 0 there to make it balanced

ripe crow
#

Why are the f1s hydrogen

#

Lol

lofty jacinth
#

eh just used the game's Rhinos and for some reason that's what the plume looked like

ripe crow
#

Ah

#

The rhinos in restock are based off the m1 i think

lofty jacinth
#

oh ok

ripe crow
#

Which is like the f1 equivalent of hydrolox (albeit never built)

lofty jacinth
#

yeah makes sense

#

gotta love an S-IC flyback booster lmao

ripe crow
#

I could never get flyback boosters right

#

I did make a ares 1 like rocket with a flyback srb that would land on the island airfield

opaque citrus
opaque citrus
tiny blaze
#

oh damn amazing ok

#

any plans on also adding to the flight view?

#

even tho i think that the flight view doesnt have a simple way to get CoT

#

to then calculate the offset

lofty jacinth
#

to be honest I've never really needed to use that in flight anyway

opaque citrus
#

Exactly, that's why I didn't bother with it yet

tiny blaze
#

heh for vtols so you can just adjust the thrust on the front/back engine

opaque citrus
#

And yes, it's more important in VAB

rotund gyro
#

@tiny blaze im gonna get done with the starshop model soon i swear lmfao

#

and the legs

#

im gonna send it soon

tiny blaze
#

lmao dw

#

school is more important

rotund gyro
#

oh my final exams are tomorrow lmfao

#

im finished studying

#

ive*

tiny blaze
#

not exactly what i wanted but ok....

lofty jacinth
#

uh

#

I think something is leaking

tiny blaze
#

its actually an extra nozzle to keep it down

#

the vtol engines are too powerfull alone

ripe crow
#

Reminds me of crew dragon during abort test

tiny blaze
#

i just had forgotten to set the position, scale and rotation lmao

#

                        plume.transform.localPosition = kvp.Value.Position;
                        plume.transform.localRotation = Quaternion.Euler(kvp.Value.Rotation);
                        plume.transform.localScale = kvp.Value.Scale;
#

fixed

ripe crow
#

Ksp came out over 3 months ago

tiny blaze
#

yeah and?

#

oh btw

#

i already have

#

tank fule switching for all tanks

#

just didnt release the mod cuz i want more content for it

ripe crow
tiny blaze
#

lmao i dont cuz i've spent way too much time on this

ripe crow
#

Hella impressive

tiny blaze
#

too many hours that i should be sleeping i've been programming

#

thats how lmao

ripe crow
#

Lol

tiny blaze
#

great now it will be possible to switch between plumes w/o reloading

ripe crow
#

Awesome

tiny blaze
#

only missing the lfo editor window now, everything else is in place

#

imma do it tomorow

rotund gyro
#

yours look so much better

tiny blaze
#

Its doable now

rotund gyro
#

W

tiny blaze
#

I wont do it tho cuz that would be a fuck ton of work but anyone who wants to do it can

rotund gyro
#

yea

rotund gyro
#

@tiny blaze i am gooking .

tiny blaze
#

thats very pretty

#

what is it?

#

my guess is command pod?

ripe crow
#

Warhead

tiny blaze
#

youre adding a warhead to ksp?

median canopy
#

Did someone say WIP?

tiny blaze
#

lmao

rotund gyro
tiny blaze
#

oh i love it!

rotund gyro
#

yeah, i think the cloth sim insulation absolutely fucks

tiny blaze
#

you used it on the whole thing or just that lower portion?

tiny blaze
#

The top most dropdown is to select what gameobject you're looking at

#

the scroldown just bellow it are all the layers, clicking on the label selects a layer, clicking on the button enables/disables it

#

LayerName, is self explanatory

#

you have controls for throttle and atm so that you dont have to use the game's shift and ctrl. Acces to position, rotation and scale, control of the curves in a easy way