#Lux's Devlog
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go sleep ffs
imagine not living in europe 
Imagine not measuring everything in Barret M82s
imagine not using the metric system
it's better than the drunken imperial one
The imperial system is what the brits use
The USA uses the customary system
If your gonna criticize a shitty system criticize it right
That's downright sexy! 

Add ecorocket??
Arca space/ami exploration asteroid mining rocket powered by good ol h2o
Not liquid h2 and liquid o2
But liquid h2o
Water
Its a kettle rocket
https://www.youtube.com/watch?v=z4edxgmumxo excuse me wtf did I just watch
This video shows a typical AMi asteroid mining mission profile involving the EcoRocket Heavy and AMi Cargo.
www.amiexploration.com
www.arcaspace.com
#WeAreARCASpace #AMiExploration #AsteroidMining
An absolute abomination
wtf
omg bro
yeah. Arca is nothing more than a huge meme within the spaceflight community lol
I hope they win
Just to spite all the haters
Does anyone know a crypto billionaire i can convince to invest in arca
They really took MOAR BOOSTERS to another level
It needs moar boosters tbh
one of their main selling points is that they only create steam as a byproduct (which also happens to be the case with hydrolox anyway)
additionally, water vapor is just as damaging as greenhouse gasses at high altitudes, so their extremely inefficient mechanism*** serves zero purpose*** at all
It serves one purpose
And that is to make us laugh
Is this
Anyone got a guide on how to add in animations?
actually i live very high up in altitude so i get free water every launch trust
Is this still being worked on
obviously
i'm making the plumes for the vtols but im not very pleased w them
#š“mod-dev message
i suffer from a condition
where i can't seem to release something that looks horrible or that works badly
Ah cool
I think airbags would be a cool addition to sorry
They were used in a lot of reusable concepts
Yes
Lux are you still working on that one vab mod?
LUXs OAB Extensions
Just wonderinf if you ever got custom tabs to work
Well on and off but yes
I stopped modding for like 3 weeks for academic reasons and only got back a week ago
plumes fixed, now gotta make the last plume
also gonna release a unity package for anyone who wants to make their own plumes
(that is if the shader works for everyone, which it might not since it was made in shadergraph)
A 5 meter engine would be cool...
idk if it fits SORRY's theme but i'll try to make it work
Sea dragon was semi reusable....
that's looking pretty nice!
i'll also post this on the IG server to give some hope for the plebs (\j obviously)
but what yall think? (cc: @lofty jacinth)
1st one being atmo climbing 2nd being throtthling down
I was trying to find some good reference from like an MVac static fire but you don't really get to see the plumes much in the camera shots of them
smh
I think the color is alright, but I honestly don't know well enough to be able to tell
well its an easy change tbh, what about the shapes and transition?
its a bit different from the RaptorVac's plume cuz im trying with a new (and hopefully improved) shape
Lux does your fx overlay the fog? In the renderlayers
If you zoom out in ksp2 does the fx look like over the fog? Ill send a example hold on
pls do! havent tested that yet tho i think
I have to change its render layer which is a current bug in my mod
see how the mountains in the background are beneath the fog
oh yeah i see
well, i dont have FX that size so i dont think its ever a problem
you should look into the tags
Alright. Ill tell you if I find a solution. I will probably just put it in findings
tags dont have much to do with the render layers
they do
?
cameras can act diffrently depending on tags
Is that why my custom camera wasnt rendering planets in orbit
ie the camera that renders the fog can look for certain gameobjects with tags
could be
doubt tho cuz planets dont really have special tags tho
but you can look into that
actually, to have a definite answer look into the mapview's camera
compare to yours
Ill add this conversation to the bug fix in trello for when I do fix this bug
Bruh wtf did u do to the ksc

I dont want to talk about what I have done to the ksc during development of this mod
plume rework ig
@lofty jacinth how we feeling about BE?
might be the wrong gif
it is
...
there ^
oh yeah, I pulled up a BE-4 video to compare and this looks awesome
<3 thx, gonna make the transitions now, then up to Raptor and Merlin and im good for the update :D
ok so now that SORRY's update is pretty much done, next thing will be LOABE's categories and then
FINALLY
colony mod
say what now
yeah i been working on and off on it for a while, im gonna go "full time" on it now
Any details on what will be in it you want to share? :p
theres still nothing playable xD but it'll have colony-colony resource transfer, kerbal life support and (maybe) kerbal reproduction
also there'll be orbital colonies :3
That sounds amazing!! Cant wait to see thatš¤©
they are just noticed š
should i remove the "start" sound? @lofty jacinth
its the sound from the start of this https://youtu.be/QMcj58TbsyU
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munix is ignoring me 
just got out of the pool lmao
idk I like it
is there an option for a shutdown sound?
I'd LOVE to hear the Raptor honk when the engine is shut down lmao
if i can find a honk sound
ill look for it
there's even gimbal on and off sound
and out of fuel sound
In my opinion you should make it longer
you gotta remembe rthat if a player activates the engine for only 1 second, that sound will still play
so if i make that sound longer, it will keep playing until it finishes
Yeah maybe just a micro second but I do like the plumes
oh damn, compared to Raptor 1 startup, it's so much faster https://www.youtube.com/watch?v=X2dEpe8WS1A
Test fire of a Raptor Engine, to be used in the upcoming Starship series rocket.
Idk this is my opinion
and i appreciate it! :D
:()
The Raptor honk can be heard at the end of a firing. it has been around since the Raptor 1, though not much is known about It.
Videos from McGregor Live, where you can regularly see Raptor, Merlin, and Super Draco engines tested, and maybe hear a honk yourself. https://nsf.live/mcgregor
Edited by Patrick Colquhoun (@Patrick_Colqu).
All content...
it sounds like a fart š
now that i think about it
we would hear 33 honks
at the same time
i hope that the sound doesnt stack up
lmao
well not exactly, I imagine they'll shut down the 20 outer circle engines, then the 10 middle circle, and after Starship hotstages, the remaining 3 will shut down
actually I'm wondering if they'll even shut down the 3 engines or just keep them running to flip for the boostback immediately instead of using RCS
it would make more sense to keep them running instead of shutting them down and then restarting them a few seconds later
@lofty jacinth
something like this?
the honk unfortunately is not as "defined" as the other sounds
but i did some mixing to get it closer
oh yeah that sounds great!
GAWT DAM
HONK
HONK HONK
that's perfect!
How do you make those sounds
i just simulated the engine test
cut them and mixed them so they loop
made 2 (i have to make more) so that it doesnt get repetitive
also added a couple other effects etc etc
What software
storing this here for a future chroma plugin #1039965578754007060 message
Alr
im pretty much missing the point of SORRY not being a remake of IRL engines with the sounds and the plumes being like this
but tbh im having a lot of fun making these engines
and learning a lot
Yeah but I think thatās some of the fun. And also basing it off some real life engines can give you a base thrust to go off of. But I do love the engines
the update is pretty much done
just, for some reason, when an engine is destroyed, the sound keeps playing
even if you go to VAB or other scene
Was gonna tell you the solution but you got it lol
I had to face that problem also
i added it to OnDestroy but somehow
the game thinks that when a part collides and IS DESTROYED it shouldnt trigger the OnDestroy 
ETD?
not long just field testing the update on normal game
instead of the dev game
prob like 30min to 1h
yey
bro istg i have the wierdest bugs
[Error :Spaceplane and Orbital Recovery and Reusability companY] System.TypeInitializationException: The type initializer for 'LuxsFlamesAndOrnaments.LFO' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at LuxsFlamesAndOrnaments.LFO..cctor () [0x00000] in C:\Users\costa\Desktop\LuxsFlamesAndOrnaments\LuxsFlamesAndOrnamentsProject\LFO.cs:24
fixed already but like????????
this doesnt get logged anywhere
its so wierd
my stupidity sometimes amazes me
Yāall are out here making the best mods for ksp 2 and getting everything to work while Iām just over here wondering why code and no oab button no worky
no oab button probably you just need to update spacewarp on your game
I did š„²
nice!
oh great just uploaded all the files and realized that i forgot to add localization to the MK2 Rcs Block 
and repos updated
welp time to look into colonies
interesting
its doable
i'll try to abstract the shit out of it so that i dont get fucked once they add more colony parts
There is a colony system in the game
I thought it was coming out with the update
The devs just dont bother to remove the code that isnt in parts yet or not implemented, as long as it doesnt fuck up the game they have no reason to remove it š¤·āāļø
Also i think they use unity to build the game, and unity has no way to make that distinction
Im jot sure tho cuz u ity projects dont usually look like what the gameās folder is
har to say
Have you tested it out
The basis of colonies is, cresting the colony, adding parts to it etc
And also the ābuild a vessel in the colonyā aspect too
Other than that havent tested much
Mostly because theres stuff missing
As in assets, they can cut those things out easly because they are addressables
But cutting code off the release is way harder
Especially if you have a non trivial amount of coupling
i was gonna start designing the Space Station parts today
but got distracted with a detailed guide on how to make parts for KSP2
https://luxstice.notion.site/KSP2-Part-tutorial-almost-from-scratch-1f336b7c97ae4280afb6a4e3aa6080b2
A new tool for teams & individuals that blends everyday work apps into one.
enjoy
Thanks man I have been gaining the motivation to make a parts mod for the game
Yes brother
feel free to show me some spacestations for me to guide myself
This looks futuristic. It might be worthy for ksp 2
i like it
tho, i think that for ksp it shall ahve a bit more details
tho i love the idea
and works great for KSP's modularity
idk, do you prefer something simplistic like that or smth more detailed?
Maybe a new capola esc module like the one on this
Axiom, Northrop Grumman, and Lockheed Martin private space station proposals
also
- inflatable storage
- 3.75m- 1.25m parts
- domes
- agriculture spots
- rings
some other realistic commercial stations as a reference
NGs seems the most kerbalesque imo
maybe actually Axiom
yeah I gotta say I love the look of the Axiom one lmao
i might base mine in axiom
very SpaceX-esque
tho, obivously it will be paintable
gotta also think about a Spaceyard set of parts, tho i already have a plan for that
OHhhhhh get your reusable rockets ready, this will be legendary
I still need help making reusable rockets. And docking so I need to learn that before your update comes out, I think i still have a while
if only a certain someone stopped being a lazy fart and went back to work on https://discord.com/channels/1078696971088433153/1083052239435862105
š
oh dw it will take a while
xD, i have so much on my plate that i cant even offer to help you on that lmao
lmao it's ok
practice and more practice ngl, play the game and have fun, you'll understand what you need to make ur rockets reusable in no time
tho, i hope that flight plan (or any other mod) gets to the point that they can auto land boosters
my list somehow only keeps getting longer as I work on stuff, weird 
then its just a matter of adding a new player to each booster so they dont despawn, and let the code take control
mechjeb was able to do that on KSP1, but they'd despawn from physics range
I know that some people did fully automated KOS Falcon Heavy style launches where both boosters landed in sync on the the landing zones next to each other
probably using Physics Range Extender though
yeah i saw that too, and yeah i think so
i had a similar script, it was very good
not created by me tho, it was sme else who wrote it
had this dumb design of a Shuttle-esque 2nd stage on top of 3 boosters
2 would detach at around 25km, and the 3rd would ferry the load to orbit, and deorbit itself to KSC
god i miss doing that... I need to make that possible asap in KSP2
oh yeah that sounds cool
Tbh I took a break from ksp 2 cause all the modding and getting angry at my monitor really soured the game for me. But I think Iām starting to enjoy it again
Yeah I do enjoy making progress but I just canāt get most things to work and I just took a break from it
Also not to mention that Iām not that good at coding in anything
coding is a matter of learning
you only need to be good at it if you wanna excel
most software engineers are horrible at coding
Yeah
I was watching a movie
no problem! what movie?
#1085910413239140416 message
we have these 3 nomiations and orbital reef
Orbital Reef
Axiom
Northrop Grumman
Lockheed
https://cdn.discordapp.com/attachments/1085910413239140416/1130249176786145280/IMG_6448.webp
https://cdn.discordapp.com/attachments/1085910413239140416/1130249995103260692/Axiom_modules_connected_to_ISS.png
https://cdn.discordapp.com/attachments/1085910413239140416/1130249995388457081/Commercial-Space-Station-Hero.png
https://cdn.discordapp.com/attachments/1085910413239140416/1130249995749175386/QGgqeXaYewdkzK5y7ncYwT.png
Elemental
Axiom seems to be leading but feel free to recommend more
oh heard its an amazing movie
just give me some minutes
np
really nice movie, my mom ended up crying lol
Vast "Haven 1", Tiangong (both small and big configurations)
How about all space stations ever
Yeah cuz that doesnt take time to do :3
i like vast for a 1.25m-1.875m set
like a moon focused space station set
Axiom for a 3.75-5m one
might be worth it to mention that Lockheed/Voyager's Starlab design has been updated since their original proposal, it now uses Airbus' 8m diameter habitation module instead of an inflatable one
i like the design
i just feel that its too simplistic for KSP2
tho thats a lot of space
fair point tbh
also 8m diameter prob is very hard to get to space
you could probably make something like this with a fairing
im ok with a simplistic design for the smaller space stations
irl or in the game?
but 2.5+ deff cant be just a plain cylinder
irl xD
deffinetly
it just so happens that starship is 9m in diameter. such coincidence! :p
yeah, but the payload door probably won't fit 8 m wide payloads
starship its a beast of its own xD
im sure that they design a new payload door just for a spacestation ferry vehicle
tho yeah i'd be better for it to be the ifnlatable one
which makes me wonder if starship will ever get a wider version
like a StarshipX
with a bigger payload bay
for stuff like space stations it'd probably be easier to launch an expendable ship with a regular (or even larger than 9m) separating fairing
according to their users guide, it actually can (but its from 2020 so may be a bit outdated at this point)
yeah I can't really see them being able to build a payload door like that
at least not anytime soon
they kinda have to, or half of their cargo bay volume will be worthless
will be interesting to see what they'll come up with
I'd say this is much more likely
in the short term, definitely
im guessing they'll make the whole hinge mechanism only after they get a sucessfull launch
since they have to test it in vacuum
but iirc those stations arent slated to fly until atleast 2027 or something, so they have some time to figure it out
the biggest issue is that that hinge will have to bear the loads of both ascent and reentry
or i might not even see the first man to go to the mun
this starship talk has reminded me i still need to revisit my replica in KSP2 and check out those sweet new SORRY engine sounds š
though I imagine there'd be some additional supporting locking mechanisms on the sides and at the top of the door, but still
im guessing a locking mechanist along the whole payload door rim
isnt terran payload door similar?
why does this chat always turns into a discussion about rockets xD
well, not anymore
literally, from the birth of this channel, it always deviates to dicussing rocket's designs and mechanism
i doubt it, they're not using a reusable second stage anymore so a payload bay like that would be worthless
the image on the right seems also like a plausible type of a payload door, especially for Mars and Moon lander Starships
fair
tho again, that inutilizes most of the volume of the payload bay
you could only use it for small crafts
it would basically be a cargo spacecraft
as in, boxes of materials and supplies
this is definitely one of the biggest question marks hanging over Starship
hm, for the lander version not so much since the payload would probably consist of multiple smaller ones instead of a single monolithic one. you could stack them up then unload them one by one
it's nice that its payload capacity is nearing 300 tons
i mean obviously
but how in the hell are you going to get all that mass in and out of it
but isnt starship suposed to also ferry spacestations to orbit?
its basically meant to do everything lol
lmao
well to be fair
starship is very cusomizeable
its not like you have equipment up there
its pretty much an empty can
lifts and trolley carts?
I don't know of any specific plans to use Starship to get stations into orbit
so you have as much space as you want to put locking mechanisms and fail safes for a bigger door
but I do know that there are some plans to make space stations out of Starships
since their payload bay volume is as large as the whole ISS
the more you think about starship, the more ridiculous it gets lol
NASA wanted to use the Falcon Heavy for launching the Gateway LOP
tho im sure that the first 10 deorbits wont work
afaik that's still the plan for the modules that don't need Orion as a tug
im betting ona 10+launch before they land it
and that i will reach orbit and the booster recovered by the 4th launch
recovered as in safe splashdown, or caught by tower arms?
ah yeah you're right
because that's a big difference š
now that you say that...
8th launch for caught by chopsticks
10th launch for completly reusable stack back in land and ready to use
hi B15 š
damn, 30 more ships?
or maybe musk makes a le funny and SN69
well not all ships fly
at least not all stacked
true, the next one after S25 will most likely be S28
no, it's a Nicki Minaj song lmao
ITS A SONG lmaoo
i still remember when they blasted that through the PA when they stacked a ship on a booster for the first time
forgive me thy i sinned
oh lmao
that's great
either way gonna catch some Zs as tomorow is beach day 
i hate the beach but my friends invited me and i havent gone out w them in 2 months lmao
im low on money, gotta save to go see my gf who lives 200km from me 
man i love the look of the Reiptors, great job on those Lux!
and have fun tomorrow :))
<3 does the sound and plumes work well?
i'll let you know in a bit!
no, its custom made using fairings haha
i could deffinetly do that with my PEC
now that i think about it...
tho gotta go! cyall
i'll probably be back to see peacock's screenshots tho xD
good night
dont stay up for those, you can look at them tomorrow! night :))
okay, did some testing. the good:
-Reiptor Vacs fit beautifully now!
-The engines no longer emit light in the VAB
-Engine audio is great, apart from sounding a little high pitched at startup
-plumes look incredible!!
the bad:
-there seems to be something off about the brightness. the flare follows you even if you zoom out
-weird flashes of light sometimes appear on the top right probe icons and when on the map view
-the engine audio keeps playing when the game is paused
(also dont mind the horrendous framerate, my laptop gets a bit mad at me when i try to run 33 engines at once lol)
here's a vid of the flashes happening, i couldnt manage to capture them with a screenshot since they happen so quickly lol
audio fade and plume expansion work great! and here's another pic that shows the problems with the flare shader a bit better :/
and finally, the engine flares also seem to take a while to fade when viewed through other parts (sped this up a bit because again, SPF instead of FPSš )
those problems aside, great work on the update Lux!! i love those new RCS blocks
heh, the flares wheren't even suposed to be there xD It seems like KSP automatically adds flare to most lights in the game... or maybe its unity, even tho they look pretty, they are also a bit buggy, i'll work on that tomorrow
the flashes might also be caused by that
as for the engine sound not stopping... gotta investigate that, tbf i dont even pause the game so didnt catch that xD
can't sleep š
so checked them edarly
your starship looks amazing
Ends up that they canceled 3 hours ago lmao
But since i rarely chek wpp only saw it now
Just so i dont loose it
Falcon Heavy for the Gateway components, SLS for the crew (and some other components)
Iāll also think about a crew and cargo set of parts for the upper stage of rockets
Something like what the dragon module is used for, but probably wont take inspiration from it
like that
Yup, just so, when u have the modules docked to the space station, it still fits the stationās style
Obviously u can still dock other crafts, but its a nice touch i think
I would love (although it is a lot of work), to have inflatable modules that you can inflate once connected
Oh its not that much work
And i plan to
Hab module and storage module for sure
Maybe also agriculture module
Lux you should be sleeping!
And thanks :))
Oh dw it was canceled xD
Ah okay, but still haha
I will go back to sleep in a bit tho, its 4am here
bruh damn
Any other recomendations for inflatable modules?
Lmao thats my usual sleep time 
roll-up solar panels, expansions in stages (stage 1 for 7 kerbals, stage 2 for 12 kerbals and so on)
Sure, makes sense
Something that would be cool, is to make the stages cost resources
To upgrade at least
But thats something for the future
sounds cool, at least to have it enable in career mode (when available)
Ill actually try to make the whole resource system work :D
Basically youād have to mine x resource to be able to contruct parts in colonies
But yeah if i cant it will be in carrer for sure
And also ill make it toggleable on sandbox mode
Would inflatable fuel tanks be possible?
Like a fuel tank that can expand yo the size of the big h2 tank
For normal vessels?
Or for space stations
The answer is yes for both tho
Why not both
Could useful for fuel depots
And large interplanetary and interstellar craft
Awesome
- fixed the lights
- flashes, might be fixed
- looking into the audio rn
flashes fixed
sounds are a beast of their own ngl
i think it might not be possible since its all done inside wwise
but gonna try a few more things
Sound fixed, hacky, but fixed
Damn lux
I know but damn
^
āØļø
Maybe have it be like one part and ring that attaches to the bottom like this
Looks cool!
Built like a penguin
How do you make your rocket plumes
not yet available
@lofty jacinth better?
worse?
Its a remodel, i still have the old one
im mostly trynna improve my skills thus me making this remodel
It it going to have a bit of a curve to "hug" the appropriate diameter tank?
yeah obviously
still dont know how much tho
might make it enough for 8 to fit radially
I would do it at least somewhat in a similar ratio to width as the Falcon
But it's up to you!
no yeah probalby better
thyong to give it a bit more personality
At least i got a LOT better at normals and topology
Looks good but it kinda looks like the Star Trek logo lmao
yeah a bit lmao
im currently working on some legs as well does it use animations or does the game handle that
it uses anims
and suspensions and a few other things
im trynna figure out how all of it connects together
ie only done the blender donut animation 
depending on the legs you use
Base
Lock
Boogey
oh i mean you can animate on unity too
but its all pretty much the same
keyframes on what you need to change
ill go watch a couple tutorials shouldnt be to hard
heh
could be a bit bigger
but looks decent in game @lofty jacinth thoughts?
also need to make it not sit on its tippy toes lmao
Haha yeah
never thought that making an elevation/suspension system would be so much work
Ooh nice
i actually really like how they look in game
maybe a bit small
but i'm working on it
now to model the MD, LG and XL version
yes each one will have a diffrent model
cuz im tryna set up my modding game
IG hire me 
Did you say your making colonies mods that can make ships is that on other planets? Or a space building dock?
Cool I can't get the big ball shape fuel tank in space so that make it easier
just add a couple raptors and it will get to space in no time xD
that's perfect
thx :D
Any sneaky peak at conlony

Pro
You dont need it euther way so its fine
Its already in the vaccum so
Lmao
Ill look into that
Best part is no part - Elon Musk š
@slender haven @steep lichen the drag cube exporter
you need both
just click on the part that you want to export the cube to BepInEx/plugins/Patchouli/Debug/DragCubes/
it exports as partName_#.json
then just copy to wherever you want
also you can search for the localized name
and for the partName
to search just for the partname, untick Localized Name
im not sure what the issue is but i cant seem to load the dragcube generator both mods are installed in the plugin folders and im using spacewarp 1.4.0
Ah great its happening on urs too 
Go to the bepinex/plugins/patchouli/patchouli.moddingtools/swinfo
And check if it has spec 1.3 at the top
If so remove that line
That's not a good fix 
I know lmao
But its not a release yet
I have to look into that but was already too late
Any idea what it might be?
Its being detected as codeless
It tells you the ID is mismatched
Sounds like your BepInEx GUID and your swinfo.json ID are not the same
Which they have to be since 1.3
Thanks for the fix i can now get the menu up for it but im not sure how to export the cubes 
Just click on the name you want
It will export to Patchouli/Debug/DragCubes
Oh, the part has to be on the oab
So just put the part in the oab and it will appear
does anything happen when you click it ingame
Ive look in the plugins and my whole harddrive with Patchouli and all that comes up is the zip mod and the extracted mod in the plugins folder
wait
How did u install the mod
There should be a patachouli folder under plugins
Patchouli
i put both mods in the plugins
Oh i see the problem
Might be on my part
Put both Patchouli.Core and Patchouli.ModdingTools under a new folder called Patchouli
Oh btw
Your cubes are in that Debug folder there
On your printscreen
Yeah xD i need to fix the zip for it to install correctly
all good it works thought!
šš
Then just copy those into unity
This helps with performance as the game doesnt have to calculate them
I made a few too many copies wouldnt you say lmao
Llmao yeah it makes 1 per click
Because if you have animations you need cubes for the deplyed and retracted position
none of my parts in game have animations until i get that landing leg but yeah when i first tested it i clicked a bunch
found the problem
i changed the namespace
and myplugininfo generates on the default namepsace
so it was using spacewarp's myplugininfo
Nice! you found that pretty quick
:D I'll upload it to a github to make it easier to get it
the CoM is here btw
just in case you didn't know
somehwere here
dont ask me where
also
well that's definitely correct š
pissworld
also sorry for like
abandoning the uh
starship thing lmfao
lmao dw about it fr! like is more important!
Im adding a lock feature on gridfins so you can lock them and not be able to Extend them or retract in flight
so they act like Starshipts
Deb deb leaked
deb deb
Damn this looks amazing!
making the body paintable was a mistake lmao
love it
maybe a bit, yeah
also I don't think the turbopump exhaust pipe should get that hot?
but idk
its really not supposed to have any emissive
merlin has those cooling channels in the nozzle
reminds me of the ksp2 vector
it has emissive yet has those liquid cooling channels
Oh btw the attachment node is offset in a way that it clips
So that its easier to build rockets
The stack node is as it shows on the printscreen
But the surface node is like the one on top of the middle tank
nope
mvac only gets red because it doesnt have the cooling channels
I mean it's 0.92m in real life
no, 2.5m
as a rule of thumb, KSP parts are ~0.625*real life size
and choose the closest "standardized" size to that number
I mean i might make the nozzle .625 but eith the turbopump it goes to a .9275
only if its really close to another size
Falcon 9 is 3.7, and 3.7*0.625 is 2.3125, so the in-game F9 is 2.5m
some mods like bdb and sep go for sizes not stabdardized
Well at least so it has a fairing
Why šš
yeah I mean I consider those "standard" as well
3.125m for Delta IV for example
in ksp theres many parts mods with many different rockets
so a slightly smaller rocket would be the same size as a slightly larger rocket in game
so thats why small subsizes are needed
especially in bdb lol that mod has like all the rockeys from 20th century
yeah, for example an Atlas V fits in 2.5m size, Saturn I fits in 3.75m size, but Delta IV is between them, and it would be weird if it was the same diameter as one of them
yep
0.3125, 0.625, 0.9375, 1.25, 1.5, 1.875, 2.5, 3.125, 3.75, 4.25, 5, 5.625, 7.5, 10
I would consider those the "standard" sizes
7?
No 9m 
id say 7.5m is more standard than 7m
ah maybe you're right, I didn't remember that one exactly
I mean, what sort of rocket would fit in that category?
that would be ~14.4m diameter
I know that 7.5 and 10 also don't really have IRL counterparts, but they're at least like "round" numbers
yeah 7.5 and 10 are more for like original parts
like a heavy launch vehicle parts mod
No it wasnāt
What's the status of switch-a-roo (or how do you spell it š )?
I was looking for a better implementation of variants, it works as of now but a bit messy
Rn landing legs susspensions are kicking my a
the main problem is that its not easy to find a good way to apply to everything
you einter apply the changes on OAB, or on OAB>Flight load, or SaveLoad, Or just to the corepartdata or just to the modules
theres no all in one place (yet)
i've been trying to look for a better solution tho
i think i'll just use my transpiler, it worked very well
the main idea behind it is for anyone to be able to create their own Variants to their needs
and have something like a Community Variant Kit or smth like that
ie, you create a scansat mod, and you want to add a new type of variant that switches between a high altitude scanner or a low altitude, but more precise one
you could jsut create your own Variant
and have a dropdown in game
Maybe I missunderstood what switch-a-roo would be. I was thinking about a mod that would add new/custom resources to, for example, tanks or command pods. So switch resources from fuel/lox to the custom resource. Is that the intent for switch-a-roo? Or is that for the patch manager?
i mean that too
basically B9 part switcher
but it has to have some reliable code behind it xD
basically it will be a in-OAB switcher, so if the modder wants, he can have a no gimbal version of the engine with more thrust that you can just select on the OAB
no need for a new part
or ie you'll be able to switch the engine's collar mesh (or even disable it) and thje part will move accordingly
or change the fuel tank to any other fuel you want (including custom fuels)
since the scope is pretty big its a bit hard to target everything with the minimal harmony patches/complexity
Alright, I'm looking forward to it š . Although for my immediate use case, it doesn't need to be selectable in OAB. It would be ok if it's only in compile time (patch) that resources are selected/defined.
That sounds more like a job for Patch Manager then, though that's still WIP
yes, Im also thinking patch manager would be more appropriate for this. Ill be following both to see the progress.
We are indeeed getting somwhere
we're so fucking back
i really need ot find a way to fix the resource manager cuz its driving me nuts
Nice
Are we barack
No weāre obamb
https://github.com/LuxStice/SORRY/releases/tag/v1.0.0pre @lofty jacinth if you want to try it too
the landing legs still need balancing
its pretty hard to get them to work properly like this ngl
Yes
So um, I tried them and when my vessel blew, ultimately landing... The camera focus became a single leg. Flying thousands of meters high from the ground. That's a TWR right there for you š
p.s how to use and apply the colars? (sorry for the stupid question)
No its ok xD thats from another mod! Ill release a test version asap
Let me just get to the computer!
xD these landing legs are a bit special
Oh
a sec
gotta do something
hm
its a bug on spacewarp
but i'll give it a fix on Parts MAnager too
Ha, Always bug finding. You're doing a great job with KSP2, Mod community is literally keeping it alive!
Thx :D I try my best xD
i love KSP1 modding scene and im trying my best to remake it on KSP2 asap
I hope not
He's not. Also Loving Parts Manager!!!
All working well on it? Any bugs yet?
I've not noticed anything. I've maybe only had 4 hours of play time though! Lifes chaos!
Especially with 2 young kiddos
Am I right in saying you're working on a TweakSize type thing. Like auto scaling of tanks + contents? Guessing that's something that Parts Manager will work well with is all.
I wish I knew how to dev, Work in IT Infrastructure and do various hardare stuff. But not much on dev.
š
If you work on that its pretty easy to get into dev! But start with the basics cuz else youll be overwhelmed
Parts manager can deffinetly do that as well, but will take a bit more work since tweak scale allows for pretty much any value, and as of now, parts manager only allows for modder selected values
Okay, so I just spent some time doing things, Seems Parts Manager doesn't allow Monoprop tanks to hold monoprop.
Does it even have a monoprop option?
@tiny blaze Idk if you know this already but Or oab extensions mod makes the mirror part unusable and acts like it's 2 way symmetry
Nah no option for Mono Prop
Can also confirm, Also I've noticed sometimes (not always) when grabbing and placing multiples of parts even if it's set to place 4 parts it'll try place 20 of it if I've just added 20 engines lets say it'll then try adding 20 strutts or grid find. Rather annoying
Already fixed on newer version
That iāll need some research, the picks 4 places 20
We're getting somewhere @lofty jacinth
oooh I see fire
vollumetric even š
it is going to be more performance-heavy than the mesh-based ones? I would assume so but I don't have much experience
yeah much more
tho, it depends on the settings
it can still be pretty light, or pretty heavy
i was actually thinking about doing a voxel based with real time fuild simulation but..........
you can imagine what 20 engines with that would look like
lmao
yeah
though I imagine that would work really cool with multiple engine plumes interactions
and stuff like retroburning
yup, would be way more natural and a lot less headache for devs (me)
š
just simulate one and reuse that sim at different playing times
but then that would remove the benefit of the plume interactions
i could probably do it with a compute shader ngl
baiscally uses the GPU to calculate instead of the CPU
and the GPU Is like 500x faster (maybe not that much)
i have an idea for fuild simulation
light wieght
with quadtrees and raymarching
during my reserch i stumbled across this
they basically have a 3D grid with each cube containg the fuel, density, temperate etc
to see it animated
it looks so fucking realistic
the idea is to create a Quadtree (basically splits a dimension into points of intrests) and having the mean direction, force, density and temperate, and raymarching the flame with that
oh nice, that does looks really cool
Lux on his way to implement a FEM for KSP engine plumes š
i might lmao
ok so im getting somewhat decent results
the compression
lmao you cant shee shit
let me record with obs
How do you envision implementing supersonic effects such as shock diamonds? I guess the supersonic fluid simulation might be a bit too uncomputable? (genuinely curious)
the idea of the fluid sim would handle that pretty well, since it would also take into account atmo pressure and all that fun stuff, and it would pretty much be all in 1 formula
but as for the current thing that im working
im gonna probably make a shader only for that
This looks so good lux!
It's all from 1 class. If you look at FFT's dev build look at RefreshVesselData class. I borrowed the shell from Micro Engineer. It gets all of the calculations for atmo, pressure, velocity, etc
It may help but you may already know about it
starting to get something very fucking decent
i only have a problem with some rendering issues
@lofty jacinth @quiet birch
yeah its just a test noise for now
as im using a 3D noise
idk if i can use a 2D noise w/o it looking wierd
gotta test
i use 3d noise in mine
the trick is to scale it not just uniformly in all directions but have different scales for vertical and horizontal
and also adjust contrast
now to translate this into hsls
done
@pastel edge this is my main issue with non vollumetric plumes
they dont work well with expansion as you can see
for anyone who wants to start making some plumes
you can use this "dev kit"
tomorrow i'll clean up the actual editor
but you can start shaping them with this
@median canopy @quiet birch @potent aurora
who else was making engines?
@slender haven
just copy everything on the zip into a unity proj and start ideating
dope. Thank you lux!
Some of us (me for example) may need just a bit more guidance...
yeah im making the video rn xD
Awesome!
also updated zip
I'm working on a brand new blend for a bigger better engine. I messed up the last one and really didn't want to recreate it as there were issues with it anyway.
This one is a nested hall thruster modeled after the real one the University of Michigan made called X3
This one is 0.8 m in diameter and about 0.1 tall, so much bigger
I could make a base for it so that it works better on a 1.25 scale.
I could also take off the outer ring and get it down to 0.625 pretty easily
ohh cool cool
thats how you improve in 3D modelling
just doing things over and over again
also, i dont have nitro rn so i can send the video through here š
fixed alpha not letting through
also
wait
this is way more intuitive
@potent aurora basically you just do this
and then go layering everything till you havea something pretty
play with the settings and get a feel for what they do, i can tell you what they do too! just ask
tomorrow i'll make a better tutorial tho
Cool! This looks like fun! Can you layer them so that a single engine has multiple plumes? Is there any way to get an annular plume (i know thatās a crazy weird request, but these crazy electric thrusters are like that
yeah
what is an annular plume? xD
as for the 1st question, yeah
just add more layers :D
and move them do wtv you feel w them
ah i see
well, annullar plumes will be better in volumetric
but yeah you can do them on this shader too
Cool! Iāll have to give that a try! First though I have to get the damn thing to bakeā¦





