#Stellar Plasma-Assisted Rocket Kinetics (SPARK)
1 messages · Page 3 of 1
No no an ESP32
Fuck it, just a pcb with 1 chip
I mean almost
So, where are you gonna get the 250 kW you need to power the engine?
Gigantic solar panel
The solar panes will be 90% of the weight
What is it not capable of! That thing has more capability that the computers we landed on the moon with!
Shit it's got secure boot and crypto!
You can land there and encript all your telemetry too!
Enough to land on the moon
Hey question for you. Is there an easy way to make the anodes light up bright white? Or would that be silly? They're dark colored and down inside the annualr discharge chambers, where the walls of the chamers are white. If the anodes lit up that might create part of the effect. Basically make them work like anular lightbulbs down inside the channels. The real anodes don't light up, but the plasma they're creating right above them does, which is why the annular chanels light up.
There you can see the central cathode and the three white annular dicharge channels with the dark anodes down inside them. What if when they turn on the anodes lit up like a light?
Would that be easier or harder?
We'd still need a shader for the plume regardless but it might simplify part of the problem
Color is controled by how white it is
Question: why not make use of all 3 channels and allow for 3 colors to be set?
I think you could add an emissive map to add a glow to the back of the channels when the engine is on (see how it is done for the stock engines' bell red glow)
am home
color is controled by density (on the normal plume)
i could do that
for the profiled version
´but i dont see it being very useful? idk
Fair
The anodes don't have to be dark. They just need to be metal. I could make them some other color, or the light could be emitted by the white channel?
I thought the emissive map for the nozzle bel triggered on heat. If it doen't need to be controlled by heat then maybe that would work?
this is the code for the color
col *= lerp(_ColorB, _ColorA, saturate(pow(density, _ColorOffset)));
density being white (or not)
and goes from 0-1
ie
so basically
youre applying the color just to the darker spots
and _ColorOffset controls the threshold
Something like that could work
Ah you're right it's based on a temperature curve, it would indeed be unrealistic for a HET to heat up but it might be a "hacky" way to use the stock engine emissive mechanic
you can also change both colors and make them less of more transparent
What did you use to make this annular source? Could there be three of them stacked and a bighter central thing?
(well technically the anode does apparently heat up when firing the engine, but only to a few hundred °C, you could use that for emissivity)
here's a side to side comparison
of how they'd look on volumetric and meshbased
(w/o changing anything on both shaders)
you can see that, from below, the meshbased is... well, it isnt
I thought about adding emissivity like that to the exposed magnetic windings on the rim as they will certainly get warm or maybe even hot, but hopfully not hot enough to glow.
Yeah, I think the volumetric could work!
Yeah realistically nothing would really glow, but if you just want to easily add emissivity to the discharge channels you could do an unrealistic but usable curve (we can just say that Kerbals don't know about black body radiation shhh)
Need to play with the color and some things, but the effect is really nice!
tweaked a bit
and yeah, you can add as many as you'd like to make the effect that you want
Cool! this is exciting! How do I get this to play around? And once I've got something I like how can I attach it to the engine?
well you can either use this, or use the profile
since ur plume will only dim/brighten, the profile would be easier and more controleable
but if you want to use this, i can send it!
I should go wtih the option that's easier and more controllable. For sure.
If in the end I think this looks better, I might want you to send this, but let's go with eiaser for now please!
if you take a screenshot of a orthographic side view of your engine
you could just kinda trace it
both the profile version and the normal and the mesh based version of the shader will be on the LFO's unity dev kit
Is there a way to get a cut through? Wireframe will be a bit of a mess
easly, i dont think so
what oyu can do
ok so
enter edit mode
select the loops where the light will be coming from
let me open blender to illustrate
I have all of these measurements down to the mm. I could whip up a cut away image if you like. Wouldn't be all that hard to do
not this
this
this way you have just the parts that should lightup
and you can just hide the rest
i pressed shift+d to duplicate
then you can press p > selection to make a new object with jsut the selection
thinking about it
you probably even can make the profile out of a render in blender
you dont have to duplicate you can just press p
wait what are you trying to do
You guys wanna join in voice? Maybe that's easier?
keep the original shape
and just extract the rings that will emit light
can't rn, its already 10pm here xD
Isa, how'd he go to make smth like this? #1141807690264367135 message
like
im sure you can render this in blender with emission no?
oh thats for a plume
Here's the discharge chambers it's coming from with the anodes in them
first of all id add a cube and make it volumetric 
thats the goal xD
i mean it works
all he needs is a profile from it
so a sideways screenshot of the volumetric would work
oh
since its perfectly circular
That's the ting with Ion engines, should be all nice and steady...
i mean ive already done something like this but theres a lot of alpha issues
not in cycles but in eevee
that then turns into a vol plume?
nope thats mesh based
i should do a volumetric ion plume
i can make that in few minds
mins
got this so far
how many ring sections are needed?
according to this imma say 6 + a middle spike
i need to look at their code
if ur wondering im using emission shader
you can look at that
emissive volumes are like the fastest volume blender renders
There are three rings and a central spike
ah ok
The blender image above is as seen from below. From above (or in front - like the RL engine) it's like this
imma import ur model
Yep, you've got the idea. Greenish is for Krypton. For Xenon it would be blueish-white
That's right! You've basically got it already don't you!
In that model there are parts called Discharge Chambers that have Anodes down inside them. I think you can look at either of those parts for the plume rings
The central thing is the cathode and it produces a brighter spike of light.
The plume would realstically diverge at about 3 degrees or so, but may actually look like it's converging since most of the light is from the annular plasma plumes interacting with the spray of electrons coming out of the cathode.
Is that so it's easy to tune the color?
from the side
sould be, but depending on how hard it is, i might just make it so it takes the color
xD it looks amazing asf
its actually an incredibly simple setup
perfect reference
That one shows the engine firing with only the outer ring. They did that to tweak the Isp, but for this engine I'll just always show all three rings firing
This is a similar shot from a one ring engine running on Xenon
The greenish one is running on Krypton. You could actually use almost any fuel like Argon or even pure O2
There's one with two rings running
imma recreate this as good as i can
also
make the areas in the engine that are firing glow
with emission map
It won't get hot. It might get warm, but never hot enough to glow
you can still make them white!
The plasma is crazy hot in a sense, but the magnetic fields keep it from affecting the discharge chamber walls
basically, what he's saying is for you to make the emission map white
where the rings are
so that, when the engine turns on, that area of the engine turns white
They've gotten burn times measured in the 20- 50 K hours range on these things, but there are also older designs that would crap out at 3- 5K hours
Yes! Exactly! It will make a really good nightlight, but won't actually get hot and glow like a nozzel bell would.
if you make them emissive where the exhaust comes out, it will help sell the illusion
@narrow gate thoughts?
That is amazing! I love it!
Can it be brighter and also with blue instead of green?
I'd like the brightness to vary with throttle of course.
But the look is perfect!
Is it possible to vary brightness with throttle? If not, then I guess full power all the time would be good as it seems less likely that such a low thrust engine would be throttled down much.
im gonna render as b&w so you can set it as whatever color you want
you can adjust that in unity
im not sure but i think there probably is a way
Perfect! If we ever introduce Krypton or Argon for fuels I'd be able to set that up.
This is already soooooo much better than the stock game's Dawn plume
yes
I mean it's just not even a fair comparison. Theirs does not even compete.
what res should i render?
I have no clue. What would you recommend? Are there performance tradeoffs for having a higher res plume in the game? But for this would it even be needed?
well
can be low
do smth like 512
it will only act as a mask
yeah
would a square resolution be best
yes
tho it kinda doesnt really matter
it uses uvspace
so, 0-1
so its more about you setting the volume size to the same as your image
so if you have a 256x512, you'd set your volume to 1,2,1
2 being the height
holdo n
supposed to look like this
wait what shader r u gonna use
would you prefer i have the alpha channel or just b&w image controlling emission
not the same that u have
well doesnt really matter tbh, it looks at the color
black and alpha0 have the same color
tho, b&w its easier to see (for a human)
also, you can render it in non-color
now that i think about it, makes sense
gl
Heck yeah! What do I need to do?
LOL!
i'll do it in ps, but, it should be just half the plume
but i'll cut it
Well, one day I hope I can learn to do some of this... 😛
im just testing for now xD
ah ok
to make the image that isa made, he just used a shader in blender, im sure that he can provide u with the shader
and the plume, well, its pretty much a drag and drop, but i'll show u once i have it working properly
This is so exciting! Plumes are awesome!
you can also just copy this #1141807690264367135 message
Ahh, so that's the shader?
Really? Just applied to a cube?
yeah
Amazing!
I'm gonna give that a shot. So I create a big cube in the right place, and apply the shader?
It doesn't need to be as big as the nozzle?
Yeah, that's what I was thinking. That it need to be big enough to hold the plume.
it works on any scale
hm i just realized something @chilly minnow
youre gonna rotate that texture around
but the real thing has nothing firing in between
i can give you something like this instead
yeah that seems mre like it
also 😭 mirrored
well
sorry should've told you
<3
you want it a square still
naah thats ok
^ to this
That's fantastic Lux! Really amazing!
nice
tell me
that comes with the engine
the rings, on the base brigther
but theres no need
since the engine will already be bright
and that would also
mess with the plume
i think
yeah keep it like this its perfect
You guys are amazing! In this amount of time I've managed to get about this far on my copy of Isa's shader...
WTF do I find a Multiply node?
And how do I get the map nodes to havbe the same setup as Isa had?
Other than that, its a piece of cake... LOL
math node set to multiply
- button on color ramp
Doh!
I noticed the plus button, but I suspect total number and placement of the thingys matter. Can we call those thingies nodes without completely confusing this subject?
heres the blend
@serene abyss, Is there an easy way to import or transfer a shader from one blend to another? I've done it manually, and I think I've done it correctly, but I'm not getting the same results yet. What I did was to meticulously (I hope) set each of the points on the B-Spline curves in the color ramps to have the same position and value (copy/paste from yours to mine, so as good as the decimal places show when you click into the values). I've also set (I think) the other connections and settings for the nodes correctly, although my model is in mm and yours is in m, which may make a difference. Here's what I've got for this shader in my actual SPARK X3 blend.
I'd also like to try to understand better what these nodes are doing and why they give the result they do. I think the Color Ramp nodes are a key to this, and what I think you're doing is creating a B-Spline with points to make a curve with "humps" that occur where the annular channels and central cathode are, and the humps have peaks that correspond to the "strength" of the output from that channel, where the points seem to go from a position at the outside rim (smallest position value) to a position near the center. Am I understanding that in the top two color ramps?
I noticed that in the top two ramps they have the same number of total points, but that the positions of some points on the right side are not the same. The upper most seems to be taking care of the plume from the annular discharge rings, and the one below that is providing the plume from the central cathode.
I'm unclear on what the pair of color ramps are doing in the lower track, but I assume the two multiplies to the right feeding into the add are how the lower track of nodes combines with the upper track at the Add node.
What is the final Multiply node for? Is it just to scale the whole effect? I'm wondering if I may need a different value there since I'm working in mm and you've worked in m.
Ultimately I'd like to not only understand this better, but also make a 2-channel and 4-channel variant as I plan to make X2 and X4 nested hall thrusters to go with the X3 and help fill out size options for players.
After that I'll work on a Gridded Ion thruster to really replace the stock Dawn. The IRL Dawn thruster is a gridded ion thruster, but the in game one is modeled like a single channel hall effect thruster with a gridded ion plume - so it's an abomination right there...
I might also want to make a single channel version just in case. I suspect this will mainly be about changing the number of points and their values in the upper pair of color ramps, and in particular in the very top one assuming that all HET get a central spike.
yes there is
you can import blends
i cant believe
you copied everything
before
asking that
xD
WTH are you doing awake rn? Do you ever sleep?
File>Append
I tried to import it, but all I found were imports for FBX and such...
i did sleep, from 4h30-11h30 xD
Import is for wild files (not blender) Append is for blender files
Ahh! So that's how it's done!
theres also a way to make blends auto import
like, "Adding them to your global library"
i just dont know how to xD
This makes me wonder if importing it as a blend would handle the different model scaling from m to mm correctly.
it doesnt matter
shaders are independent of size
well dependently
what problem are u having with mm to m scaling?
might be on the shader's math
I did it like that
And I see this in Isa's blend
vs. this in mine
Some of that (maybe most of it) could be differences in the settings for the 3D viewport window
I was thinking I'd be able to sort of see the plume on the engine model this way - which would aid me when I snap off copies to make the other thrusters (X1, X2, X4)
inst 0.6m and 600mm the same?
then theres no diffrence in yours to isa's?
or you had ot change it to 600 for it to be correct?
Not unless the units in those don't matter, in which case I've got a huge (x1000) difference
it doesnt really matter since you're not exporting that
ur just taking a render of that (the side profile)
Here's what I get with -0.6mm instead of -600mm (assuming only the value matters and not the units)
Also, I switched off the render of the engine, switched to Eevee, and made the viewport show the rendered image like in Isa's
There are probably other differences between these blends that I've not yet discovered and may account for why the plume is visible in his but not in mine
I see his cube is different in dimensions from mine. His is 2m on a side where mine is 800mm (0.8m) on a side. I sized mine for the engine it's on, but that may have made things wonky for the shader?
I'm gonna head in to work, but I'll be back this evening. Are we near a point where I can get the plume we've got into the game for this engine? I'd like to get that done, and then there's just the sound for an engine - though I'd imagine that an Ion engine is insanely quiet. Possibly a slight hum from the power conditioning units like you'd get from any large power supply able to handle kW. Could just skip that for the initial release of the mod as the difference between sound and no sound would be lost in the games music anyway.
Maybe also a quiet hiss from the gas injection?
for this, i would recommend adding a new variable to the shader, a multiplier to the size
basically, you'd just set that multiplier to 1000
instead of changing everything manually
you'd just change that 1 value
At a flow rate of mg/s it’s not gonna make much noise, but there could be some. I think for the first release I’ll go with noiseless, but it would be interesting to consider. I wonder if the stock ion engine even makes noise! @chilly minnow is there a way to see in the game if a stock engine is making sound at all?
stock, no
i mean you can just run the engine and check if its sounding
i shouldnt use sounding to describe something that makes sound........
Yeah, that makes sense. I’ll give it a shot when I get home just to see if there’s any sound component to the stock ion engine
well everything in ksp has a sound component
so i dont think u'll have much luck with that
you'd need to check if it has an AKEvent attached, which you cant w/o some black magic
The stock ion engine does make sound, could be described as a low "woosh" with a bit of humming?
i can get the event name for you
and you just use the stock sound
if you want
actually
i'll make a sound manager
for that
so that you can add your engine sound via Patch Manage
file > append
could be eevee, in my blend i maxed eevees volume rendering settings
2px instead of 8px for volumes
bottom color ramps are to control brightness falloff, theres 2 because i want the rings to have a different falloff than the center jet
control intensity/brightness of effect
size of the effect does not matter, all is controlled by generated mapping coordinates
automatically
use cycles render engine for best volume rendering
Ahhh! So the top channel feeding into the add is about horizontal postion from outer edge to the center (in terms of the B-Spine position locations), and the bottom channel is similarly about the vertical from top (most fall off to bottom)? Like this?
Awesome! I'd be happy triggering the stock sound. Tbh, one of the things KSP2 gets done really well is the sounds scape. There's room for improvement on parts and plumes and other things, but I've no issue with their sound.
How hard would it be at this point to get the plume working on my test mod? What's the next step now that the shader is in my unity project?
as of now
the hardest its ever been
aka
still as hard as before xD
i just finished adding the last feature to the plume
now it supports 3 colors per plume
and you can select where you want the color to be
LOL, Ok! I've downloaded the latest LFO that you posted earlier today. Can I just install it and it overwrites the old one?
What do I need to do next to get my plume on?
i just sent a new one!
#1085910413239140416 message
dw, once i get the LFO Throttle Data somewhat decent you'll just have to press a button!
@serene abyss I'm googling how to make things glow in Blender, and so far it seems like I can either have the texture I want when it's not running or I can make something glow all the time. Some of the guides are simple, like select object in object mode, tab to edit mode, select faces, add new material, assign. But then the old material is not used on those faces. What am I doing wrong there?
Hang on, I think I have it working in Eevee!
Nahhh, that just makes it glow all the time...
Is this relevant? https://forum.kerbalspaceprogram.com/topic/135428-how-to-make-emissive-animations-in-ksp-with-the-color-animation-editor/
this seems to be Squad's work around/fix for Emissive animation after Unity abandoned material properties animation in legacy animation component.Min/Max time is the start and end of the emissive animation, in secondsRelative, this is the path to the object's material to be animated, excluding th...
not rlly
just make a texture that depicts running state only
animation is done by engine module automatically
you only have to worry about running state
OK, is make a texture like make a material, or are these different?
make an emissive texture
I seem to be able to only have one material on a given face at a time
just set emission color to white or whatever color on the parts that glow
and rhe rest give black emission color
and bake emission map
when I google "blender 3.6 make emissive texture" I get links telling me how to make an emissive material. I think maybe these are kinda the same, but I'm not sure
its as simple as setting the emission color on the principled bsdf
to white
or whatever color
on the parts rhat glow
and baking emission with textools
just like any other map
So, set emission color on parts that glow, bake emission map, unset emission when I want it back the way it was?
yeah
and then in unity
just put emission texture in emission map slot
and give the material name to the module engine
and itll work
you may need to adjust falloff times
he will have to
In unity do I make a separate material? So there's one that has the regular emission map (no emission) and I use it everywhere, then there's another with the emission for the glow and I give that material to the engine?
same material
nope not needed
same material
remember emission map is like any other map, applies the effect to a certain portion of the model as specified by the emission map
OK. This doesn't sound terribly hard at all
Yep, I just didn't want it emitting when the engine is off or has cooled down.
I'm guessing that's specified in fall off and what not
module engine will deal with it
yeah
Cool! I'm gonna go do that while you guys get back to your regularly scheduled plume work. Sorry for interupting!
btw @narrow gate the new version of the profiled shader
has a Lenghtwise Brightness
that gets darker with y position
it works better for you plume i think
try it!
I will do that!
check this out!
this is the crude version of how to make plumes
i'll make a proper window later
but i might just pack this for now
i'll also explain a bit once i have this ready
@serene abyss this is how it will be animated (for now)
This looks awesome!
schlosrat!
tell me tell me!
can you send me a screenshot of your material for the plume
i'll generate a test config
and a dev version of LFO
for you to test the plume in game!
indeed!
amazing!
haha! My part is easy! SS are a dime a dozzen for me
btw
have younoticed that its not really centered?
its .014 in the x and .13 on the z
is it intended?
That is. Here's it looking down into it
It might be a smidge off in X
Here it is with X zeroed
well
you should look into it
I suppose you're gonna tell me my whole model is off?
yeah xD
which is nothing too bad
dont worry
you can just export the model with a vector where the middle of the engine is
that explains xD
can you send me the rgbs on the 2nd color pls?
Fixed!
Nuts. I may need to rebake everything... The UV map is hosed, or somthing...
@serene abyss Last time I saw something like this I had to delete the offending faces (which looked fine, but Blender is insane now), and the remake them. I tried that again and I still get this. Is there any solution other than remaking the UV map? I don't want to do that and mess up every other bake I've done for this thing
And even with those offending faced deleted I get this
Why is it barfing about op bake when I'm doing an emission bake?
thats usually the addons errors
i'll ask you 2 things
add a empty gameobject named "Plume" under your thrustTransform
and
send me the mod version with those addressables!
also its partName!
What does this step mean? Do I need to do a build or something?
yes!
cuz you changed the prefab
nop
Good!
It seems to be stuck... I've never seen it take this long on a build
The progress bar is still where it was in the ss above
In fact it still says busy for 10s...
welcome to my life
its probably the shaders
thus me saying to keep the plumes outside the prefab
yours is not ot the prefab tho
It seems to be pretty stuck.
No changes on progress bar
LOL, I left KSP2 running for about a day or more IRL with the ion engine test!
try to cancel it
Still not out of fuel, but I've spent the fuel really poorly and am only in a slightly bigger orbit, 324 x 174, was about 100x100
Unity is not responding at all.
Task manager says unity is taking 0% CPU and 2 GB, with my overall memory at 61%
Its dead Jim
Google Chrome is now the principle memory hog.
Reimporting KSP now
Ah shit. I started another build. I'm an idiot
I'll kill it again and get it back
Reimporting...
idk what i did
but i dont need to reimport my game anymore
ints been like a full month or so
that i havent do that
OK it's back and I've not instinctively started another doomed build
Ready!
Seems so!
The plume is applied to the Cube that's not in the prefab, but there is an empty object called Plume that's in the prefab
Might be stuck again...
you only have 2 prefabs right?
Yep, just two
try to re-refrence them
so just
remove them from the addressables
and add them back
actually
just add the one we're trying to do
actually
to be sure
remove the new gameobject
and apply
and
just to be sure
remove the cube with the voluemtrics
OK, so remove Plume and Cube, right?
yup!
yes!
youre deleting the entries
btw
you dont need to add the materials
delete them too!
I had those materials for the SPT100
They're not used on the X3, and I really ought to redo the SPT100 with a proper set of bakes.
I have quixel mixer but haven't done much with it yet. I don't have SP cause I don't want to rent it from Adobe.
I already pay them $10/mo for Lightroom and PS.
I messed with quizel briefly and had some difficulty, but I'm sure if I stuck with it it would get easier
I know it is, and I hate that fact
many useful tools
especially since it automatically exports the textures ready to use for ksp2 using benjees preset
i'd haply buy a lifetime version
what?
I didn't think Adobe did any non-subscription SW anymore
substance is the only one i think
Aaaarrhrrrrr!
think of substance as a photoshop but in 3d
At $150 I might just treat myself...
In 10m it's paid for
mostly because you'll only get updates til jan 2024 with the 150$ version
Yeah, that's usually the way it is, but maybe I'll not need updates so often?
If you can re-buy every 2 - 3 years you're still saving $$
you can continue using older versions
150$ is for a lifetime product obvioulsy
even without the newer features substance is miles better than quixel and blender
Huh, every app on my system except for Discord is forzen
I did not try to build...
well thats.. funny
those damn aliens
Everything on the right monitor is frozen. Nothing on the left is frozen.
LOL
Task manager starts on the rioght monitor
Guess what?
It's frozen!
Guys, I have to reboot.
lmao
No, I take that back.
The task bar on the left monitor also doesn't respond
I need to power my system off at the switch!
LOL I'm back!
I was able to log out using ctrl-alt-del
Didn't need to power cycle
And I'm looking at Substance 3D Painter 2023 on Steam for 149.95
I had discord on the left monitor, so it was working, naturally. Don't you roll that way too?
Everyone should keep their discord on a functioning monitor IMO
Reimporting...
OK, I'm back and ready! I guess...
It looks like The Borg Cube is still here though
delete it!
Or the cube with the plume on it at any rate
hoping for the best!
OK Cube is gone.
As is Plume
The materials are still here, I'll delete them too
The only material I kept was from the x3 bakes
Yeah, me too
Sounds about right...
Lux did you want me to do one more thing or are you calling it an night. I should hit the sack soon, but if you're up for it we can try another build or whatever
It's working!
It finished!
Wnat me to send you somthing?
What do you need?
More coffee? Done!
yes pls!
send
the partname is spark_x3 right?
btw
you should prefix all your parts with your mod name
just like you've done
Yes, that's the part name. spark_x3
I know that now! I plan to re-do SPT100 and follow this scheme going forward
ie: sorry_x3 if they need
Is there a file from the build you need?
Doh, found it!
instead of building a new one
well thats a problem
It's a cotton candy machine! I want some!
OK, I'm gonna call it a night here. I need to be able to get up for work tomorrow.
Thanks man! This is really exciting!
btw @narrow gate theres no need for you to put the com.github.schlosrat on the id
it was a convention that cheese and x606 had copied from bepinex but later dropped
If I could go back, I would have not used it
can't we for 2.0?
LOL A plume! That’s one heck of a gimbal on it though
i never thought that graphics programming would need so much matrix multiplication
Graphics programming is the whole reason they invented matrix math, seriously!
@narrow gate when youre available, can you send me the spark?
i need ot fix the ZTest
its acting wierd in game
Sure! What do you need? You mean like the plugin folder?
the actual mesh pls
is there an electron gun to neutralise the exhaust plasma ?
ah yes, almost forgot to send you!
the plume json should go under Spark/assets/plumes/
it might not look right on your mesh tho!
if so, just open the plume json, search for the position, and increase or descrease the Z value until it looks somwhat correct
no need to be 100% correct since i'll be giving yall the plume editor shortly
It’s already there! The cathode (electron gun) is the bright plume in the center.
Now all I need to do is sort out the emission from the discharge chambers and the anodes! It will look soooo freaking nice!
Here's what the model looks like in Blender
And here's the real life thruster I've based it on
It's basically three nested Hall Effect thrusters with three concentric discharge chambers (white boron nitride ceramic) each with an circular anode down inside them. The propellant gas (IRL can be Xenon, Krypton, Argon or other things) feeds up through the anode. There are concentric magnetic rings which in the side view shot had not yet been painted with boron nitride paint, and in the other two shots have been painted with that. The boron nitride paint on the magnetic circuit parts helps to prevent erosion and deposition of material that can cause the thruster to break down.
Seen from below you can see the propellant feed lines coming up from the fuel feed controller to pass through the baseplate on their way to the circular anodes. There are also three separate power conditioning units - one for each anode.
The base bottom is sized 1.25m to perfectly fit the KSP standard size S parts when stacked. There is a stack attach node there, and another one about 0.5 m past the end like this
I'm working on X2 and X4 variants now and have the upper part with concentric engine rings done. I need to do a bit more modeling on the base components, but that part is coming along nicely. With the new nested ion thruster volumetric plume capability that @chilly minnow has made these should look great atttached to smaller vessels or probes, but be forewarned! The X3 will gobble up 1000 EC per sec at full thrust! The X2, will be sized for an 0.625m base and will only need 500 EC, but the X4 will actually fit a 1.25m scale and will, of course need even more power.
Like this?
Or did you mean I need to stick the plume json into the Unity project?
Speaking of my unity project for this engine, I think we may have left it in a poor state. I assume I need to re-add the cube and apply the plume to it, right? My project looks like this rn
Is it still correct that the cube for the plume should be added outside of the of the prefab for the part?
Yes!
After the plume is created and configured you dont need to have it in yout project anymore if you dont want
But it does look good to see your engines with plumes on unity so you can keep it if you want
Ahh, Cool! What about when I want to make an X2 or X4 plume? Is that just a matter of rendering a plume cross section like Isa did and then making a change to the JSON?
Yup!
Well it will take a bit more than what isa did but that means just a copy paste!
I'm good a copy/paste! You should see what I've done with MechJeb...🤓
Create a material with the lfo/volumetric profiled shader
Or put the old one in the cube
Thats all ur missing
Yup!
I've done something weird with it and it's goofy now...
The plume editor had a way to load plumes with all configuration
Huh, I thought it did b4...
OK, so I've got the new debug LFO installed and the plume json in there as an asset. Is that all I need to get it to work in the game? There must be something more I need to do with Core Part Data or Module Engine, right?
Nop
Tho
The plume might not be properly placed
Since i didnt have the updated version of the spark’s prefab
Right! That's where you were saying I might need to edit Z in the json
Yup!
Also, you wont see the plume in atm
The value given for plume’s throttle is the real throttle
Aka, the value calculated with the isp
So ie, your engine provides 1/20 of the thrust
I see it! It is off, a fair bit I think.
So the plume vfx script(stock) recieves those 1/20 to work w
As i though!
Look where ur thrust transform is
Get that
And add .8 to the Z
Wait
It looks like it may be off center and scaled a bit small
I'm not sure what that means
Do you mean in terms of the unity project?
Yup! Whats the values?
Yup! Thats your Z
I’ll make it easier tho, ill change the cube’s mesh so its centered at the bottom
That way the Z will always be 0
Unless you want it to change obv
xD
Should be enough

It wasn't off center, it was only showing me part of the plume!
Just change x rotation to 180, right?
Should be enough
Nope! LOL
I see
I'm gonna sex Z back to 0.772 and try x rot 90
Your thrust transform is diffrent from mine!
Nono. Z to 0
And to 0 rotation
Better to start with a blank canvas if changing it like that is giving problems
Maybe there's something wrong with my thrust transform and I need to re-build the project? Now the plume is not visible at all, but if I crank up the thrust I start pitching.
It could be that at 1/2 thrust the reaction wheels are compensating for a misaligned thrust.
Above 1/2 thrust it does this
As i though
Your thrust transform
Seems to be sideways
Thrust transform is blue arrow downwards
I used the build you sent me a couple hours ago
Urs is probably outdated?
Should probably be 180
Let me. Check mine
And this in my build, which is newer...
I'll update the stuff in the game to be this, since this is what I sent you and you worked on. Game is out of date.
Will I need to rebuild the launch the craft or does a reinstall from this affect a deployed craft?
OK, fresh copy in game.
And now we have this!
Progress!
Increaing thrust nolonger applies pitch
Did, testing now
Success!
Now all I need is to get the emission sorted, and link to the stock dawn's sound effect and I can release a part mod!
That was exactly the order I wanted to do it.
I'll resume working on the emission tonight, but for now I need to scoot to work.
This is amazing Lux! This is truly amazing stuff! Your new LFO is outstanding!
@narrow gate for emission map
its simple
have you looked at this tutorial? https://youtu.be/7qXwd2M3wzA
In this Blender tutorial I will show you how to texture bake emission maps.
● Texture Baking for Beginners: https://youtu.be/Se8GdHptD4A
● Texture Baking Tutorial Playlist: https://www.youtube.com/playlist?list=PLsGl9GczcgBvJPh7D_ITafvmTW7ZzQTEr
● UV Unwrapping for Beginners: https://youtu.be/qa_1LjeWsJg
● Procedural Sci-Fi Metal Material:
Tuto...
its prettymuch what he's saying
its a black texture with colored spots where the emission should be
I have not looked at this yet but I will. The problem I ran into was that I've got six objects that I want to have emission, but in each case I only want to have some faces produce emission. I tried to follow some online guides to specify a different material for those faces and it just didn't work. No idea why. I'm looking into if/how I could do it with SP now.
oh! thats easy
you can apply materials per face
so you can ie, select the faces you want, and then apply the emissive material to them!
i see that you totally didnt get substance
so i totally wont help you with how it works
Good.
first off, totally dont import these
i'll tell you how to import them in a bit let me get all of them
Hang on. The grill just got to temp and I need to cook dinner. If you're free in a bit I'd totally like to know how SP is hypotetically setup.
no problem!
these 3
so, the KSP2 PArt and the last one you can just New>Import Resources
and add them!
as for the othe rone, you go into Documents>Adobe>Substance Painter>Assets>templates and paste it there!
One thing I've read about Substence Painter is that when you're importing things you can import to, I think, the current session, library assets, or perhaps to a project. Are these the sorts of things you'd want to import to whatever library assests are, or would you want them imported to a project?
library


