#Stellar Plasma-Assisted Rocket Kinetics (SPARK)

1 messages · Page 5 of 1

narrow gate
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The earlier one we put in looks like this

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I renamed the new one to be "thrustTransform" and kept it.

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Figured out the eye!

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Needed to click the icon in the scene too!

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Colider looks ok now

narrow gate
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The X2 is coming along nicely thanks to some quick diagnostic work by Dr. Isa. I know think I really do understand how to use his awesome KSP2_IconGenerator blend the way it's intended to be used, and not the goofy way my previous process was using it.

narrow gate
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Doing some visual part comparisons between my engines and the stock Dawn, I think mine are coming up short. Not really a surprise at this point, but it does give me motivation to improve.

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The X2's paint really need to be redone - it looks sort of tan in the VAB

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Both the X2 and the X3 look like there's kinda clipping into the tank below them, so the attach nodes may need a tweak, and their super simple base is really boring compared to the nice rivited base on the Dawn. I could borrow the Dawn's base approach which would actually make some of the modeling for the power and propellant feed lines easier.

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Also, for stock-alike I should tweak the red power line color and ditch the black for a dusty blue. That said, the Dawn's power lines are a joke! That thing consumes a metric buttload of juice. Those lines just look like a joke for something that would need kWs of power, particularly since they've got it putting out 0.2 kN of thrust (a factor of 50 to 100x verses the theoretical top for an X3 (3 - 5N!), and that would need about 250kW of real power.

coral orbit
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Hmm putting some octagonal bolts on the bottom part of the truss may also look nice

narrow gate
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My base part colors really need work...

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LOL the VAB's dynamic lighting changes can really show some part color differences.

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Oops, I forgot the localization for the X2...

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LOL, there are some fixes needed on the SPT-100... I think the size should be XXS if that's allowed, and it will need a thrustTransform and a few other things...

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Also, I need to lower the thrust on the X3. If it's got three nested HETs and the Dawn is just one smaller diameter one (roughly same diameter as the middle thruster on the X3, then X3 ought to be more like 0.5 or 0.6 kN I'd guess. The X2 should put out more thrust than a Dawn, and it does, but double might be a tad high. Certainly 0.3kN would not seem unreasonable given the slightly larger outer channel plus the smaller inner chanel.

narrow gate
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Nope, there's no such thing as a size XXS... Too bad.

chilly minnow
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There is

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With LOABE

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😉

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Check how sorry does it

narrow gate
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Oh!

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I may need another hard dependency...

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Also, something has gone wonky on my spt-100... It may not matter as I do plan to re-model that one

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But I'd like to know how to fix this...

chilly minnow
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Just replace the material

mellow patrol
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So it's by default a "soft" dependency

chilly minnow
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^

narrow gate
mellow patrol
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You pick the nearest stock size, and then you create a config with the LOABE-specific size

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If LOABE is loaded, it will use the size from the config

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If not, the core part data size will be used

narrow gate
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It's that second step I'll need to understand then

mellow patrol
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Just look at the code for SORRY, it has the config

narrow gate
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Where do I create the LOABE config?

mellow patrol
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In your plugin folder

narrow gate
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Hmmm... This is currently a codeless mod. Perhaps I'll have to make it a code-based parts mod?

mellow patrol
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No, not at all

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It's just a .cfg file that you need to put into your plugin folder

chilly minnow
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The sizes are already created btw

mellow patrol
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The one where you have an "assets" or "addressables" folder

narrow gate
chilly minnow
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You can see them on loabe folder

narrow gate
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Somethying like this that ships with my mod then

mellow patrol
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Yes

narrow gate
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Thanks!

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This will be so easy!

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Like this perhaps?
{ "mod": "SPARK", "LOABEPartData": [ { "LOABESizeID": "[XS+]", "partNames": [ "spark_spt100" ] }, { "LOABESizeID": "[SM]", "partNames": [ "spark_x2", "spark_x3" ] } ] }

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Or is there an XXS I should use? Does XS+ mean bigger than XS?

chilly minnow
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yup

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and indeed

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check note that

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this is not working on 1.4

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but i alredy fixed it

chilly minnow
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i cant

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cuz yet again i wont be at home the whole dayt

narrow gate
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OK, this then.
{ "mod": "SPARK", "LOABEPartData": [ { "LOABESizeID": "[XXS]", "partNames": [ "spark_spt100" ] }, { "LOABESizeID": "[XS]", "partNames": [ "spark_x2" ] }, { "LOABESizeID": "[SM]", "partNames": [ "spark_x3" ] } ] }

chilly minnow
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xm?

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yeah that works!

narrow gate
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lol, typo...

narrow gate
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Hey @chilly minnow, I thought now might be a good time to rename my SPT100 to spark_spt100. I thought I'd done that correctly, but when I went to build in Unity I get this and it freezes

chilly minnow
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did u apply to the prefab?

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also

narrow gate
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The console message at the bottom says this

chilly minnow
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did you change on the json?

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well thats

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something xD

chilly minnow
narrow gate
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I created a whole new prefab with the name. I thought I got them all

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I'll have to restart unity as it's totally frozen

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Hmmm... it's taking a really long time to relaunch the project. Seems to be stuck on importing.

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Is there any way to rescue a unity project? This would be a bit of a bummer to have to recreate

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It's now over three minutes in the busy for importing. I'll probably have to kill it from the task manager

chilly minnow
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its probably not broken

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try clearing the cache

narrow gate
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I don't know if it was related, but Unity hub was telling me there's a new version, so I said yes and let it install. It loaded now

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Console says this - I've just looked at it, so not yet given it any real thought. That's next.

chilly minnow
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its ok to install unity HUB version

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not other unity versions

chilly minnow
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were u able to build?

narrow gate
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Just reimported and was about to. LETS GO!

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hmmm... not looking good. It got stuck in the same place and even the "busy for" counter has stopped advancing.

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Is this nbd?

chilly minnow
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dont worry about those

narrow gate
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OK, I see it was in the other list too where you said dw

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So, I've borked my untiy project and it won't build. It will freeze if I try, but I can force it to shut down and relaunch it.

chilly minnow
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tahts a common issue dw

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its not borked

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have you cleaned the cache?

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the unity project

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not the addressables

narrow gate
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Maybe not. Where is that done?

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Is it Assets > Cache Server > Unload All Assets?

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Ahh! Preferences > Gi Cache > Clean Cache!

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OK I did that. I'll try to build again.

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Is my world origin just different in odd ways between these parts?

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Oh, and stuck again at the same point in the build, sadly...

chilly minnow
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Im not home rn

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But check “how to clean unity cache” on google

narrow gate
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Same results actually as the other search I did. I'll dig a little deeper online to see if I can find more I might need to do with that.

narrow gate
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After much work I can say I have only one itty bitty clue. Really, in all honestly I'm pretty much clueless. There's something in my spark_spt100 part that is truly, deeply, and horribly goofed up. There is only one way to make this project build in its current state that I know of, and that's to Toggle Active State on the spark_spt100 to OFF. If it's on, the build will hang very early in the process in a way that locks unity up.

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Another thing I've learned, not really related AFAIK, is that there's something missing in my Parts Pack Production Procedure doc. I'm not sure what it is, but if you use that guide to start a brand new fresh unity parts project you'll be doomed to having a goofed up LocalLoadPath in your addressables Default Local Group. The guide says (and trust me, it's lying when it says this) "6. Configure Unity Project: This should have been configured when you installed ThunderKit, but you can check it here."

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Well, first of all, meticulously following the ThuderKit installation guide will leave this unconfigured, or rather, configured to some erronious default.

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Secondly, the only way to set it to the right value is to switch the Load Path setting to <custom>. There is no other way I've found to change it - most certainly not in any aspect of ThunderKit settings. You can make it be the right thing, but only if you pick <custom>

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What's a mystery to me is how I somehow managed to get this set the way I think it should be in the SPARK project. I mean, clearly it must be possible. I'd love to know what the heck is wrong with my process...

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That the Load Path set the way it should be

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And that's how my process ends up with it. From that point, in a nice clean fresh project, the only path forward I know if now is to switch Load Path to <custom>, which may be fine but it leaves me feeling like I've done it wrong somehow.

chilly minnow
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just got home

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i see that you have made a new projecT?

narrow gate
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I did as a test of the build tools, but I'm back in the old project now. I'm attempting to bring in a whole new spt-100, not quite from scratch but close. I went back to the blend and re did a couple things and am now fighting with Blender I think. When I'm in blender I see this for the UV

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When I get that into substance I see this hot mess

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I've tried a couple times, but I keep getting weird overlapping results

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The plan here is to be able to ditch the broken part in the unity proj and make a nice fresh new one the right way.

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But I'll need to be able to paint the thing first.

chilly minnow
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thats the same uv unwrap you have on blender

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so if its like that there it also is on blender

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it seems like youre exporting an extra cylinder

narrow gate
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There was an extra cylindar, a big one, but I deleted it when I branched to a cleaned up version for SP

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Though I see I am missing a thrustTransfor single arrow...

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I'll toss that in there now

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Only exporting selected

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UV map should look like this

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Still looks like this

chilly minnow
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click a to select everything

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if it still doesnt show

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it might be hidden

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if so

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click alt+h to reveal all hidden vertexes

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the UV window only shows selected faces

narrow gate
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Do you mean alt+h in the UV editor or in the 3D Viewport?

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It gives me this in viewport

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but it doesn't show me anything other than that

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Is it possible that there might be more than one UV Map? I ran into that problem once...

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Nope they all have just one, and it's the same one UVMap

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When doing Pack Islands, it should be Convex, right? To fill inside some of the circular parts?

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It's weird, 'cause it doens't pack. The UV map looks the same before and after PAck Islands with either concave of convex selected

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I've done some fiddling with my model to reduce the number of surfaces since there were so many that can't be seen. It now looks like this\

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boo

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Man, that UV map is so fucked up

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Like an idiot, I decided to see what I'd get if I just used it. I got what I should have expected - crap

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In this case I attempted to paint on the object (mesh) for the dichsrge chamber. Apparently in the ever so stupi9d UV map that covers half the page overlapping with a lot of stuff

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The issues is obviously in blender. I'm thinking maybe I've not done an apply rotation and scale enough or to the right things. Something like this is making stuff goofed up.

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Could be I need to do a merge by distance on vertices perhaps?

chilly minnow
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Also check if you have multiple uv maps

narrow gate
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Yeah, I checked for multiple maps, but that wasn't it.

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I gave up and went on to working on the X4 in the hopes that since it's based on successful X2 and X3 models it would be a better use of my time

chilly minnow
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Could you send the blend file?

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I aint home but once i am ill check

narrow gate
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If I really want an SPT-100, and I'm not even sure I do, it would be quicker to just draw the damn thing from scratch

chilly minnow
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xD

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No need probably

narrow gate
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That was the last one I worked on

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I've done some simplifying in it so there are fewer verticies and the shapes are a little bit simpler

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None of that helped the problem I was having, but is probably a good thing in the long run.

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There are a couple of procedural bolts in there that I don't really need. They might be a source of the problem, but they are not new.

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I think it's possible to paint things like those on in SP so that I wouldn't really even need them.

chilly minnow
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Those bolts could probably be on the normal map

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Ill show you how in a bit

chilly minnow
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@narrow gate found it

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you did

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indeed have 2 uv maps

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on the magnet core and on the discarge chamber

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fixed mesh

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btw i'd recommend you not use bolts this detailed

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at this level of detail, you can get away with 8 sides

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even 6 maybe

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they have bodies? 😭

serene abyss
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tip

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the smaller the object

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the less detail it needs

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if sometjing isnt visible (like the part of a screw that’s inside a model) dont have it in the model

chilly minnow
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^^

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im fixing this for you btw!

serene abyss
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this also applies to like pipes

chilly minnow
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im guessing that he's just using premade asset

serene abyss
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you can delete end faces of a pipe if it ends in the model

chilly minnow
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actually, i think they are procedural screws

serene abyss
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also saves uv space

chilly minnow
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^^

serene abyss
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so higher texel density

serene abyss
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btw for screws a procedural generator isnt needed

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just add a cylinder change its side count to like 6 keep it as shade flat and scale it down

chilly minnow
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actually

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now that i think about it

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they better be on a normal map

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than a mesh

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i'll teach you how to! dw!

narrow gate
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I really didn't know what I was dooing when I added those bolts...

chilly minnow
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@narrow gate spt-100 is meant for what part size?

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XXS it seems

narrow gate
# chilly minnow XXS it seems

Yes, XXS. It's for 0.3125m parts, but since you can surface attach it you might use a few of them on a larger body. It will have 1/2 the thrust of a Dawn.

coral orbit
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Does XXS actually exist as a size?

narrow gate
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Yes! It does! But you need a mod to get it.

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With LOABE you can have it.

chilly minnow
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does it look good?

narrow gate
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It looks better than good, it looks amazing!

chilly minnow
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2k triangles

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let me send you the blend

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actually, let me also set the nodes MisatoPray

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there you go

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wait

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no

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there

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you might need to change the material

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as the one thats currently on is the checkered board material to check textel density AsukaDead

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there

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w/o the material

narrow gate
# chilly minnow

Thanks! What is the purpose of the checkerboard pattern on the material?

chilly minnow
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it tells you how much of the texture each face occupies

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also

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this one has a better textel density

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so basically

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the more black and white squares you see

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the more detailed the texture on that area will be

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so ie, on the new one i send you, the bottom of the part the squares are WAAAY bigger

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bcuz u dont want that much detail on the bottom

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and i increased the texel density (how much space the faces occupy) for the middle part of the thruster (the anodes)

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so that you can have more detail on that area

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you can ajust this by just rescaling the islands on the UV

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so a bigger island = more textel density

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a smaller island = less

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im not sure about the exact numbers, but i think that each square is like 100x100px?

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Gumroad

UPDATE Texel Density Checker 2023.1 (Blender 3.6.1 and higher) (26 Aug, 2023):Full info about update (GitHub)[New] Select anchor for scaling UV when using "Set TD"[New] Visualization of Distortion UV[New] Ability to remove panel from View 3D or UV Editor[Improvement] 25% speed increase[Fix] Clean Up orphan mesh data[Fix] Fix Automatic calculatio...

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i use this addon to check textel density

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i set your part to about 25px/cm

narrow gate
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Cool! Thanks for all this, it's really helping me!

chilly minnow
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if you're already texturing

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i can show you how to add bolts!

narrow gate
# chilly minnow i can show you how to add bolts!

Thanks! I'm getting ready for a dive trip tomorrow and still fiddling with my gear, so I'll have to take you up on that another time. I know CUVSMO was saying it's poissible to add those in SP so that they're just part of the map and not actually needing polys. For parts as small as mine that may be the way to go. When I zoomed in on the Dawn earlier today I think it had a lot of rivits and other similar details. I would like to learn how to do that!

chilly minnow
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ohhh fancyyy!!! Hope you have fun!

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no worries! whenever you get back to modding just ping me and i'll show you how!

chilly minnow
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loaded the version you sent me to check, and its a diffrence of 93k triangles xD

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wireframe still looks pretty similar

narrow gate
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@chilly minnow What am I doing wrong here? This seems to be missing toms faces?

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I tried just doing an export on the blend you sent and got something that looks like what's on the left, sl O wen back to blender and redid the UV map to get what's on the right and re-exported. Bringing this into SP I get a model that's missing some faces on the discharge chamber and cathode at least.

chilly minnow
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oh no

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thats

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maybe the old project?

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the uv unwrap was ready for SB already!

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le tme re-check it

narrow gate
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It's this one #1141807690264367135 message

chilly minnow
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suposedly yes but i'll double check a sec

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i see whats happening

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its my fault!

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as you might know faces have normals

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they were on the wrong side

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this is how you check if faces have inverted normals

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and how to fix it

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also fixed a uv unwrap bug that i found

narrow gate
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Thanks! I'll give this a shot rn

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Are there two single direction arrows?

chilly minnow
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thrust and bottom node!

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you shoudnt use the same

narrow gate
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Oh!

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IC

chilly minnow
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btw

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you can auto generate nodes in unity

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thx to Cheese

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whenever ur configuring it in unity hmu!

narrow gate
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I'm getting this in SP

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Isn't that UV map kinda sparse?

chilly minnow
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it shouldnt

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hmm

narrow gate
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And still missing faces.

chilly minnow
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can you try this

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looks like this to me

narrow gate
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Yeah, I get the same now!

chilly minnow
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thats wierd

narrow gate
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What do you think might have happened?

chilly minnow
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you shouldnt need to re-export it anyway

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well

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either your blender settings

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or some other wizardry

narrow gate
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Well, it's not wizardry as I have no powers, the took away my wand 😦

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So I blame me and my not-so-clever blender settings!

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Thanks for the help I'll take a shot at painting this now in SP

chilly minnow
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xD

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no problem!

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a very simplified tutorial on how to paint screws and things like that! https://youtu.be/N9iBfmRUYGA?t=71

  • hardness of the brush affects appearance. even at 100% hardness there is still some bevel from the normal creating the soft edged look
  • soft bevels look a bit gross because of the color information, but you could make a separate layer with height and no color above, and stamp with a softer brush to create a soft/sloping indent to the hole
  • h...
▶ Play video
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if you need help pls tell me, cuz the tutorial is not great AsukaDead

chilly minnow
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im curious to see how you texture it!

narrow gate
# chilly minnow im curious to see how you texture it!

Still working on icon sizes and other dumb stuff before I go into bolts and such, but here's four engines in the game with the stock XS monoprop and Dawn engines for scale. On thing that's totally weird is how my steel textures look tan. That's just not right, but at least I'm being consistent. The nice thing here is that all four engines are in the game now, though only the X3 has a correct plume.

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I like how the SPT100 turned out scale wise. It's definitely an XXS engine. In fact I like them all for scale, but I'm sture I've got a bit of tweaking to do on thrust, mass, etc.

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I also like how easy it is now to make the icons! Once I get the scale sorted out I think that will be about perfect, though as I repaint to solve the tan-colored steel I'll need to redo the icons, but that will be so simple now!

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These are all done with transparent base and accent colors in the game, so clealy I need to make things more silvery that should be shiny silvery metal.

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Looking more closely at the Dawn relative to my HETs, its almost like it's a hybrid annual gridded ion?

mint dew
mint dew
narrow gate
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In the little guy I just did (SPT100) it was KSP2_Gray_Steel

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In fact everything has a base od KSP2 Steel

mint dew
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Try without any additional material on the currently tan parts? (Just the base smart material)

mint dew
narrow gate
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It's hard to tell if it's shiny or not when it's in shadow like that. Could you flip that thing over and show the "bottom" ring lit from above?

mint dew
narrow gate
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No hurry. I'll probably be fiddling with this most of the day, and it's all a learning process for me.

mint dew
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I'm learning SP currently as well I empathize ^^ It's been pretty fun and powerful for now (before I imagined we'd have to paint our textures by hand haha)

chilly minnow
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use the KSP2 Steel that i sent you!

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thats the one i use

narrow gate
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I thought that's what I am using. I imported those into my library so I've got these

chilly minnow
narrow gate
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I use KSP2_Steel for the whole part, and then I use various other things for the anodes, but those don't seem to be the problem

chilly minnow
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im pretty sure you're overriding the KSP2 steel

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at least on that screenshot

narrow gate
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Yes, I used a different one there, but that's not one of the things that looks tan - at least I think not. I'll double check

chilly minnow
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oh i see

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can i see a layerstack of the ones that look tanned?

narrow gate
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I take that back. That part looks totally tan.

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Could it be a weird overlay effect where KSP2 Steel is applied as a "base coat" to everything, and then other materials are on top of that?

chilly minnow
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no its totally not

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its something with ur material

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also, that stack has no KSP2 Steel

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i thnk

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at least doesnt seem to have

narrow gate
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The whole part has KSP2 steel applied to everything - no black mask

mint dew
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Are the parts that have KSP_Steel but not Steel Bright also tan?

chilly minnow
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KSP2 Steel applies to everythi9ng

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then Sleep Bright applies to where theres mask

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then Ceramic

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then KSP Gray Steel

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from what i see

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theres no space left where KSP2 Steel applies

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disable Steel Bright

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and KSP Gray Steel

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just to be sure

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did it look diffrent on the viewport?

narrow gate
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OK, I'm using KSP2 Dark for the anodes, KSP2 Gray for the magnetic circuit parts, and plain old KSP2 Steel for all the other stuff except the ceramic (white fill layer) and windings (copper fill layer).

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I just re-exported the maps. I'll need to bring them back in to Unity I think. I know there's an easier way, but I don't think I've gotten that nailed down yet.

chilly minnow
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can you send them here pls?

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the exported textures

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and the full material settings

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pls MisatoPray

narrow gate
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How do I send the material settings?

chilly minnow
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just screenshot it 🙏

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you'll probably need 2/3 screenshots to show everything tho

narrow gate
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You mean this?

serene abyss
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think they mean in unity

chilly minnow
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no, the one on unity

narrow gate
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OK, I got you. Comming up!

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All maps have Alpha set for transparency except normal map of course

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In Unity the scene looks like this

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BTW, my lighting in unity sucks...

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With camera lighting turned off and world lighting turned on it's much worse

mint dew
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What happens if you remove your occlusion map?

narrow gate
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Not sure how to remove it once it's set, but here it is with strength set to 0

mint dew
narrow gate
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OK with Occlusion set to None

mint dew
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Set occlusion strength to 1

narrow gate
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Well that's something!

mint dew
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I had the same issue yesterday with my part haha, Lux helped me with it

narrow gate
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Need some repainting on the others now, but this is progress!

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Better, but clearnly not there yet.

chilly minnow
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can you send me the mod?

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gotta check smth

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wait

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wait

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wait

chilly minnow
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should be 1

narrow gate
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This is getting closer, but it looks like the X2 is messed up. The UV unwrap is wrong or it wouldn't be splotch like that.

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The copper in both the X2 and X3 looks good, and that's a smart material.

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Other than the copper, everything is either KSP2 Steel, KSP2 Gray Steel, KSP2 Dark Steel, or the red power line, black power line (should be blue for stock alike) and the ceramic.

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Something is wacky with the X4, and I'm not sure what.

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I thought I'd applied materials the exact same way, but it's looking odd here, and also in unity. I've rebacked, re-exported, and generally horsed around with it trying to make it the same as I've done for the X3. Not sure what I've messed up, but it's got an odd color and texture to it.

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In Unity X3 looks like this

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But X4 looks like this

#

The X4 materials have Metallic set to 1 and no occlusion map applied

chilly minnow
#

you have occlusion map

narrow gate
#

Alpha is set to transparency for all the materials

chilly minnow
#

remove the map

#

the texture

#

black textures

#

are not a good idea

#

they fuckup the shaders most of the times

narrow gate
#

Dang!

chilly minnow
#

its better to just not have them (they'll be default)

#

so in that case, occlusion map's default is white

narrow gate
#

I thought I got that right!

#

That probably fixes the X4. Now to fix the X2!

chilly minnow
#

material settings pls :D

#

and how it looks

narrow gate
#

Notice the hexagonal boxes and how fucked up they are. My theory is that the UV unwrap is goofed up

#

Loso, I managed to get SP into this mode where it doesn't show the "room" with the black curtains and lights in it

chilly minnow
#

they dont seem to have the material

narrow gate
chilly minnow
#

check if the material is applied to them

narrow gate
#

Yep, X2 is goofed up.

#

Doh! The eye on KSP2 Steel had been switched off... That could have something to do with it.

chilly minnow
#

that could be it too

narrow gate
#

But what's up with this? My KSP2 Steel material is now either flat white or flat gray. The one that had the eye switched off is flat gray, but a fresh cleen one is flat white?

chilly minnow
#

thats right

#

thats the color

#

of the metal

#

metals have really bright colors

#

ur seeing only the color channel

#

you should see a dropdown on the top of the viewport where ytou can change the channels

#

you can also see the paint map and those other channes there

narrow gate
#

OK, closing without saving and reopening X2 I get this with just turniong on the KSP@ steel layer and switching lighting to Materials

#

My guess is that maybe I messed with that layer previously.

#

If I put a fresh clean KSP2 Steel layer in I get this

chilly minnow
#

you changed the color of the ksp2 steel

#

the old one

#

thats why

narrow gate
#

Yep, I'm going with the fresh clean copy now.

chilly minnow
narrow gate
#

BTW, for stock-alike power lines what colors should I use for red and blue?

#

I've got solid primary red and solid black, which is clearly not right

chilly minnow
#

hmmm

#

metalic 0
HSV - 0, .8, .8

#

try that for red

#

and solid black just put HSV - 0, .8, .05

#

that should work right

#

i hav eno clue what the real values are but those sound like the pattern thta they're going for

narrow gate
#

They're going for some shade of blue on the not-red power line.

#

I may just screen shot a stock part, take that into photoshop, and eyedropper it there to get an RGB or HSV that way

#

Orrr... Winging it I tried pure blue in RGB, which got me to Hugh 0.667. Combining that with 0.8 for S and V doesn't look too far off.

#

I think I'll go with that for now and fix the others too, then - if X2 and X4 are looking more like X3 - I'll be ready to try my hand and some bolts or what not.

narrow gate
# chilly minnow hmmm

I think the skirting on the SPT-100 is still a bit off paint-wise. I'll take another look at that one, but otherwise these are looking pretty good!

#

Icons look pretty good too I'd say

#

Except maybe the SPT-100 is to ridiculously tiny in that view. Otherwise these look like they're scaling OK. Maybe a tad small on the X3 and X4?

chilly minnow
#

they still feel too dark not sure why

chilly minnow
narrow gate
#

The X2 is too dark, isn't it?

narrow gate
#

That way if one XS part is actually loarger or smaller than another XS part it would be apparent in the icon.

#

Is that not what we're supposed to do?

chilly minnow
#

the metal seem way too dark

#

gotta check in flight tho

chilly minnow
#

you don have to follow stock's art guideline

narrow gate
#

Yeah, I'm gonna have to go take a look at the paint on X2... It's definitely a bit too dark for some reason.

#

The ceramic looks off...

narrow gate
#

@chilly minnow, how do I add a plume in my unity project? I removed the one I had when I was having issues building and Now I need it again so I can scale things correctly in the LFO JSONs

#

I got this far:

chilly minnow
#

same process

#

just create a material

narrow gate
#

Made a ube and added LFO Volume (script)

chilly minnow
#

you probably already have it

#

LFO/Volumetric (Profiled)

#

and set the profile on the material settings

narrow gate
#

Oh I do still have that material!

#

Thanks! I should be set now for scaling things.

narrow gate
#

I thiunk I've got it close, but it seems off a bit. I'm probably doing something dumb

chilly minnow
#

it doesnt work in isometric

narrow gate
#

What's the right view to use. It seems to just disappear in "Right"

chilly minnow
#

huh thats wierd

#

try to move everything to 0,0,0

#

i think its that

#

its a bug

#

that i've been working on for the past like 2 days xD

narrow gate
#

You mean move it in the Transform for the plume's cube?

#

What I've been doing is eyeballing the left and right edges and the top to get the cube situated in the right place, given the constraint that x = z = 1/2 y for scale

#

They're all using the same X3 Plume material, which will be wrong for the non-X3 parts as it's got the X3 plume profile, but rn I'm just trying to get position and scale right for the plume cubes

#

I don't need the box collider for these shapes, do I? They're only here to show me what the plume would be like and not for any other purpose.

chilly minnow
#

the collider

#

no

#

a sec

#

i'll send you a version of it fixed

#

i hope

#

wtf that should be right...

#

can you open the shader file

#

and show me whats around the line 220?

#

you can find the shader under LFO/Shaders

narrow gate
#
fixed4 frag(v2f i) : SV_Target {
    if(_Opacity == 0)
        return 0;

    float3 size = boundsMax - boundsMin;
    float3 boundsCentre = (boundsMin+boundsMax) * .5;
    //return float4(mul(unity_WorldToObject,i.worldPos));
    float3 rayPos = _WorldSpaceCameraPos;
    float viewLength = length(i.viewVector);
    float3 rayDir = normalize(i.worldPos - rayPos);

    float2 rayToContainerInfo = rayBoxDst(boundsMin, boundsMax, rayPos, 1/rayDir);
    float dstToBox = rayToContainerInfo.x;
    float dstInsideBox = rayToContainerInfo.y;

    // point of intersection with the cloud container
    float3 entryPoint = rayPos + rayDir * dstToBox;
    float3 exitPoint = rayPos + rayDir * dstInsideBox;

    float dstTravelled = 0;
    float dstLimit = dstInsideBox;
    float dist = distance(exitPoint, entryPoint);
    int stepCount = (1+_Resolution)*32;
    stepCount *= _ResolutionMultiplier;

    stepCount = max(_MinimumResolution, stepCount);
    float stepSize = dstInsideBox/(stepCount); //Create multiplier for step count to allow for modder customization
    int failSafeCount = stepCount;

    float density = 0;
    float2 screeSpaceUV = i.screenPos.xy / i.screenPos.w;
    float opaqueDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screeSpaceUV);
    float depthSolid = LinearEyeDepth(opaqueDepth) * viewLength;
#

Line 220 is the last of these:

#
// point of intersection with the cloud container
                float3 entryPoint = rayPos + rayDir * dstToBox;
                float3 exitPoint = rayPos + rayDir * dstInsideBox;
#

I gotta go cook dinner. I'll be back later.

chilly minnow
#

theres the problem!

#

you have an outdated version

narrow gate
#

I think I goofed up the transion. When I dragged that one in it had a different name so I change Volumetric (Profiled) to be Volumetric (profiled).old and then renamed this one to be Volumetric (Profiled).

#

When I deleted the Volumetric (profiled).old shader that gave me the purple pushup pop of doom, so I went in to see what shader it was using. I'm now here, where I can't find the new shader - so I've botched it's installation.

narrow gate
chilly minnow
#

a second

#

try this

narrow gate
#

That one shows up in the list, but I'm still not seeing it in the Scene.

#

It's curious, it no longer gives me the faces that are behind the face nearest the camera.

#

Before I had this (#1141807690264367135 message) to go by for the size of the cube, now I don't

#

The material seems to be pointed to the right thing.

chilly minnow
#

huh

#

can you show me the full material setings?

#

OH!

#

also

#

go to your scene light

#

and enable soft shadows

narrow gate
narrow gate
chilly minnow
#

do you have any lights on your hierarchy?

narrow gate
#

Yes, just one. Directional Light

#

It's already set to Soft Shadows

chilly minnow
#

can you send me a screenshot of its components?

narrow gate
chilly minnow
#

try to disable the custom Z Test on the plume material

#

to see if it shows

narrow gate
#

No effect

chilly minnow
#

everything seeems the same right?

#

OH

#

WAIT

#

thats the same material you were using before right?

narrow gate
#

Yes

chilly minnow
#

then thats why

narrow gate
#

I just applied the old material to a new cube, sized it, positioned, etc.

chilly minnow
#

you see, volumetric materials have properties like position, rotation and scale

#

and given that you have 2 cubes with the same material

#

that cube is using the properties of the old cube

#

if you either delete the old cube

#

or make a new instance of that material

#

it should work

#

you can ctrl+drag on the file explorer of unity do duplicate

narrow gate
#

I have 4 brand new cubes, all with the same material

#

The old cube is no more

chilly minnow
#

but they all share the same material

#

that is the problem

narrow gate
#

Should I make 4 materials, one for each?

chilly minnow
#

it should be 1 material per

#

exactly!

#

LFO Throtle data has a button for that

#

but its not quite ready yet

#

actually, for your plume it kinda is

#

let me give you a couple of files

#

a sec

#

that way you can test it

narrow gate
#

OK, so make three more matierals, and make each one "like" the first one - but they'll each be their own material

#

waiting.

chilly minnow
chilly minnow
#

and as we all know from modern science, clones are exact copies that can be on their on time and space

#

but 1 person cannot be on various times and spaces

narrow gate
#

I'm not so sure about that, I've watched how you operate...

#

I'm wise to your ways mr. Two places at once!

#

OK, so seriously. Clone and then install, or the other way?

chilly minnow
#

install first

#

theres a monobehaviour in there that will create an exact copy for you

#

now! there's something that you should know about this! SAVE the configs

#

LFO's materials (the way that im going to present you rn) do no exist outside of your computers memory

#

so if you close unity

#

or change scene (ie: from scene>prefab editor or vice versa) the configs will be lost and the materials settings too

#

i could make it be saved but then you'd end up with like 500 materials on your unity proj

narrow gate
#

Drag this stuff (in windows explorer) to here (LFO folder in project)?

chilly minnow
#

yup!

narrow gate
#

It gave me a second Scripts folder...

#

Should I have deleted the first copy firs?

narrow gate
# chilly minnow yup!

Should I move the LFO script from Scripts 1 to Scripts to replace the one that's there?

chilly minnow
#

oh thats wierd

#

well i dont think its needed

narrow gate
#

It doen't wnat to let me do that.

chilly minnow
#

go into the windows file explorer

#

and move whats inside scripts 1

narrow gate
#

Looks like maybe the same content as what was in the zip

chilly minnow
#

but newer!

narrow gate
#

Only bc my explorer is stupid and doesn't hold onto the date you last touched it - so it's got date/time from when I move it in

#

My bad, they are the same!

chilly minnow
narrow gate
chilly minnow
#

ignore the noise

#

i think it stored the data when it was zipped

narrow gate
#

Should I just delete the old Scripts and rename Scripts 1 to be Scripts?

chilly minnow
#

sure that should work!

narrow gate
#

OK done

chilly minnow
#

great

#

if you go into unity

#

you probably have an LFO Throttle Data component

#

that you can add

narrow gate
#

I did the deletre and rename within unity.

#

Does this warning mean anything rn?

chilly minnow
#

yeah

#

you can just click on the circle next to missing

narrow gate
#

And, yeah, I do have an LFO Throttle Data component

chilly minnow
#

and choose LFO Volume again

#

basically it just lost the reference and you need to tell it what it was

chilly minnow
narrow gate
#

OK, I added that to each of the four plume objects

#

So now I can just click New MAterial Instance?

#

Clicking that button doesn't seem to do much... yet

chilly minnow
#

it does!

#

you just dont see it

#

thats wierd tho, none of the plumes showed to you?

#

actually

#

check the console

#

are there any errosr?

narrow gate
#

Yeah, I clicked that button on each one, on some of them more than once just for good measure. Clicky clicky!

chilly minnow
#

can you clear the console

#

and click again on the new material instance pls?

narrow gate
#

I clicked a couple times on the X3 plum's button. No errors or warnings in the console, no plume on the screen

chilly minnow
#

do you have LFO Volume on that?

narrow gate
#

wdym?

chilly minnow
#

thje component

#

on the cube that you have selected rn

narrow gate
#

The shader is LFO Volumetric (profiled)

#

Oh that fixed it!

chilly minnow
#

you need to add a component called LFO Volume

#

xD

#

all volumetric shaders have to have that

narrow gate
#

And here's a goofy 3-channel plume on a 4 channel thruster too

#

And a three channel plume on a two channel thruster!

chilly minnow
#

just create the plumes like how Isa showed!

narrow gate
#

Yay!

chilly minnow
#

xD

#

it all works

#

ok so

#

let me give you a quick rundown on how to animate your plumes

#

can i see how the hierarchy of your parts is?

narrow gate
#

But best of all, a three channel plume on an intty bitty single channel thruster!

chilly minnow
#

seems about right!

narrow gate
#

All are like this, but most have more parts

#

Ahhh-Nahhh-Maaaate!

#

(spoke like a zombie)

chilly minnow
#

ok, lets do it like this

#

drag the plume into the thrust transform

#

actually, better

#

on the thrustTransform create a empty child

#

named Plume

#

and on that Plume add the SPT-100 plume as a child

narrow gate
#

I'll need to unpack the prefab, right?

chilly minnow
#

DONT override to the prefab

#

no need! i'll show u a trick

narrow gate
#

So like this?

chilly minnow
#

yup!

#

on the Plume add a LFO Master Throttle group

#

or smth similar i dont remember the exact name

#

search for only LFO and you'll find it

narrow gate
#

That one?

#

done x4

chilly minnow
#

work only in 1 for now

#

ok so

#

some few things on that

#

Use new shader ignore, its for the mesh based plumes, and something that i was using for debug

#

Group Throttle and Group Atm Pressure are the controls you'll look for to check the animation of your plumes!

#

Active? shows (or hides) the plumes correctly

#

the right way to show or hide plumes is to disable the mesh renderer btw

narrow gate
chilly minnow
#

thats just a quick way to enable or disable all plumes under that Throttle data master group

#

Collect children basically look for any missing LFO Throttle Data's that are not on the Masters group

#

Save config saves to LFO/config/partName.json

#

Reload is a bit useless

#

and Load config loads the config on the same path as the save

narrow gate
chilly minnow
#

Now

#

if you drag the prefab with the plumes into the file explorer

#

it will ask if you want to create a new prefab or a variant

#

create a variant and call it partName with Plume

#

or wtv you feel like calling it

narrow gate
chilly minnow
#

the idea here is that, the game's prefab will not have the plumes

#

let me show u!

#

the idea here s that you dont mistakenly add your plumes to the prefab that will be exported to the game

narrow gate
#

I know about dragging into Assets to make a prefab, but this sounds different?

chilly minnow
#

yeah, i'll show u a sec!

#

prefab will always keep the prefab inside updated

#

but anything that you modify IN the variant will stay the same

#

think of it as like Falcon9 and F9 Heavy

#

F9 is the prefab, and F9 heavy the variant

#

if you modify something on F9, it will carry over to F9 heavy

narrow gate
#

OK, you created a cube, made it a prefab, created a sphere, made it a child of the cube and then moved it, then finally dragged the cube into the assets folder where you created a prefab variant, right?

chilly minnow
#

exactly

narrow gate
#

The thing above that had me previously confgused was when you said drag it into the file explorer.

chilly minnow
#

yeah, the Assets is the Unity's File explorer

narrow gate
#

Now I see you mean just drag it down into the Assets folder (which is a bit like a file explorer)

#

So, here, I should drag the newly updated spark_spt100 to Assets and make a variant, or is there more to do first?

chilly minnow
#

no, you can do that!

#

so now you have a version of spark_spt100 w/o the plume that gets exported to the game

#

and one with the plume!

narrow gate
chilly minnow
#

thats ok!

narrow gate
#

Yep, the old one is an addressable, and the new one is not

chilly minnow
#

as you can see, the plume is now purple

#

thats because, as i said, LFO materials are saved on the memory

#

you can hit Save Config n th eMaster

narrow gate
#

The ever dreaded purple pushup pop of doom

chilly minnow
#

and then check under LFO/Configs if a config was created

#

thy name shall not be said in vain

#

xD

#

also, send the config here just to check if everything is correct pls

narrow gate
#

This one?

chilly minnow
#

yes1

narrow gate
#

Lo, and behold! So sayeth, so shall it be done

#

Translation: WTF! That wasn't there a minute ago!

chilly minnow
#

looks correct!

#

xD

#

ok so, how to animate it

#

its still a bit of a raw process

#

but not complicated

#

just has a couple of flaws in it

narrow gate
#

Some like it raw... Sushi!

#

Or sashimi...

#

Yum!

chilly minnow
#

xD it is pretty good indeed!

#

a sec smths fishy with mine

#

no pun intended

narrow gate
#

LOL!

#

You're a bad man!

#

That was a wicked pun!

#

You should totally take the credit for that one!

chilly minnow
#

i see the problem

#

do you see anything under this?

#

should be something like a foldout named Config

narrow gate
#

Maybe I missed a step... Did you say to turn around and load the config or smth?

#

I've got nada under there

chilly minnow
#

on the LFO Throttle Data!

#

not the master!

narrow gate
chilly minnow
#

also nada

#

ok then its my fault!

#

a sec

#

replace your LFO.dll under LFO/Scripts/ with this

#

then you should have smth like this

narrow gate
#

I did the drag-n-drop in Windows this time...

#

So maybe Unity hasn't realized it?

chilly minnow
#

probably not

narrow gate
#

What can I do to poke it?

chilly minnow
#

just right click the dll in unity

#

and reimport

narrow gate
#

doing now

#

Yay!

chilly minnow
#

great!

#

now

#

this should be pretty straight forward

#

add a new float param

#

so just add an item udner Float Params

#

the idea here is that Param Name will be modified based on these curves and values

#

if none of the Use Curve is toggled on, it will just take whats on Value

#

so take that as the default value

#

then each curve can be of this 3 types

#
  • Base meaning that, it will use that as the base value
  • Multiply will multiply the current Value (either from a curve marked as Base or from the Value field)
  • Add will add to the current Value (same as above)
#

a good practice is to get the value that you're trying to modify, and put its current value on the Value field

#

this because, when we start animating the plume with the sliders, it will override the shader parameter

#

ok so lets do a simple Opacity curve

#

Param Name always starts with an _ so ie if you're trying to change the opacity, you put in the param name _Opacity

#

set the Value to 1

#

and we'll do it so that at 100% throttle it is 1 opacity and 0 at 0% throttle

#

so we'll use the throttle curve

#

so you can check that toggle

#

then, you can change the Throttle Curve Type to Multiply, as its the best fitting for what we're trying to do

#

and then comes Unity's animation curves

#

have u messed with them yet?

narrow gate
#

Never

chilly minnow
#

i think so right? for the ISPs

#

oh, its pretty simple tho

narrow gate
#

Oh, those

#

Then yeah I've messed with them

#

Set points and a few things, but I can't say I really know them

chilly minnow
#

its still pretty simple dw

#

basically, just make a curve from 0-1

#

with how you want to multiply Value

#

so ie, at 100% throttle you want to multiply Value by 1

#

and at 0% throttle you want to mulptiply Value by 0

narrow gate
chilly minnow
#

perfecto

#

now

#

on the LFO Throttle data you have the exact same controls that you have on the LFO Master Group

#

they both are synced

#

so, now, slide the throttle bakc and forth

#

and see your plume animate!

#

the idea here is that any value of the shader can be modified as you please

narrow gate
#

It works!

chilly minnow
#

(apart from colors and vectors, but i'll add them in a later date)

#

great!

#

and there you go, thats how you animate a plume

#

now if you click save config, it should save the FloatParam into the save!

narrow gate
#

This is awesome! I need to do the same for the others while this is still fresh in my mind.

chilly minnow
#

and you can just put that same config under modName/assets/plumes/ and lfo will load it!

#

it also already adds the partNAme, so its pretty much a "plug and play" experience

narrow gate
#

Did I do that save wrong?

chilly minnow
#

nop

#

here it is

#

thats how unity serializes the curves

#

if you get the purple cube, just hit load config, and it should go away

narrow gate
#

The first time it gave me spark_spt100.json. This time it gave me plume.json

chilly minnow
#

tho be careful, if you hit save config with a purple square, it will override your config

chilly minnow
narrow gate
chilly minnow
#

thats wierd

#

well dw, your progress is still being saved

narrow gate
#

I did the save from Plume, but that's where the button it. I don't think the button is in SPT100 Plume

chilly minnow
#

probably some bug on my part

#

yeah theres not! it should automatically get the partName

#

but for some reason it didnt

narrow gate
#

debugging FTW!

#

And beta testing...

#

And Early Access to bleeding edge LFO features!

chilly minnow
#

its ok tho, you'll only have to add

  "partName": "spart_spt100",

on the top of the json after

#

just like this has #1141807690264367135 message

narrow gate
chilly minnow
#

yup! but no need to add it now

narrow gate
#

Should I ditch the other one then and rename this one? I think I should

chilly minnow
#

since it will be overwritten when you save again

#

nono! it will still save it with that name

#

just keep working and when ur done

#

or u want to test in game

#

do those steps

#

i'll look for whats going wrong

narrow gate
#

While you do that I'll do the other three then?

chilly minnow
#

yup!

#

also, experiment with other values too

#

what i did for you plume was smth like this

narrow gate
#

It looks like I need to reload KSP...

#

Or does that matter?

chilly minnow
#

well it doenst for creating the plumes

#

what i did was smth like this

narrow gate
#

It seemed to make a diff. It wasn't letting me make the prefab variants until I reimported the game

chilly minnow
#

reimport then!

#

from top to bottom

  • _LengthwiseBrightness With throttle, i make the plume less bright, but never 0! basically it goes from a multiply of 1 to .5
  • _Falloff, with throttle, i inversly increase the falloff, making the plume shorter, with the base value of 20 (so at 100% its 0 and at 0% throttile is 20)
  • _Opacity, goes from 1-0 in a bit of a quadratic way (you have that curve on the unity's presets, on the bottom of the curve window)
  • _Noise, i make it have more noise the more throttle it has, from 1-.5
narrow gate
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As a baseline all four now animate and work like the first. I'll play around with the other params.

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I need to go back to the ion thruster bleng Isa made and make an SPT-100, X2, and X4 variant at some point. Shouldn't be super hard I think. Mainly a matter of working out where and how many point I need on the B-Spline for the channels. No need to mess with the central cathode or the general falloff of either set.

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Then these plumes will really be working!

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And your nerw tools will help me quickly make the LFO JSONs!

chilly minnow
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also

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on the part prefab

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so not the one with the plumes

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there should be the Plume GameObject

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no need to add any component to it!

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so add it!

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to the original prefab

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not the variant

narrow gate
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How do I make that happen since what's in my hierarchy is now the prefab variants?

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I've still got the original prefabs in the Assets folder

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But what's available to me in the hierarchy is the modified thing that should not go into the game, right?

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Oh, it's just like this, isn't it?

chilly minnow
chilly minnow
narrow gate
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Done x4

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But what about this?

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In the past I'd always apply the overrides and re-save the JSON before doing a build.

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Now I've got stuff in the overrides, but I'm not sure if I should apply it. Will this make a some sort of mess with the new prefab variant being put in the addressables for the game?

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The confusing part for me is that this override is in the prefab variant.

chilly minnow
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the best way to work with prefabs

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is to work INSIDE the prefab

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this little step does make it a bit more confusing, thats true

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to make it easier, you could create a new scene where you only work on plumes

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and leave that main scene just for the normals parts

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on that other scene you'd have the variants

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and on the main scene, just the parts

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does this sound good for you?

narrow gate
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I'm OK needing to double click into a prefab to work on that there, but I'm uncertain what the effect of applying the override in the prefab variant would be

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So I think I can double click into the prefab and then do a save JSON from there

chilly minnow
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it will only apply to the variant

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you can click Open variant there

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and then click on the prefab inside the variant, and click open prefab

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to go to the original prefab!

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notice how 1 says Variant : Open and the other says Prefab : Open

narrow gate
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Do I need to do it that way? Wouldn't double clicking on the addresable prefab also take me straight to it?

chilly minnow
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yeah! it will!

narrow gate
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OK, I think I can keep this straight.

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I think I'll be OK. We'll see!

chilly minnow
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theres no problem in exporting your plume with the part btw

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might just make addressables building time a tad longer

narrow gate
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So, my variant has overrides that need to be applied because I've made various changes to it, and I should just go ahead and apply them

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But applying them is only going to impact the variant, so nbd

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And the addressable prefabs all now have the Plume child for thrustTransform, so those should be good to go.