#Stellar Plasma-Assisted Rocket Kinetics (SPARK)

1 messages · Page 3 of 1

narrow gate
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Curiously, they're developing the IRL version (at 5N!) to get folks to Mars. not kidding!

coral orbit
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No no an ESP32

chilly minnow
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Fuck it, just a pcb with 1 chip

coral orbit
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I mean almost

narrow gate
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So, where are you gonna get the 250 kW you need to power the engine?

chilly minnow
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What is that capable of?

chilly minnow
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The solar panes will be 90% of the weight

coral orbit
narrow gate
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Shit it's got secure boot and crypto!

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You can land there and encript all your telemetry too!

coral orbit
narrow gate
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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.

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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?

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Would that be easier or harder?

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We'd still need a shader for the plume regardless but it might simplify part of the problem

chilly minnow
coral orbit
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Question: why not make use of all 3 channels and allow for 3 colors to be set?

mint dew
chilly minnow
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am home

chilly minnow
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i could do that

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for the profiled version

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´but i dont see it being very useful? idk

coral orbit
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Fair

chilly minnow
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flames usually have 2 max 3 colors?

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i might be wrong tho

narrow gate
narrow gate
chilly minnow
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this is the code for the color

                col *= lerp(_ColorB, _ColorA, saturate(pow(density, _ColorOffset)));
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density being white (or not)

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and goes from 0-1

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ie

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so basically

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youre applying the color just to the darker spots

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and _ColorOffset controls the threshold

narrow gate
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Something like that could work

mint dew
chilly minnow
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you can also change both colors and make them less of more transparent

narrow gate
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What did you use to make this annular source? Could there be three of them stacked and a bighter central thing?

mint dew
chilly minnow
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of how they'd look on volumetric and meshbased

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(w/o changing anything on both shaders)

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you can see that, from below, the meshbased is... well, it isnt

narrow gate
narrow gate
mint dew
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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)

narrow gate
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Need to play with the color and some things, but the effect is really nice!

chilly minnow
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and yeah, you can add as many as you'd like to make the effect that you want

narrow gate
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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?

chilly minnow
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well you can either use this, or use the profile

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since ur plume will only dim/brighten, the profile would be easier and more controleable

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but if you want to use this, i can send it!

narrow gate
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I should go wtih the option that's easier and more controllable. For sure.

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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!

chilly minnow
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if you take a screenshot of a orthographic side view of your engine

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you could just kinda trace it

narrow gate
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Like this but orthographic?

chilly minnow
narrow gate
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Is there a way to get a cut through? Wireframe will be a bit of a mess

chilly minnow
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easly, i dont think so

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what oyu can do

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ok so

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enter edit mode

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select the loops where the light will be coming from

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let me open blender to illustrate

narrow gate
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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

chilly minnow
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not this

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this

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this way you have just the parts that should lightup

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and you can just hide the rest

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i pressed shift+d to duplicate

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then you can press p > selection to make a new object with jsut the selection

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thinking about it

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you probably even can make the profile out of a render in blender

serene abyss
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wait what are you trying to do

narrow gate
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You guys wanna join in voice? Maybe that's easier?

chilly minnow
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and just extract the rings that will emit light

chilly minnow
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Isa, how'd he go to make smth like this? #1141807690264367135 message

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like

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im sure you can render this in blender with emission no?

serene abyss
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oh thats for a plume

narrow gate
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Here's the discharge chambers it's coming from with the anodes in them

serene abyss
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first of all id add a cube and make it volumetric tro

narrow gate
serene abyss
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but uh

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mesh based

chilly minnow
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i mean it works

serene abyss
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thats not too dissimilar from what i did

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let me show

chilly minnow
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all he needs is a profile from it

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so a sideways screenshot of the volumetric would work

serene abyss
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oh

chilly minnow
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since its perfectly circular

serene abyss
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im confused

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what would he do with a side profile

narrow gate
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Rotate it 180

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Or if it's a half profile from center to rim then rotate 360

serene abyss
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oh

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i see now

narrow gate
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That's the ting with Ion engines, should be all nice and steady...

serene abyss
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i mean ive already done something like this but theres a lot of alpha issues

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not in cycles but in eevee

chilly minnow
serene abyss
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nope thats mesh based

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i should do a volumetric ion plume

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i can make that in few minds

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mins

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got this so far

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how many ring sections are needed?

chilly minnow
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i hate that

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blender can have way better voluemtrics

serene abyss
chilly minnow
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i need to look at their code

serene abyss
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if ur wondering im using emission shader

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you can look at that

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emissive volumes are like the fastest volume blender renders

narrow gate
serene abyss
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ah ok

narrow gate
serene abyss
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ah i see

narrow gate
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The blender image above is as seen from below. From above (or in front - like the RL engine) it's like this

serene abyss
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imma import ur model

narrow gate
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Yep, you've got the idea. Greenish is for Krypton. For Xenon it would be blueish-white

narrow gate
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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

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The central thing is the cathode and it produces a brighter spike of light.

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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.

serene abyss
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alignes

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aligjhned

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aligned

narrow gate
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Oh that's amazing!

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That's truely amazing!

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Hell yes like that!

chilly minnow
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now just

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render it black and white

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with a black blackground

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actually

narrow gate
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Is that so it's easy to tune the color?

serene abyss
chilly minnow
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from the side

serene abyss
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yeah

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im just showing it off

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🌝

chilly minnow
chilly minnow
serene abyss
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still need to tweak

narrow gate
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Can the central one be brighter?

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The others look perfect

serene abyss
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its actually an incredibly simple setup

serene abyss
narrow gate
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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

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This is a similar shot from a one ring engine running on Xenon

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The greenish one is running on Krypton. You could actually use almost any fuel like Argon or even pure O2

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There's one with two rings running

serene abyss
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would you like me to go full on realism mode

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and recreate the flow and stuff

serene abyss
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also

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make the areas in the engine that are firing glow

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with emission map

narrow gate
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It won't get hot. It might get warm, but never hot enough to glow

chilly minnow
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you can still make them white!

narrow gate
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The plasma is crazy hot in a sense, but the magnetic fields keep it from affecting the discharge chamber walls

chilly minnow
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basically, what he's saying is for you to make the emission map white

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where the rings are

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so that, when the engine turns on, that area of the engine turns white

narrow gate
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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

narrow gate
serene abyss
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if you make them emissive where the exhaust comes out, it will help sell the illusion

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@narrow gate thoughts?

narrow gate
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That is amazing! I love it!

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Can it be brighter and also with blue instead of green?

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I'd like the brightness to vary with throttle of course.

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But the look is perfect!

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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.

serene abyss
serene abyss
serene abyss
narrow gate
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Perfect! If we ever introduce Krypton or Argon for fuels I'd be able to set that up.

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This is already soooooo much better than the stock game's Dawn plume

narrow gate
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I mean it's just not even a fair comparison. Theirs does not even compete.

serene abyss
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what res should i render?

narrow gate
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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?

chilly minnow
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can be low

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do smth like 512

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it will only act as a mask

serene abyss
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yeah

serene abyss
chilly minnow
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yes

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tho it kinda doesnt really matter

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it uses uvspace

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so, 0-1

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so its more about you setting the volume size to the same as your image

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so if you have a 256x512, you'd set your volume to 1,2,1

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2 being the height

serene abyss
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holdo n

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supposed to look like this

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wait what shader r u gonna use

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would you prefer i have the alpha channel or just b&w image controlling emission

chilly minnow
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not the same that u have

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well doesnt really matter tbh, it looks at the color

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black and alpha0 have the same color

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tho, b&w its easier to see (for a human)

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also, you can render it in non-color

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now that i think about it, makes sense

serene abyss
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im gonna render no alpha channel with just b&w channel

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is that fine for you

chilly minnow
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perfect

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makes the file smaller

serene abyss
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i mean it was 158 kb before anyways

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now its 138

chilly minnow
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perfecto

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just gotta make the shader work now 😭

serene abyss
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gl

chilly minnow
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done

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lets test it

narrow gate
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Heck yeah! What do I need to do?

chilly minnow
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nothing

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for now

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:D

narrow gate
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LOL!

chilly minnow
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but i'll cut it

narrow gate
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Well, one day I hope I can learn to do some of this... 😛

chilly minnow
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im just testing for now xD

chilly minnow
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to make the image that isa made, he just used a shader in blender, im sure that he can provide u with the shader

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and the plume, well, its pretty much a drag and drop, but i'll show u once i have it working properly

narrow gate
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This is so exciting! Plumes are awesome!

chilly minnow
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you can also just copy this #1141807690264367135 message

serene abyss
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it loks liike this now

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thats all it is

narrow gate
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Ahh, so that's the shader?

serene abyss
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just aplied to a cube

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yeah

narrow gate
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Really? Just applied to a cube?

serene abyss
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yeah

narrow gate
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Amazing!

serene abyss
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well squished cube

narrow gate
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I'm gonna give that a shot. So I create a big cube in the right place, and apply the shader?

serene abyss
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its actually nt a huige cube

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any size cube will work

narrow gate
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It doesn't need to be as big as the nozzle?

serene abyss
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scale it to make it as big as the nozzle

narrow gate
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Yeah, that's what I was thinking. That it need to be big enough to hold the plume.

serene abyss
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it works on any scale

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hm i just realized something @chilly minnow

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youre gonna rotate that texture around

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but the real thing has nothing firing in between

chilly minnow
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let me show you

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how it look rn

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but yeah

serene abyss
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i can give you something like this instead

chilly minnow
chilly minnow
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well

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sorry should've told you

serene abyss
chilly minnow
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<3

serene abyss
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you want it a square still

chilly minnow
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naah thats ok

serene abyss
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please dont use that as teh image

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256x512?

chilly minnow
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oh i was

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using that

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lmao

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yes!

chilly minnow
narrow gate
serene abyss
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use this

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took so long to render

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1.22 seconds

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behind the scenes

chilly minnow
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hope ur happy with what u've done isa 😒

serene abyss
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nice

chilly minnow
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i'd maybe

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but idk if you can

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naah

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forget

serene abyss
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tell me

chilly minnow
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that comes with the engine

serene abyss
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i can do it

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ah

chilly minnow
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the rings, on the base brigther

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but theres no need

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since the engine will already be bright

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and that would also

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mess with the plume

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i think

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yeah keep it like this its perfect

narrow gate
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You guys are amazing! In this amount of time I've managed to get about this far on my copy of Isa's shader...

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WTF do I find a Multiply node?

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And how do I get the map nodes to havbe the same setup as Isa had?

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Other than that, its a piece of cake... LOL

serene abyss
narrow gate
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Meanwhile, my plumeless engine has gotten here

serene abyss
narrow gate
serene abyss
narrow gate
# serene abyss + button on color ramp

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?

serene abyss
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heres the blend

narrow gate
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Thank you!

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That will save me a bunch of work!

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You guys are amazing!

narrow gate
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@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.

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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?

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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.

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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.

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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.

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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.

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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...

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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.

chilly minnow
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you can import blends

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i cant believe

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you copied everything

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before

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asking that

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xD

narrow gate
chilly minnow
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File>Append

narrow gate
chilly minnow
chilly minnow
narrow gate
chilly minnow
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theres also a way to make blends auto import

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like, "Adding them to your global library"

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i just dont know how to xD

narrow gate
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This makes me wonder if importing it as a blend would handle the different model scaling from m to mm correctly.

chilly minnow
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it doesnt matter

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shaders are independent of size

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well dependently

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what problem are u having with mm to m scaling?

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might be on the shader's math

narrow gate
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I did it like that

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And I see this in Isa's blend

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vs. this in mine

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Some of that (maybe most of it) could be differences in the settings for the 3D viewport window

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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)

chilly minnow
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inst 0.6m and 600mm the same?

narrow gate
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Yep

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1000 mm = 1 m

chilly minnow
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then theres no diffrence in yours to isa's?

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or you had ot change it to 600 for it to be correct?

narrow gate
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Not unless the units in those don't matter, in which case I've got a huge (x1000) difference

chilly minnow
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it doesnt really matter since you're not exporting that

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ur just taking a render of that (the side profile)

narrow gate
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Here's what I get with -0.6mm instead of -600mm (assuming only the value matters and not the units)

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Also, I switched off the render of the engine, switched to Eevee, and made the viewport show the rendered image like in Isa's

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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

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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?

narrow gate
# chilly minnow it doesnt really matter since you're not exporting that

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.

mint dew
chilly minnow
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sound is a whole new beast

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i have my solution fo rthat

chilly minnow
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basically, you'd just set that multiplier to 1000

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instead of changing everything manually

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you'd just change that 1 value

narrow gate
# mint dew Maybe also a quiet hiss from the gas injection?

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?

chilly minnow
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stock, no

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i mean you can just run the engine and check if its sounding

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i shouldnt use sounding to describe something that makes sound........

narrow gate
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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

chilly minnow
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well everything in ksp has a sound component

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so i dont think u'll have much luck with that

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you'd need to check if it has an AKEvent attached, which you cant w/o some black magic

mint dew
chilly minnow
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i can get the event name for you

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and you just use the stock sound

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if you want

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actually

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i'll make a sound manager

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for that

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so that you can add your engine sound via Patch Manage

serene abyss
# narrow gate

could be eevee, in my blend i maxed eevees volume rendering settings

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2px instead of 8px for volumes

serene abyss
serene abyss
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size of the effect does not matter, all is controlled by generated mapping coordinates

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automatically

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use cycles render engine for best volume rendering

narrow gate
# serene abyss control intensity/brightness of effect

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?

narrow gate
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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?

chilly minnow
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as of now

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the hardest its ever been

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aka

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still as hard as before xD

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i just finished adding the last feature to the plume

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now it supports 3 colors per plume

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and you can select where you want the color to be

narrow gate
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What do I need to do next to get my plume on?

chilly minnow
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i just sent a new one!

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#1085910413239140416 message

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dw, once i get the LFO Throttle Data somewhat decent you'll just have to press a button!

narrow gate
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@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?

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Hang on, I think I have it working in Eevee!

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Nahhh, that just makes it glow all the time...

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chilly minnow
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not rlly

serene abyss
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animation is done by engine module automatically

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you only have to worry about running state

narrow gate
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OK, is make a texture like make a material, or are these different?

serene abyss
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make an emissive texture

narrow gate
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I seem to be able to only have one material on a given face at a time

serene abyss
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just set emission color to white or whatever color on the parts that glow

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and rhe rest give black emission color

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and bake emission map

narrow gate
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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

serene abyss
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its as simple as setting the emission color on the principled bsdf

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to white

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or whatever color

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on the parts rhat glow

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and baking emission with textools

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just like any other map

narrow gate
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So, set emission color on parts that glow, bake emission map, unset emission when I want it back the way it was?

serene abyss
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yeah

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and then in unity

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just put emission texture in emission map slot

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and give the material name to the module engine

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and itll work

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you may need to adjust falloff times

chilly minnow
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he will have to

narrow gate
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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?

chilly minnow
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same material

serene abyss
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nope not needed

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same material

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remember emission map is like any other map, applies the effect to a certain portion of the model as specified by the emission map

narrow gate
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OK. This doesn't sound terribly hard at all

narrow gate
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I'm guessing that's specified in fall off and what not

serene abyss
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module engine will deal with it

narrow gate
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Cool! I'm gonna go do that while you guys get back to your regularly scheduled plume work. Sorry for interupting!

chilly minnow
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btw @narrow gate the new version of the profiled shader

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has a Lenghtwise Brightness

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that gets darker with y position

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it works better for you plume i think

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try it!

narrow gate
chilly minnow
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this is the crude version of how to make plumes

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i'll make a proper window later

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but i might just pack this for now

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i'll also explain a bit once i have this ready

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@serene abyss this is how it will be animated (for now)

narrow gate
chilly minnow
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schlosrat!

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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!

narrow gate
#

Sure!

#

What do you need? A SS from unity?

chilly minnow
narrow gate
#

This info?

chilly minnow
#

yup!

#

and!

#

the Transform info

#

at the top of everything

#

pls

narrow gate
chilly minnow
#

amazing!

narrow gate
#

haha! My part is easy! SS are a dime a dozzen for me

chilly minnow
#

btw

#

have younoticed that its not really centered?

#

its .014 in the x and .13 on the z

#

is it intended?

narrow gate
#

That is. Here's it looking down into it

#

It might be a smidge off in X

#

Here it is with X zeroed

chilly minnow
#

well

narrow gate
#

I think -0.012 looks a bit better...

chilly minnow
#

you should look into it

narrow gate
#

I suppose you're gonna tell me my whole model is off?

chilly minnow
#

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

narrow gate
#

LOL! It is!

chilly minnow
#

that explains xD

chilly minnow
narrow gate
#

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?

chilly minnow
#

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!

narrow gate
#

I need to reimport KSP2...

#

Object added. Did an apply all and saved the JSON

narrow gate
chilly minnow
#

cuz you changed the prefab

narrow gate
#

Building now

#

Does this error mean anything? I just noticed it

chilly minnow
#

nop

narrow gate
#

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...

chilly minnow
#

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

narrow gate
#

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!

chilly minnow
#

try to cancel it

narrow gate
#

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%

chilly minnow
#

close via task manager

#

that happened to me sometimes

#

trynna remember why

narrow gate
#

Its dead Jim

chilly minnow
#

maybe clear the cache

#

once its open tell me so i can tell you how to

narrow gate
#

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...

chilly minnow
#

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

narrow gate
#

OK it's back and I've not instinctively started another doomed build

narrow gate
chilly minnow
#

ok

#

Build>Clean Build>All

narrow gate
#

OK that was quick

#

Now build again?

chilly minnow
#

before that

#

check if you have any plume inside the prefab

narrow gate
#

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

chilly minnow
#

ok

#

try to build

narrow gate
#

Might be stuck again...

chilly minnow
#

hmm

#

let me think let me think

narrow gate
#

Dialog says the same as before

#

Minus the lie about 10s and all

chilly minnow
#

you only have 2 prefabs right?

narrow gate
#

Yep, just two

chilly minnow
#

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

narrow gate
#

OK restarting Unity editor now

#

Reimporting...

chilly minnow
#

actually

#

to be sure

#

remove the new gameobject

#

and apply

#

and

#

just to be sure

#

remove the cube with the voluemtrics

narrow gate
#

OK, so remove Plume and Cube, right?

chilly minnow
#

yup!

narrow gate
#

Done.

#

What is the "remove them from the addressables" step?

chilly minnow
#

you can click on the entry

#

and press delete

#

do remove it

narrow gate
#

These yes?

narrow gate
chilly minnow
#

yes!

#

youre deleting the entries

#

btw

#

you dont need to add the materials

#

delete them too!

narrow gate
#

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.

chilly minnow
#

btw, why not try Substance PAinter?

#

or quixel mixer?

narrow gate
#

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.

chilly minnow
#

fair yeah

#

im saying cuz on those apps its way easier to do textures

narrow gate
#

I messed with quizel briefly and had some difficulty, but I'm sure if I stuck with it it would get easier

serene abyss
#

substance is really useful

#

way better than quixe

narrow gate
#

I know it is, and I hate that fact

serene abyss
#

many useful tools

chilly minnow
#

yeah

#

i also hate the subscription based adobe products

serene abyss
#

especially since it automatically exports the textures ready to use for ksp2 using benjees preset

chilly minnow
#

i'd haply buy a lifetime version

serene abyss
#

substance is 150 dollars on steam

#

lifetime

narrow gate
#

what?

serene abyss
#

you wont get updates but its a good option

#

or you can pirate

narrow gate
#

I didn't think Adobe did any non-subscription SW anymore

serene abyss
#

substance is the only one i think

narrow gate
#

Aaaarrhrrrrr!

serene abyss
#

a lot of principles from photoshop/image editors apply

#

layer based texturing

chilly minnow
#

think of substance as a photoshop but in 3d

narrow gate
#

At $150 I might just treat myself...

chilly minnow
#

well i think that between $150 and 15$/mo

#

i rather go with the montly

narrow gate
#

In 10m it's paid for

chilly minnow
#

mostly because you'll only get updates til jan 2024 with the 150$ version

narrow gate
#

Yeah, that's usually the way it is, but maybe I'll not need updates so often?

chilly minnow
#

heh depends

#

last update added a path tool

#

depends on what they add

narrow gate
#

If you can re-buy every 2 - 3 years you're still saving $$

chilly minnow
#

fair

#

depends on how much you'll use it also

serene abyss
#

you can continue using older versions

chilly minnow
#

150$ is for a lifetime product obvioulsy

serene abyss
#

even without the newer features substance is miles better than quixel and blender

narrow gate
#

Huh, every app on my system except for Discord is forzen

chilly minnow
#

^

#

oh damn lmao

#

did you try to build?

narrow gate
#

I did not try to build...

chilly minnow
#

well thats.. funny

narrow gate
#

My last action was deleting some materials...

#

yeah, hysterical!

chilly minnow
#

those damn aliens

narrow gate
#

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!

serene abyss
#

woww

#

but yeah

#

substance lifetime is a great option

narrow gate
#

Guys, I have to reboot.

serene abyss
#

lmao

narrow gate
#

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!

chilly minnow
#

DAMN

#

why

#

does only

#

discord

#

work?

#

xD

narrow gate
#

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

narrow gate
#

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

chilly minnow
#

delete it!

narrow gate
#

Or the cube with the plume on it at any rate

chilly minnow
#

hoping for the best!

narrow gate
#

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

chilly minnow
#

that seems perfect

#

lets see

serene abyss
#

bro

#

lux im gonna sleep now

#

and u still awake 5 hours ahead of me

narrow gate
#

Yeah, me too

chilly minnow
#

that should explain

#

xD

serene abyss
#

wait makijg sure

#

what time zone are u?

#

@chilly minnow

narrow gate
#

Lux? I think he's in Portugal

#

Whereas I'm in FL

chilly minnow
#

GMT 00:00

#

its 3h28 here rn

narrow gate
#

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

chilly minnow
#

yeah try another build

#

im testing the plume on the Merlin engine rn xD

narrow gate
#

It's working!

#

It finished!

#

Wnat me to send you somthing?

#

What do you need?

#

More coffee? Done!

chilly minnow
#

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

narrow gate
#

Yes, that's the part name. spark_x3

chilly minnow
#

to avoid conflicts

#

that way other modders can have the "same" partname

narrow gate
#

I know that now! I plan to re-do SPT100 and follow this scheme going forward

chilly minnow
#

ie: sorry_x3 if they need

narrow gate
#

Is there a file from the build you need?

chilly minnow
#

the whole addressables!

#

the whole mod actually

#

if you could

narrow gate
#

Something is amiss....

#

Where's my aa folder?

chilly minnow
#

thats interesting

#

you updated the build

narrow gate
#

Doh, found it!

chilly minnow
#

instead of building a new one

narrow gate
#

It's a zip of all that stuff above it

chilly minnow
#

well thats a problem

narrow gate
#

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!

chilly minnow
#

good night!

#

i gotta figure out transformation amtrix

#

to rotate parts now

#

:D

chilly minnow
#

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

coral orbit
#

If I could go back, I would have not used it

chilly minnow
#

can't we for 2.0?

chilly minnow
#

ah

#

yes

narrow gate
#

LOL A plume! That’s one heck of a gimbal on it though

chilly minnow
#

i never thought that graphics programming would need so much matrix multiplication

narrow gate
#

Graphics programming is the whole reason they invented matrix math, seriously!

chilly minnow
#

@narrow gate when youre available, can you send me the spark?

#

i need ot fix the ZTest

#

its acting wierd in game

narrow gate
#

Sure! What do you need? You mean like the plugin folder?

chilly minnow
#

the actual mesh pls

narrow gate
#

Or I can send you a zip of the blend if you want that

chilly minnow
#

thats great alreadY1

#

dw

chilly minnow
#

CLOSE!

#

the plume should be brighter in the bottom so that it appears better

gritty pendant
#

is there an electron gun to neutralise the exhaust plasma ?

chilly minnow
#

thats up to scholsrat to add! but sure, we could add that!

#

btw

chilly minnow
#

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

narrow gate
narrow gate
narrow gate
#

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.

narrow gate
#

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?

chilly minnow
chilly minnow
#

But it does look good to see your engines with plumes on unity so you can keep it if you want

narrow gate
#

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?

chilly minnow
#

Yup!

narrow gate
#

Also, to get it back in the unity project (for visualization) I'm a bit stuck here.

chilly minnow
#

Well it will take a bit more than what isa did but that means just a copy paste!

narrow gate
chilly minnow
# narrow gate

Create a material with the lfo/volumetric profiled shader

#

Or put the old one in the cube

#

Thats all ur missing

narrow gate
#

Ahh! I was so close!

#

Like this?

chilly minnow
#

Yup!

narrow gate
#

I've done something weird with it and it's goofy now...

chilly minnow
#

The plume editor had a way to load plumes with all configuration

narrow gate
chilly minnow
#

Bit doest work on isometric view!

#

thats why it looks wierd

narrow gate
#

Huh, I thought it did b4...

chilly minnow
#

Idk why it worked for you ngl lmao

#

Probably because ur plume was at 0,0,0

narrow gate
#

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?

chilly minnow
#

Nop

#

Tho

#

The plume might not be properly placed

#

Since i didnt have the updated version of the spark’s prefab

narrow gate
#

Right! That's where you were saying I might need to edit Z in the json

chilly minnow
#

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

narrow gate
#

I see it! It is off, a fair bit I think.

chilly minnow
#

So the plume vfx script(stock) recieves those 1/20 to work w

narrow gate
chilly minnow
#

Look where ur thrust transform is

#

Get that

#

And add .8 to the Z

#

Wait

narrow gate
#

It looks like it may be off center and scaled a bit small

chilly minnow
#

No wait, easier!

#

To get it perfectly

chilly minnow
#

That plume is under the thrust transform right?

narrow gate
#

Do you mean in terms of the unity project?

chilly minnow
#

Your engine has a thrustTransform gameObject

#

Yup!

narrow gate
#

Yep, it does. Looks like its at 0,0,0

chilly minnow
#

Put the x3 plume under that

#

And see what values it shows

narrow gate
#

Like this?

chilly minnow
#

Yup! Whats the values?

narrow gate
#

These?

chilly minnow
#

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

narrow gate
#

No, I like easier!

#

Easier is fine!

chilly minnow
#

xD

narrow gate
#

For now just change the z position to 1.13?

chilly minnow
#

Should be enough

narrow gate
#

Where it's currently 0.772

#

Ahh, rotation is wonky!

chilly minnow
narrow gate
#

It wasn't off center, it was only showing me part of the plume!

#

Just change x rotation to 180, right?

chilly minnow
#

Should be enough

narrow gate
#

Nope! LOL

chilly minnow
#

I see

narrow gate
#

I'm gonna sex Z back to 0.772 and try x rot 90

chilly minnow
#

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

narrow gate
#

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.

chilly minnow
#

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

narrow gate
#

I think the X rot here is wrong

chilly minnow
#

Urs is probably outdated?

narrow gate
#

Should probably be 180

chilly minnow
#

No i think

#

Ur installed build is nust outdated

narrow gate
#

Oh, that's possible. lemmy check

#

Got this in the game

chilly minnow
#

Let me. Check mine

narrow gate
#

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

chilly minnow
#

change rotation back to 270

#

or -90

#

and

narrow gate
#

Did, testing now

chilly minnow
#

set the z to 1.13

#

:D

narrow gate
#

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!

chilly minnow
#

do the emission first

#

as the sounds are not yet doable

#

at least not easly

narrow gate
#

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!

chilly minnow
#

Btw i would maybe add expansion to the plume’s profile

#

Ill see if i can do it

chilly minnow
#

@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...

▶ Play video
#

its prettymuch what he's saying

#

its a black texture with colored spots where the emission should be

narrow gate
# chilly minnow 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.

chilly minnow
#

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!

chilly minnow
#

i see that you totally didnt get substance

#

so i totally wont help you with how it works

narrow gate
#

Good.

chilly minnow
#

first off, totally dont import these

#

i'll tell you how to import them in a bit let me get all of them

narrow gate
#

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.

chilly minnow
#

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!

narrow gate
chilly minnow
#

library