#Lux's Devlog
1 messages · Page 4 of 1
great! :D
sweeet
btw it can also be the middle steps like 1.875m etc
ohhhh alr
took some inspiration from the colony parts
clever "Lux's Devlog" i like it
these are amazing!
Welp obivously the angle snap for LOABE is not a method argument
but its inside the fucking method
Transpiler it will be then......
im guessing wireframe?
and a boolean to make the triangle at the top
manually cutting all of them in
well now THATS dedication lmao
might make it look like this old model i made a while back
@tiny blaze yo can you transfer crew between parts in ksp 2
it does
5m
good!
im nt gonna model the bottom tank since you can just use that
good good
nononononono i love texturing lol
favorite part
also i got substance painter
soo
lmao i also love texturing thats why i said that xD
btw, could you provide me w
so, im testing this new tank frost shader right
i just need a mask for where the tanks should show the frost
any color
its mostly just to test the actual shader
DONT! xD
dont worry about interiors for now
cuz the game will most probably change how interiors work
so its better to not do them now
words from benjee10 himself btw (which i agree)
here's a nice picture showing the full frost levels on Starship and Super Heavy
alr, ill get them done if/when they change how interiors work
oh it odnest get to the cone xD still u can put some on the cone just to test
@tiny blaze yo i might have to make a whole new part category lol, the uh
xl part size
sorry no uh
xxl
idk
There's up to like 5XL you'll be fine
Theres no tanks for it tho
ZE BALL
since uh
starships pretty small and the interior needs to be at least somewhat big compared to a kerbal
maybe like 6.5m
We could try, tho idk how the engines will look on it
Make it 5m, i can resize it on unity later
Or u can make jt 6.5m and i scale it down
i might make a heatshield for the 5m tanks
like a horizontal one
for starshop
ship
that would be pretty cool
I'm assuming horizontal means like covering half of the tank in tiles
mhm
wdym?
these
the belly?
a heatshield you put on the side of your tank'
were u thinking of making it a separate part?
hmm i dont think you need to
with #1094320887228006450 i'll add the option to cycle between parts
as variants
ohh sick
I like the idea a lot, with this you could put heatshields on any rockets, not just specifically Starship
well the way i see it
i mean i like the idea of ading them to the tanks
but the nosecone, since its so unique, should have it integrated into the main part
via variant
it has no other use other than for the nosecone
cuz the game's nosecone's dont follow the same shape
yeah good point
the these parts can have the part be separate though
part being uh
heatshield
Question: are those supposed to be windows or Reinforcements
those are windows
Alright
Angle snap is done
Centering done
OABSize config done
PartSize config done
next update its pretty much done already
i want to do a prettier UI to it tho it looks awfull as of now
@opaque citrus 😉
obviously you'll be able to select the step amount for each thing
idk if i should add an animation to the parts when they are moved
me personally i wouldn't like it
because if im using precision things most likely i want to do things fast
thanks! noticed there was a verry severe lack of detail so i added some
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
}
}
im gonna be honest lux im literally jumping into this with ZERO idea how to create ksp mod configs lmfao
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"
]
}
]
}```
oh dw i'll do those for you xD
oh dw its ok! u're helping me im just giving back :D
about this, @lofty jacinth , is this ok? So plumes already stay under ModID/LFO/ (tbf idek if i should keep this convention), is it ok to make that also for LOABE?
maybe change to ModID/LOABE.cfg? since its only 1 per mod?
yeah, that might make more sense
tho the plumes idk
and I would honestly keep the extension .json, to make the format clear
since its 1 per engine
Hmm i thought that since its a configuration file
it'd be more intuitive to have it as cfg. but tbh its indifferent
I mean my concern is that people might think it's the same format as KSP 1 .cfg files
nice!
Its not smart lmao
Well
Let me get home first
But its mostly me abalising the stocks textures and tryng to imitate it
@rotund gyro its mostly steel rough as a base
at different roughnesses
outer shell its usually at 0.2 roughness
How hard would it be to add frost effects?
you mean for your parts
#🔴mod-dev message
or the effect to the game?
to the game is pratically already added, since its just a sahder it will work 99% of the time
lol so i logged into trello
i'll use it as a roadmap since i didnt find any better alternative
and found this from an old project of mine lmao
also.........
i do remember this
was suposed to be a rogue-like like isaac with more dynamic rooms (instead of squares joined by doors)
@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?
i feel like BepInEx is too hidden from normal players
Spark toggle?
the sparks when you place apart
Ohh got it
Well, to be fair, we have been thinking of making a custom configuration UI for the BIE Config API to replace Configuration Manager
Something that would be integrated with the game's built-in Settings page
Ideally
But I guess for now you can keep it in your mod UI?
yeah, will do!
working on this, as soon as this is done i'll release the new version
aka no limits
keep in mind that the UI will change a fuckton once i get into UITK
its just too much nonsense to work with the unity's default UI
this will not be as easy as i though lmao
im gonna leave this off the next update just cuz its not really a priority as of now
priority rn is TUX to help other modders and #1094320887228006450 for the same reason
to add to this, the game uses collider bounds to limit the camera and the parts, i tried messing with those bounds and the game went to shite...
yo lux im gonna work on the starship texturing today (finally lmao)
@lofty jacinth 6 ways MK2 rcs module?
it has this in every side
also on the bottom side
Nice!
should i maybe add the sideways thrusters on that flat part?
Hm, not sure
Since you might want to have wings mounted there
This way they won't cover the RCS ports
ok so for VTOL
im making a Methalox VTOL (maybe i'll make it a 2 modes engine with only Methane)
i need some opinions
yeah bi-modal sounds like the best option
about animating them
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
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)
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)
kill horizontal is gonna be WIDELYYY popular
i never played much with VTOLS in KSP1 because it was always soooo anooying to kill horizontal velocity while in VTOL mode
what problem u having? i can help :D
you need this #🔴tools-and-resources message
it helps a lot its very much recommended!
btw @lofty jacinth @proper nebula you two recommended the VTOL part
oh definitely not me, I'm pretty sure I was just part of the RCS block discussion
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
oh lmao mb then
I don't really have an opinion on this, I don't use VTOL at all
my VTOL suggestion was a fan in the center
Oh yeah lmao 
tho one big rocket would also work XD
i will also add atmospheric vtols tho
you should also come up with a shape for MK4 and capitalise on it.
yup i will! will be something like OPT https://forum.kerbalspaceprogram.com/index.php?/topic/87956-130-opt-space-plane-v201-updated-29072017/
Features: Bundled mod: Module Manager v2.8.1, by sarbianFirespitter Plugin, v7.4.X, by Snjo IVA required Mod:(no longer bundled) RasterPropMonitor, by Mihara, MOARdVASET Prop pack, by alexustasASET Avionics, by alexustas Supported mod:Community Category Kit, by RoverdudeConnected Living Space, by...
I like the K shape
K seems like a cargo, which would be very good for inter colony transfer of resources
thats just a mod
download SpaceWarp
obviously
I'm just saying I like the Mk4 mod better than OPT
it does look very stock-a-like
a mix of both would look cool
im still thinking on how the new format will be
yeah
tbf i want to do something like OPT and have 3/4 formats for different sizes
like a big part but in the shape of K
each being able to have 2.5, (the itermediate between) and 3.5m inside their cargo
not just with vtol's too
any lander
yo we making an OPT2 mod?
I want bigger tanks. Feel like I might have to start modding or learn how too.
@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...
what version?
0.3.1?
Changelog was something about a Close button and LOABE compatability if I remember correctly?
yeah, thats the latest
oh lmao forgot to add it to Github srry
but its on SpaceDock!
Thought I was special for a minute hahaha
i gotchu bbg
Did you watch the engine tutorial
7.5 and 9 meter tanks?
That'd be nice. Make some nice SRB's for some 9m tanks 😉
I am not doing anything with engines until we get the vfx thing
you know.. i could do that
if @tiny blaze is fine with it
I mean if y'all want an accurate 1:1 SpaceX and Starship thing, nobody's stopping you lol
oh yeah the starship is gonna be modular so the uh
modular fuel tanks by chance?
the bottom compartment doubles as a base part
yeah
yeah lmao dw
tho
it doesnt fit SORRY
isn't SORRY spacex-esque?
just reusability
ah
funny thing I actually started modeling this when you initially gave the idea
oh damn lmao
nonononononono
dude if anyone asks you to stop making a mod keep making it (if you wanna)
no I meant if you wanted to make 7.5m and 9m tanks I'd do something else, but alright
nah dw
@tiny blaze you can use one material on multiple parts right?
yeah
if it is what im thinking ur asking
so like you have a ocuple of meshes and all of them use the same material
no like different parts
like ksp parts
oh yeah airlock updated
kerbal space program
sticks armory update
(real)

what is bro waffling about
FUCK
SUBSTANCE PAINTER CRASHED
it crashed and now its not opening back up 😍
Got be-4 finally looking BE-4ish
How about fairings like neutrons?
Idk what they are called tho
Like the demogorgon
yeah sure
but only for bigger sizes
like 3.75m+
it can look pretty cool once open
@tiny blaze how do you do the painting maps?
also uh
benjees substance presets dont work for me
Hmm
Paint red wherever the accent should be
Green where the base should be
Blue everywhere
And alpha is how smooth the painting is
Paint the channel*
In the end. Just mash them into 1 texture
ty, im just gonna use "ior" whatever the fuck that is as the color map lmao
oh thats uh
I AM COOKING!!!!!!!!!!!!!!!!
Let him cook
Ikr
100%
This is incredible
wouldnt advise talking about that here tho :D
Ofc ofc
TOS.
Mb
make the cables blend more w the metal
and desaturate the yellow handles
and i think it will look better
other than that looks pretty good!
did u draw the details or are them generated?
holy fucking shit youre right
i drew the details 😭
there we go
Interesting code...
space home invaderd
Smh
@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
damn 100t? isnt Starship for like 50tons per payload
well the real life Starship is supposed to lift 150 t in fully reusable mode (with boostback) and 250 t with expendable upper stage
oh damn ok wtf thought it was way less
since the F9 has only like what? 20tons of payload cap
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
and I can't even imagine how much it could do in a stock sized universe lmao
I mean that is for single-dimension lengths, wouldn't the energy required to lift certain mass be a square?
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
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
and with that the max payload mass would decrease accordingly
wow starship is l i g h t
I mean the real Starship is around 100 t
and if you take 0.625^2 * 100 t, you get 39 t
and the SEP Starship is 38 t, so close enough
I meant irl starship lol
I mean the whole SLS core which is much larger than Starship upper stage is 85 t
Starship is pretty heavy as far as rockets go because it's made of steel
and for example the full three cores, upper stage and fairings of Falcon Heavy combined weigh like 72 t
Its really not easy to keep a low footprint on the save file and at the same time have things working damn
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
looks good to me
pretty much nothing compared to KSP2 codes
it will be 1 pair for each subtype (so subtypeNAme and selected index per)
I might add a Action on Patchouli.Core that you can subscribe to
and in that action, it will give u the PartCore for that part just before it gets applied
that way anyone who wants to edit parts just does
Action += Method:
and modified the part as they wish on Method
obvioulsy calling Action on the right spot
@lofty jacinth or should this be on SpaceWarp?
probably not, since it sounds like it'd only be useful if you have your mod installed?
tbh this would be for any modder who wants to modify parts at runtime
because any change you do will get overwritten either when you save/load the game or when you go to flight mode
btw that reminds me, today I've started working on a proof-of-concept very basic implementation of JsonManager
oh great
we'll see how that goes lmao
lmao, if u need help to know where to apply the jsons tell me
i kinda already know this like it was my code, and thats not really a good thing 🙃
I think I know how this could work, but I'll definitely let you know if I need some help
thanks!
modelToggling also here
so for example now there can be the Straight and Offset variants that B9 has
or compact-Collar-Boatail etc versions of engines
yeah i also want to make a single nozzle poodle model for the game :)
kaboom
might be too much detail but it looks better
Now texture it 
if you're going for a stock-a-like version you should remove these
If youre going for a replica keep them tho
Those bars seem to just make the docking hole move through thing smaller
gotta remember that KSP2 is not a realistic version but a washed down cartoonish version
- the part is small
each triangle has a chance to be rendered, the more you have in view the more lag it may cause
Well true but from what I see the current docking ports increase the size of the move through section and a bit more
seems to be going for a similar aesthetic to HabTech: https://forum.kerbalspaceprogram.com/index.php?/topic/133501-112x-bg-habtech2-stockalike-iss-parts-100-the-final-update/
HabTech2 | V1.0.0 | ISS Parts for KSP Featuring parts designed to replicate the US Orbital Section (USOS) of the International Space Station as of 2023, including: Pressurised modules & cupola Integrated Truss Structure & solar arrays, including iROSA External payloads & experiments O...
even that is a bit too realistic to be stock-a-like, i mean it has to be since its an ISS recreation
MKS's airlocks is pretty much as sotck-a-like as u can get it https://forum.kerbalspaceprogram.com/index.php?/topic/154587-112x-modular-kolonization-system-mks/
Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, ...
I mean yeah, it looks much closer to the original KSP 1 stock parts, but since then ReStock has become the de-facto standard and I'd say it looks 1000% better
don't really like the look of MKS parts, but I guess that's very subjective
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
I think adding more details doesn't necessarily subtract from still utilizing the KSP art style
Current ksp style is still a lot more like MkS than HabTech2
The difference between ksp2 and 1 is the better use of textures
Because the models are pretty much the same with only a few added details
I mean im not against more detail (via meshes)
But imo stockalike should have the same amount of detail, and applied in the same way, as the game’s stock parts
Also a lot of geometry and different meshes ends up requiring a lot of colliders since they have to be convex
just use a single cylinder or cuboid 
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

I guess this is very subjective indeed lmao
I find them extremely ugly lmao
it's so 2015 KSP
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
yeah basically that, I feel like it's the best HD-looking art style that KSP has
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
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
it has indeed, but mostly beucase those take time to make and to master
tbh Tundra feels like the perfect middle ground to me
Carnasa's exposure really did numbers
texture wise yeah
but its pretty much a copy of the real counterparts model wise
it looks very clear and sharp, while still extremely simplified compared to real life
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
well to be fair I haven't seen the actual stock KSP parts in years
only ReStock
lmao
ReStock its pretty good tbh
I don't know anyone who plays KSP without it
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
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
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
yeah, KSP doesn't really have details like the white thermal protection tiles around the windows etc
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)
same goes for any other free non-CC license
tho others usually allow for commercial use no?
im talking MIT and GNU
well yeah, that's the difference between open-source and proprietary licenses
open source doesn't prohibit any kind of use
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
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.).
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")
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
oh ok so any derivative has to stay free?
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
Tho GPL does not say it has to be free does it? only that i has to be open-source
I mean yeah, but that does kinda imply that, since anyone needs to be able to download the source code and build it themselves
i see, LPGL seems to be the better version then since it allows for other licenses
i see
yeah, GPL makes it so that everyone who ever uses your library also has to make their whole software GPL
LGPL is much better for our use case I imagine
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
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
oh ok thats almost perfect, the only flaw is that it doesn't legally disallow for the smartasses that copy and sell the "game"
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
but anyone with a few google searches would be able to find the source
yeah
exactly
ok fair enough i'll use that then, LGPL for libraries and GPL for actual mods
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
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
well then that's up to PD to file a lawsuit since the KSP code is definitely copyrighted
by ksp i meant ksp mods xD
im sure that any actual KSP code has already been sued lmao
that's pretty interesting
tbf KSP modders are pretty smart so it doesnt surprise me
remote tech's code ie, its so professional and well made
Restockalike is my preferred ksp style
Stock is too bland and cartoony for me
does the slider go down as the fuel depletes?
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
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
ohhh cool cool thx :D
gotta find a way to get the right UI element tho
but thats probably easy
yeah just look it up on a couple of different parts in the UE inspector and figure out the common parents etc
tottally forgot it could also inspect UI tbh
that's pretty much the only thing I use it for 😆
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
certainly not for sorry
i wont do it tho ashusausha but i can help u make it if u want
alr, i have like
zero coding knowledhe
knowledge
BUT i know how to animate stuff so like
yea
make the model and i'll see what i can do dw
aight
Cooking some collars
1.875m
with a curved variant
and obviously the compact version as well 😉
woah
yo how do you get the uh
the ksp 2 substance export template thing
File>Import Resources
select that file
Then New>Set template to KSP2 Standard Damaged
Merlin?
Its the Raptor vac :D
do WHAT
how is that not something I've ever seen...
New project
and then on the field
Template
set it to Kerbal Space Program 2 Standar Damaged
ah
1.875m shrouds
cooool
up to you tbh, i dont plan on making one tho
@tiny blaze im gonna try to get the starship parts finished by this weekedn
Okidoki no need to rush then tho 🤞
@tiny blaze might want to look into undeployed drag levels?
https://forum.kerbalspaceprogram.com/index.php?/topic/217256-mohopeful/&do=findComment&comment=4285065
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
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
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
any idea how KSP 1 mods handle this?
because for the most part for example the Kerbal Reusability Expansion fins work pretty reliably
hey @tiny blaze if we make the starship a seperate mod we need to call it SEx (Starship Expansion) PLEASE
Obviously why not
lmao
fine, i'll release it myself
guh
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)
Reiptor's skirt 
also difference of w/ and w/o the skirts
looks much more like a "finished" rocket with them :D
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
please do share!
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
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
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
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
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
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
yeah seems like the stock engines close "at the red line"
Yeah there's some plate on some of the engine models, though it's not on all of them
holy fuck the ksp 2 models are amateur
and thats coming from a shit modeller myself lmao
they are not amateur they are optimized
a balance between performance and visuals
thats to lower the game size, if we had 4k textures the game would be like 80gb
nonononono i mean the textures themselves
like goddamn the heatshield for the mk3 cockpit is LITERALLY A DEFAULT SUBSTANCE PAINTER MATERIAL!!!
oh didnt know that lmao
tbf it was kinda rushed on release bc take two is ass
the top one?
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)
smart material?
yeah
u gotta share that material with me 🙏
i gotchu bbg

This reminds me of that chinese fully reusable long march 9 concept
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
It was lmao 
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
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
oh lmao
@tiny blaze i got packmaster, expect the texture quality to look SO MUCH FUCKING BETTER
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
oh yeah @tiny blaze guess whos textures got deleted 😍
Ooof
Merlin engines? Pogggggg
😭😭 im sorry
If u want help retexturing i can
nah dw
it was only 2 compartments that got killed
ill retexture them in a bit
having a weird bug @tiny blaze
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
sure
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
with the new build it just doesn't add the engines in symmetry at all
just always one
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?
sure thing 😄
yeah, works fine now
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
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
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
lmao it can very possibly be
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
I'm also getting spammed with this after using time warp
and it keeps happening after going back to 1x speed
teran is trying to be starship so bad 😭
haha that's a good one
and its true lmao
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
oh thats so much better
you can see the difference between the old icons and the new ones
the old icons were taken from inside the game lmao
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
oh cool
fixed that error
ALRIGHT SO @tiny blaze IM FINALLY GONNA STOP SITTING ON MY ASS AND GET YOU THOSE MODELS BY UHH
son
soon
can i at least get the landing legs 😭
i mostly need it to test how to implement landing legs in the game
aight lmao
lol
@lofty jacinth i fix the Deploy button
but i broke the Brake button
for the gridfins
........
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
and this action cannot be added in the action group manager?
Just wanted to let you know that I'm also getting this now
did ui install LOABE through ckan?
no it's the debug build you sent me
ohh yeah makes sense
you're just missing the custom size config files
tho i should probably supress that exception
😆
you can copy them from the normal game or i can send u if you want
yeah np, I can get it from my normal (non-debug) install
xD LOABE is not yet on the newest template
with the new template i can just put everything on the same folder 🙏
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
oh yea please cuz i have quite some projects to migrate
@tiny blaze look at that plume expansion ❤️
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)
yeah that looks spetacular
so that they can make that custom effect for it as one piece
yup, it would not be easy to replicate those stripes with 9x different engines
god those plumes are pretty
What mods that falcon from?
Ive never found onw with waterfall
tundra
I didnt know it had ro support
it's RSS without RO
Ah
@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
Oh didnt know, its ok dw school is more important
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
yknow what scratch what i said ill work on it a bit
lmao
lmao, if you say so 
tho i'd appreciate if you sent the landing legs, as i said, you dont need to finish them now, send me the current .fbx its only for testing!
ighty
thanks for reminding me I also use .fbx
idk if its asset studio but all KSP2 assets are in .obj
yeah but .fbx is needed for some texture stuff, no?
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
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
i dont think so?
but can be, maybe
well I did have issues with models loading, so it's probably even the thing that went wrong
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
]
I cant wait to give kerbals plumes
basically this is the important part
"meshPath": "fbxthrusterflame",
"targetGameObject": "[vfx_exh] OverlayR",
"ShaderSettings": {
"ShaderName": "LFOAdditive",
obivously there will be a ingame editor
lmao you can with this
give them fart clouds
yeah
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
How would the plumes state be determined for an object with no throttle
Cool
Are they jets or rockets
I think they should kinda just look like a normal rocket plume then
With machdiamonds and the like
hmm yeah makes sense
Also, for vtols its pretty nice to see your dry center of mass, do u know of any mids for that?
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
yeah made it more with that in mind, tho totally forgot that they could also be used in atmosphere lmao
could do that yeah
not part of SORRY obviously but probably part of Quality of Kerbalife (a QoL mod that i have but not released)
I like Fill It Up in KSP 1
just press "Empty" or "Full" at the bottom and look at the mass markers
Rcs build aid is very nice
though it would be even cooler to be able to see them both at once
i'll probably add another marker to the OAB with another color
like a Orange marker to be your dry CoM
Rcs build aid allows you to overlay them
See both at once
how did I never know that that's what the red marker is for

I've literally been using it for years
Lmao
It makes vtol building far easier
even tho i always have it installed
I only use it for the dry center of mass
afaik its red circle big = unstable craft right?
Yea
it's pretty much a requirement if you're building anything with asymetric thrust
Thats the direction itll spin in from torque
we need that in ksp2
I use kerbal engineer and just fiddle with things until the torque is 0
Or near 0
yeah @opaque citrus 's micro engineer doesnt have thrust offset yet
want me to add it as a issue on git falki?
I mean for example with the last thing I was building (this Saturn-Shuttle), I had to basically balance it to where the torque with the tank full was ~1500kN and with the tank empty ~1000kN in the other direction
can't really rely on a 0 there to make it balanced
eh just used the game's Rhinos and for some reason that's what the plume looked like
oh ok
Which is like the f1 equivalent of hydrolox (albeit never built)
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
Oh it's invaluable when building probes, especially in RSS/RO. Red arrow indicates total torque. Bigger arrow, bigger torque.
It does have torque in OAB as an experimental feature. You can toggle it in settings (OAB window -> gear icon)
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
to be honest I've never really needed to use that in flight anyway
Exactly, that's why I didn't bother with it yet
heh for vtols so you can just adjust the thrust on the front/back engine
And yes, it's more important in VAB
@tiny blaze im gonna get done with the starshop model soon i swear lmfao
and the legs
im gonna send it soon
not exactly what i wanted but ok....
its actually an extra nozzle to keep it down
the vtol engines are too powerfull alone
Reminds me of crew dragon during abort test
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
Ksp came out over 3 months ago
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
I feel like it was a few weeks ago
lmao i dont cuz i've spent way too much time on this
Bruh your are literally making all of the most used ksp1 mods and i dont know how you do it
Hella impressive
Lol
great now it will be possible to switch between plumes w/o reloading
Awesome
only missing the lfo editor window now, everything else is in place
imma do it tomorow
you should add plume configs to the stock engines lmao
yours look so much better
Its doable now
W
I wont do it tho cuz that would be a fuck ton of work but anyone who wants to do it can
yea
@tiny blaze i am gooking .
Warhead
lmao
oh i love it!
yeah, i think the cloth sim insulation absolutely fucks
you used it on the whole thing or just that lower portion?
this is basically what the editor will be
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