#Stellar Plasma-Assisted Rocket Kinetics (SPARK)

1 messages · Page 6 of 1

narrow gate
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In theory I can do a Build > New Build > Default Build Script now and no harm would be done - I would not be baking the plumes into the addressables

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Even thought the plumes are all just X3 clones I want to see them working in the game so I can know that each engine really can produce thrust, is throttleable, and has some sort of plume in the correct postion (even if it's the wrong one for now).

chilly minnow
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also dont worry, evne if you apply the prefab, your parts will still load fine

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and everything will work fine

narrow gate
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LOL, I applied the overrides, then kicked off a build, and now it's frozen.

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Back to it's old tricks!

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I can't even get it to let me take a ss

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I need to hit the sack. I'll work on this some more tomorrow.

narrow gate
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Man! that was so frozen I had to power off then back on again! I let it go overnight just incase it was actually building, but when I checked it this morning the machien was in such a state I couldn't even bring up the task manager much less close any window, so I power cycled and have it the machine running. I did put a prior build into KSP2, so I'm able to at least fool around with these engines in flight for emissivity and plume. Here's the SPT-100

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That's at low throttle.

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The plume needs tweaking, but apparently this craft also needs bigger batteries or a nuke! When it went into Kerbin's shadow it died pretty quickly.

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Oh, my poor X2! Look at the tiny plume!

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Plume is now oddly offset from X3, but is otherwise scaled OK

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The plume on the X4 is also bizarrely scaled small

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The other odd thing I'm seeing here is that in the VAB I can't get the extended part info when I press shift. It pops up momentarily, then vanishes.

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This looks OK
[Info :Addressables Loader] Loading addressables for Stellar Plasma-Assisted Rocket Kinetics [Info :Addressables Loader] Found addressables for Stellar Plasma-Assisted Rocket Kinetics [Info :Space Warp] Attempting to load C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\addressables\catalog.json [Info :Space Warp] Loaded addressables catalog C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\addressables\catalog.json [Info :Space Warp] C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\addressables\catalog.json ----- C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\addressables\catalog.json [Info :Space Warp] Attempting to load localizations from C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\localizations [Info :Space Warp] Loaded localizations from C:\Kerbal Space Program 2 Debug\BepInEx\plugins\SPARK\localizations [Info :com.github.schlosrat.spark/lfo/plumes/spark_spt100.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_spt100.json" [Info :com.github.schlosrat.spark/lfo/plumes/spark_x2.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x2.json" [Info :com.github.schlosrat.spark/lfo/plumes/spark_x3.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x3.json" [Info :com.github.schlosrat.spark/lfo/plumes/spark_x4.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x4.json"

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My plume JSONs were all hand jamed a few days ago based on the X3 JSON. I expect this is the sorce of the weird placement and scaling, though I wasn't expecting weird placement for the X3 since it was working fine before.

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I'll compare these to what I made last night with the button in Unity...

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Yep, plenty of differences, in particular in position and scale - but also some huge differences in the Float Params where there was much more in the ones I posted above. Adopting the position, rotation, and scale from the new ones gave this for the X4

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So that one is OK other than needing a new 4-channel template.

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Likewise for the X3 - it's back to being just fine on plume

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The X2 is like the X4, just needs a new plue profile

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Same for SPT-100!

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Did I mention that I LOVE the fact that I can configure the plume like this without needing to rebuild?

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Whatever weirdness was causing the parts picker to not keep the extended info up is now gone.

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Could my build malfunction have have been related to "extra" file in the LFO configs folder? Would two configs claiming the same part cause it to mess up?

narrow gate
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Nope... That wasn't it. The last time this happened it was becuase one of my parts was borked after I'd fiddled with it (I was attempting to change the part name of the spark_spt100). The thing that got me unstuck was initially toggling that part off, and then ultimately rebuilding it - so I believe that Unity is just very finicky about some things and will hang if you get them wrong. This might be a completely different dumb thing than the last time, but it's probably something like it.

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My first guess would be to try to brank off the prefab variants into their own scene, but that's just a guess. I'll take a whack at that later. Need to go to work now.

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Well nuts... Now I can't even open the project.

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Try Again is no help, and Force Quit is also no help

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A few "cancels" later... And I'm back in

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I seem to have two Plumes in each prefab...

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I don't know what I'm doing here, so I'll stop now and go to work.

chilly minnow
narrow gate
narrow gate
narrow gate
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Hey Isa, I'm trying to work out how you got the plume images from the ionthruster blend. Looking at this image above I think I see a yellow frame that is a camera perhaps, and then the cube is squished a lot in the axis the camera is oriented on, and then maybe you've pulled a face away from the cube???

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Am I understanding your process correctly?

serene abyss
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the extra face on the side is to keep it from collapsing the plume into the smaller cube

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so that i can get a cross section

narrow gate
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So for me starting from ionthruster.blend I need to add a camera oriented directly at a face of the cube, squish the cube along that axis, then then place a face off to the side? I'm not clear on why that face works the way you've described, but I understand I need it.

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Is this a start?

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Or maybe this?

serene abyss
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render in 256x512

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and make sure edge of cube lines up with edge of camera

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also make sure camera is orthographic to eliminate perspective distortion

narrow gate
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I only see one dimension for render, so I set it to 256

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How do I "make sure edge of cube lines up with edge of camera"?

serene abyss
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nop thats samples

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go to camera tab at the bottom of the panel

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uou can adjust resolution there

serene abyss
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and uou can see edge of camera

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make sure to set it as orthographic

narrow gate
serene abyss
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wait nvm i was wrong resolution isnt there

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go to the button just under render settings

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the one with the picture being printed

narrow gate
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Looks like I'm rotated

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This is rotated off by 90 isn't it?

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How do I get the dang camera rotated? When I change it's rotation all I seem to do is change the direction it's pointed, but not the actual rotation?

chilly minnow
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change the pivot

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to median point maybe

narrow gate
# chilly minnow

OK, I got the camera orientation sorted, and I've set it so that the sides of the cube line up with the camera view

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Presumably I need the top to line up with the top of the cube?

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And don't I need it to be showing me just half of the pattern?

chilly minnow
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it should be only half of it

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so you can scale it by 2 on all axis

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and like it up

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and yeah, preferably the top part lines up

narrow gate
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OK, this is ortho scale 4

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And this is orto scale 2

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And this is panning the camera over by 0.5 m!

chilly minnow
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looks great!

narrow gate
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Maybe not as great as wehn Isa did it, but I think I'm closing in on it

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When I can get as good an image as he was getting then I'll be ready to play with the BSplines for the otehr engines

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Really not that bad!

narrow gate
chilly minnow
narrow gate
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That said, I seem to be struggling with getting 4 concentric rings

chilly minnow
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also, they should be on a black background!

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but im guessing thats a blender ss right?

narrow gate
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I wonder what I've done to f-up the black bkgrnd? Anyway, here's what I get playing with the X4

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but first.. Here's the lovely SPT-100

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I've got the model just outside of the camera's view so I can line up the ring plumes

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Here's X4

chilly minnow
narrow gate
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The B-Splines look like I'd get 4 spikes, but look at the view with the model!

chilly minnow
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also dw, you need to render those views so thy have a black background

narrow gate
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It's more like 3 spikes, not placed wuite right, and a giifed up cathode - though I've not messed with it at all

chilly minnow
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just make it blacker on the middle of the splines that make those 2 rings

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or better

narrow gate
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The pngs posted above were direct from renders.

chilly minnow
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maybe make the cube slimer

chilly minnow
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wait

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are you pressing F12?

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or just switching to rendered view?

narrow gate
chilly minnow
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yeah make it a bit slimmer like half that

narrow gate
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I was using approximately the same aspect as Isa had, X=20%, Y=100, Z=100

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I have the same aspect on the others which look OK, but of course it's trivial to change. I'll do that rn

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Here it is with X=10%

chilly minnow
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ideally you'd use the slimest profile possible

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since it will be rotated 360º

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imagine like this

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if you pick a infinitessimaly thin profile

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you'll get the best fidelity to whats on blender

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w/o much noise

narrow gate
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The render projects it to a plane anyway, right?

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I mean the png is only 2D

chilly minnow
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yeah, but the volume gets calculated

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so if you have 20% it will still calculate 20% of the volume

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so, when transfered to the shader, it does its own volume + the 20% you are giving it from the render

narrow gate
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How would it know? The input is just a 2D png

chilly minnow
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but the blender render is a volume projected into 2D

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you can test it by seeing how much the render changes when you alter the width of the cube

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if you put as 100% it will be much diffrent

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and if you rotate that 100% volume projected into a plane, the result will be much brighter with way less fidelity

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let me try to show u what i mean a sec

narrow gate
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Oh, I think I found one issue

chilly minnow
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how do you set the width btw?

narrow gate
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I was rendering with Eevee.. Switching to cycles gives this for the X4 (with a 20% X plume cube)

narrow gate
chilly minnow
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no, to make it thiner or not

chilly minnow
narrow gate
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In Layout (or in 3D viewport) select the plume cube, press s to scale, press x to constrain to x axis, give it a number that's a factor of it's current value.

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So, to take a 20% X cube and make it ten I give it an X scale of 0.5

chilly minnow
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heh just that works? ok

narrow gate
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Sure

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Seems to

narrow gate
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Render time for X4 plume with cycles is 2.27s

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with Eevee it's 0.06s

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No clue how to make it give a black background though. Also I was not sure what you meant above about the pure white

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Did I crank up my plume's value to high? They're about the same as Isa had but slightly stonger

chilly minnow
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i see a problem with the "scale cube" method

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its not actually slicing just squishing

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inst atoo big of a deal but

narrow gate
chilly minnow
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idk in blender, i'll have to pose this problem to Isa

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found it!

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Shading>change this to world

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and change the color to black

narrow gate
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OK, changing to world is a snap. Where is the color that I need to change to black?

chilly minnow
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the bakcground

narrow gate
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Ahhh! I was blind!

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(it was hiding bellow the bottom of the window, too - had to pan down a bit to see that)

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New X3 plume

chilly minnow
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seems like isa actually sliced the plumes

narrow gate
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Hmmm... OK, I'm closing in on it but not there yet. Close!

chilly minnow
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on the end is what i think is an actual slice

narrow gate
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OK, so that's the effect of not having a slice on the LFO plume. Consider me motivated!

chilly minnow
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found a pretty hacky way xD

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so the idea here is to have anchor points

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this is a .02 slice

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this is isa's slice

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its not the same profile

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but you can see the diffrence in fidelity

pine slate
chilly minnow
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Thats something to add but yeah its planed!

narrow gate
# pine slate I hope this mod lets you use different fuel types for different colors.

This may be possible, but there are really two components I think. One is the plume color, obviously. That might be something that could be parameterized in the plume JSON - @chilly minnow could say for sure. The other component is the emission from the anode and the inside walls of the discharge chamber. This is the bright ring you see right at the engine. For now I've modeled that with a white emission, which is not far off for Xenon. For some fuels I think the emission may need to be (a) toned down, and (b) colored appropriately like the plume is. That, I'm afraid, needs to go into the material used for the build of the addressable. I'm not sure how it could be parameterized.

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I think if we can parameterize the plume color in the JSON, then maybe just leaving the anode emission as white for all of them will get you close enough.

chilly minnow
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colors will be animateable soon enough

narrow gate
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The only practical reason I've thought of for why you'd want to use a fuel other than Xenon would be once Colonies arrive and you have to deal with the local resources available. All other fuels will give you poorer performance, but you could use them, and a fuel you've got is better than one you don't have any of.

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This would also probably mean it's not a codeless mod anymore as engines would need to do some adjusting based on the fuel you want to feed them.

chilly minnow
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.01 slice

narrow gate
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I can live with that

chilly minnow
narrow gate
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How did he do it? Magic?

chilly minnow
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the same way im doing on mine

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let me record it a sec

narrow gate
chilly minnow
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you mean the red below the rings??

narrow gate
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Side views of real plumes show there's a whole combined plume component I think #1141807690264367135 message

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The plume rings diverge and mingle.

chilly minnow
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oh yeah, that should actually be controlled by th plume profile

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but im not sure the easiest way to do that in blender

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let me try a couple of things a sec

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i did shitty

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it was going so well

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i think i can fix it a sec

chilly minnow
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this is a horrible example but the profile should look smth like this

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for the xpansion to occur

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i'll spend some more time on this in a bit to properly show what i mean

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but as you can see the profile expands with how far from the nozzle it is

narrow gate
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Interesting effect, but I don't think that's the look I'm going for. Is that what was happening here? #1141807690264367135 message

chilly minnow
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its looking lke this cuz i did it very poorly xD

chilly minnow
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including the glow on the outside if you look from below

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i'll try it again in a bit

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also srry for the ping shadow AsukaDead

pine slate
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I like pings. dw

chilly minnow
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the idea here is that you copy the exact shape of the plume, not just the rings

chilly minnow
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since its less dense (since it doesnt mix with the other rings)

narrow gate
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This has me wondering if the volumetric plume for an engine like this shouldn't be in a larger cube to allow it to expand somehow, but how that would work with a slice and rotate based on B-Spline slice - I'm not sure.

chilly minnow
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B-Spline based i dont think i'd work

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im looking for a meshbased one

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as you can see here

narrow gate
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So not volumetric? or it's a mesh that makes the slice which is rotated?

chilly minnow
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its volumetric

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but the volume is based on a mesh

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and not on a spline rotated 360º

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volume based on meshes are very expensive for the gpu thus i not using them on LFO but for blender its mostly ok

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specially if its a render

narrow gate
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Interesting!

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So the cost is in blender, and then LFO can remain lighter on computation?

chilly minnow
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yup!

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you can make a 1:1 recreation of the plume in blender if you want

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with fluid simulation and everything

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its the same profile as before, just dimmer

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you can see how it has a red glow on the outskirts of the rings

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again, its a matter of refining this meshbased volumetric

narrow gate
# chilly minnow

Hey Lux, I'm stuck with my Unity project. That poor thing has gotten so borked that when I try to launch it from Unity Hub I need to hit Cancel multiple times on this just to open the project

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I tried making a new scene for the prefab variants, but that doesn't seem to have helped. What I've got in there now is this hot mess

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I'd like to keep the prefab variants, but not if they're going to make it impossible for me to build.

chilly minnow
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go to the task amanager

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and kill all tasks related to unity

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that'll probably fix it

narrow gate
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Before I do that, I think I may have messed things up and I'd like to check them with you.

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I've created two new scenes: plume modeler and spark_mod. I think I used an empty scene for plume modeler and a default one for spark_mod

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I put the prefab variants in the plume modeler as you can see in the ss above

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I don't think I've done anything with spark_mod scene - I was frankly just fumbling around trying to separate these things in the hopes it would let me build

chilly minnow
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you want to know if u fucked up the original prefab?

narrow gate
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I have no clue why the build was hangining, I only know that after I made the prefab variants my build would hang.

chilly minnow
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you can just open the prefab and check if the plumes are there

narrow gate
chilly minnow
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also, check if the Plume game object is totally empty, so no components

narrow gate
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the prefab variants are all like this

chilly minnow
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and the original prefab?

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also

By default, Addressable Assets only logs warnings and errors. You can enable detailed logging by opening the Player settings window (Edit > Project Settings > Player), navigating to the Other Settings > Configuration section, and adding "ADDRESSABLES_LOG_ALL" to the Scripting Define Symbols field.

narrow gate
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If I go to SampleScene I see this

chilly minnow
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thats still the variant

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delete those

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and drag the original prefabs

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the oens that have the addressable keys

narrow gate
chilly minnow
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does the Plume gameobject

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have any component?

narrow gate
narrow gate
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Before I build do I need to add some plume profiles to the Profiles folder in LFO?

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The one that's there is not tagged as an addressable, but I'm not sure how does LFO get that in the game?

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I guess I'm asking so that if/when I make new X2 and S4 plumes I know where to put them so that LFO will have them

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Do they go into a folder in my mod?

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Or do they just go here?

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@chilly minnow where should I put new plume profiles I want to try out? I think I need to refer to them in the part JSONs like this, right? "_Profile": "ion_thruster",

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Where do the files go?

chilly minnow
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that comes after

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totally missed that part xD

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gotta think of a way for people to load their profiles

narrow gate
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OK, for now my engines all have what looks like properly scaled X3 plumes, but I would like to be able to specify new plumes... I'm happy to work that however it works easiest for you. Would putting them in the parts's assets\plumes folder make sense?

narrow gate
# chilly minnow huh

Good news! Test build worked. This is good! Now I can work on adding bolts and whatnot in SP and know that I'll be able to get that work into the game.

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I'll fool around with that for now. Please let me know when you've got a way to support loading new plume profiles.

chilly minnow
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can you send me the profiles?

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i'll make a quick assetbundle with them

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for you to test them

narrow gate
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I know those are crappy, but I'd like to be able to play with them and see them in the game

chilly minnow
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you need to tone down the brightness by a LOT

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when testing on unity

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make sure to set the textures to non color

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this little fella

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it gives a much bigger range between black and white

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aka more definition

narrow gate
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You mean something I need to do in blender when I generate these, or is this in unity?

chilly minnow
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on blender

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just make the emission strenght a lot lower

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i'd say 3/4 of what it is now

narrow gate
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So here on the shader.

chilly minnow
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yup

serene abyss
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instead of adding those notes

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you can label and recolor individual nodes

chilly minnow
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btw isa!

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good ur here

serene abyss
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via N panel

serene abyss
chilly minnow
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is it possible to make prifles that expand with the lenght?

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like this but good

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i tried to do it with a mesh and failed miserably

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basically just expand and dim with how far down the z they are

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i thnk that with splines and color ramps you cant right?

narrow gate
# serene abyss tip

Thanks! BTW, since you're here, how do I get just a slice of the texture instead of compressing it as I have?

serene abyss
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i dont think you can

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Oh yes nvm you can

narrow gate
serene abyss
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plug in emission into surfave instead of volume

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u will have to play with mapping of it tho

chilly minnow
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hmm fair

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okok

narrow gate
narrow gate
serene abyss
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yehaah u have to play with mapping

serene abyss
chilly minnow
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try this schlos

serene abyss
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specifically location and scale

narrow gate
chilly minnow
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nono

serene abyss
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nope

chilly minnow
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tou add a new node

serene abyss
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mapping node

chilly minnow
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theres one already, right at the start

serene abyss
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connected to gradient

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just adjust values

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move location to 0 on one of the axis

narrow gate
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Oh here!

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If my camera is looking down the X axis, then make X 0, right?

serene abyss
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yeah

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just play with it

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u may need to set scale too

chilly minnow
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i might add expansion as part of the shader now that i think about it

serene abyss
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but keep in mind

narrow gate
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Yay!

serene abyss
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scale affects position of@the gradient thing

narrow gate
serene abyss
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by default the gradient rotates around rhe corner of the cube

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so i have to offset by half the size of the cube

chilly minnow
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thats so dumb

serene abyss
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all u need to do is multiply xy scale by -0.5

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and use rhat as xy location

narrow gate
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Yeah, this has done a real number on what should be a five spike profile for the X4 engine (four rings plus cathode)

chilly minnow
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i count 5

narrow gate
chilly minnow
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5 rings on the print you just sent!

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\j btw xD

narrow gate
serene abyss
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yep

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what u can do is use a value node connected to a separate xyz node’s x and y values

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and plug that into scale

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and then also plug that into a vector math node set to multiply and set all xy values to -0.5

chilly minnow
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the more i see geometry node,s the more i realize they are just hlsl with visualizers

serene abyss
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i haven’t done anything with geo nodes

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prolly should

chilly minnow
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well those nodes too

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its literally hlsl/glsl

serene abyss
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all shaders r pretty much the same except theyre in a different dialect

chilly minnow
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you just dont have much room for optimization

serene abyss
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well you can optimize

chilly minnow
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that applies to any software too xD

serene abyss
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tho u cant optimize stock nodes easily

chilly minnow
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huh explain

narrow gate
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Like that?

serene abyss
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also add the vec math plugged into location

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so it automatically calculates the offset

narrow gate
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I am really confused here

serene abyss
# chilly minnow huh explain

an example i can give: to make an atmosphere noiseless, you have to “rewrite” the volume scatter shader with ur own ray marching & light/shadow detection

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and plugged into emission into volume

serene abyss
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i see

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you did something wrong

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the value nodr is the scale u want

narrow gate
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that not surprising!

serene abyss
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then the combine xyz is plugged into the scale AND a separate vector math node set to multiply

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thats where you multiply xy by -0.5

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then that is plugged into location

serene abyss
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it makes it slower in viewport but renders decently fast but no noise at all

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blender volume scatter is super noisy

narrow gate
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So... The Combine XYZ takes input from what?

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And it then need to go to a multiply

serene abyss
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value

narrow gate
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And it's raw output goes to scale and the multiplied output goes to location?

serene abyss
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So value > combine xyz (only x and y inputs) > scale input of mapping node, and a vector math node (you can have a node output plugged into multiple nodes)

vector math (multiply, x and y set to -.5) > location input of mapping node

narrow gate
serene abyss
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nope

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vector math has its own inputs per axis

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you can change each

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x and y should be -0.5

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z should be 1

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or whatever you want it to be

narrow gate
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OK, I'm confused at the multiply then

serene abyss
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nope not math node

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vector math

narrow gate
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I see two inputs, but the output from combined xyz is a vector. How to do I get x*y?

serene abyss
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math and vector math are totally different

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vec math is purple

narrow gate
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I'm not seeing a "math" node in vector. There's a transform

serene abyss
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use search

narrow gate
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OK, getting closer!

narrow gate
#

Oops, this

serene abyss
#

yep u got it

#

except main value node set it to like 1.2

narrow gate
serene abyss
#

yep thats cuz the -0.5 value node

narrow gate
#

1.2 made it go black

serene abyss
#

oh i lnow

#

the vec math is set to 0.5 and not -0.5

#

should be negative for x and y only

narrow gate
#

Not any more

#

I've got vector math a -0.5, -0.5, 1.0

narrow gate
serene abyss
#

value node cant be negative

narrow gate
#

I've been poking all sorts of numbers into that value node, mostly positive ones, and getting results like this

serene abyss
#

value is quite low

#

use value over like 1.0

narrow gate
#

Nothing I've tried works

#

Stepping by 0.1 from below 1 to over 2 and back

serene abyss
#

wait is this a slice of it?

#

if so then i know why

narrow gate
#

AFAIK it's a slice.

serene abyss
#

set one of the -0.5’s to 0

#

the one that makes it look like a slice

narrow gate
#

Yay!

#

I don't care what Lux says, you're a genius!

#

(j/k Lux!)

#

Seriously, though - how do you know this stuff so intuitively?

serene abyss
narrow gate
#

@chilly minnow , Here's a slice plume image for the X4 with the emission value set to 0.4

#

I'll make some for the X2 and SPT100 next, but I'll have to replicate this awesome slice shader to those blends first

chilly minnow
#

that seems way better

narrow gate
#

Let me know if it's still to bright and I should tone down emission more. I'll work on the others rn

narrow gate
#

@chilly minnow I dropped the new LFO resources bundle into it's folder in LFO. Do I now just change my part JSON's to be like this? "_Profile": "spark_spt100",, etc.

#

I'm guessing it's not that. I tried it and now there isn't a plume on that engine. The part otherwise works, but just not the plume.

narrow gate
#

OK, it's changed back, but how would I select one? Or perhaps I should ask which one did you select? NVM, I'll just run it and the game will surprise me... 😉

#

That is a lovely 3-channel plume on my SPT-100, which - btw, is kind a powerfull. Look at it drop the PE on this thing!

narrow gate
chilly minnow
#

Just use the bundle i sent u

narrow gate
# chilly minnow Just use the bundle i sent u

I installed that but I don’t see how that lets me use the new plume templates I made. I must be doing it wrong. I tried setting the json to call for the plume by name and that didn’t work, so i set it back but that just gives me the X3 plume on all four engines

narrow gate
# chilly minnow yup, change back

This is where I’m confused. I tried changing it, but must’ve done it the wrong way. You said to change it back so I did. But now I’m stuck at square one with only the X3 plume on all 4 engines. What’s the right way to do it?

chilly minnow
#

Ill only be home monday so 🙃🙃

narrow gate
#

It's sized for 0.625, and there are a few more bits to add, but it's mostly there. I need to attach the 3-turn RF antenna to something, basically a rod that will come out of the base and turn into it. I also need to add some power lines, and I'd like to take a shot at making the base adapter prettier like you did for the SPT100, but otherwise it's close.

#

I plan to have the plasma chamber (the cylindrical part inside the RF coil) be white when off and glow yellow when on. Looking down inside the barrel of the thruster I need to make that surface look like its covered in a pattern of tiny holes (not going to make actual holes), then it will glow bluish white. There will be a single simple plume emitting from the barrel in bluish white light.

#

It will look amazing I hope! I will need two different emission colors. I'm thinking maybe I can do that with fill layers under Emission where they have black masks to control what they apply to.

chilly minnow
#

Ill be home tomorow by 4pm GMT and then i can help u with the plumes

#

Or even make a loader for custom locations

narrow gate
#

I've got different colors - at least I think I do. The plasma chamber glows yellow and the neutralization grid (the last one in the stack - so the only one that's visible) glows blue-white, but it's a bit hard to tell on that one since it's got a lot of holes in it so the glow from the plasma chamber can be seen "through" it. I accomplished the dual colors by simply duplicating the Emissions layer and giving the new one a different color and different mask. The resulting expotred texture has two colors in it in the right places.

#

Is there a way to really crank up the emission, though? What I'm getting in the game just seems kinda wimpy next to what the photo shows.

#

That said, I'm not getting even a substitute plume to show up. My process is probably wrong. I created a prefab variant and added a second Plume object to it with a 3D cube as a child of that. For some reason the 3D cube came in really huge relative to the part, so I had to scale it way down to fit "properly"

#

Also, for the other engines I'm getting this weird effect where the plume template seems to be applied in a flipped L-R sense so that the central spike is on the far outside edge (forming an annulus), and the other dischard chamber rings are not placed correctly.

#

I found that my profiles were in fact flipped L-R from what they should be, but flipping them to match the orientation of the ion_thruster.png did not solve the problem. Regardless of flipping the PNG to be mirrored correctly, the plume acts like the template is incorrectly oriented.

#

All of the new plumes I've made are coming out like this. It's crazy.

chilly minnow
#

am home

#

so i can see it better now

narrow gate
# chilly minnow so i can see it better now

Any clues what I might be doing wrong? It's so weird. The new SPT-100 plume looks fine in preview in the Unity editor, but looks wrong in the game. All the other new ones look wrong both in Unity and in the game. I put the LFO assett bundle you sent into both the Unity project and my game's LFO plugin where I've been testing.

chilly minnow
#

can you send me the mod?

#

so that i can debug it?

#

that all should be right

narrow gate
chilly minnow
#

they should be packed with the asset bndle

#

but for some reason are not registered on my end

narrow gate
narrow gate
chilly minnow
#

Yup!

#

Let me check!

#

what im looking for is this

[Info   :lfo/lfo-resources/lfo/profiles/ion_thruster.png] registering path "lfo/lfo-resources/lfo/profiles/ion_thruster.png"
[Info   :lfo/lfo-resources/lfo/profiles/spark_spt100_plume.png] registering path "lfo/lfo-resources/lfo/profiles/spark_spt100_plume.png"
[Info   :lfo/lfo-resources/lfo/profiles/spark_x2_plume.png] registering path "lfo/lfo-resources/lfo/profiles/spark_x2_plume.png"
[Info   :lfo/lfo-resources/lfo/profiles/spark_x3_plume.png] registering path "lfo/lfo-resources/lfo/profiles/spark_x3_plume.png"
[Info   :lfo/lfo-resources/lfo/profiles/spark_x4_plume.png] registering path "lfo/lfo-resources/lfo/profiles/spark_x4_plume.png"
#

so it turns out that you'rs are being registered

#

but not loaded

#

which they should

#

basically, as of now, the _Profile value should be the last part of the registered path, without the extension

#

so spark_x2_plume

#

which is what you have

#

let me test a couple more things

narrow gate
# chilly minnow but not loaded

That's weird. I thought they were being loaded, but not displayed the way I would expect. For the SPT-100 plume I get this in Unity

#

If I change the X rotation from 90 to 0 you can see the plume face on and it looks like this

#

So that plume looks fine in Unity, and the plume material looks like this

chilly minnow
#

thats all right

narrow gate
#

But that same plume (at least the same profile) gives me something that looks just wrong in the game.

#

1 sec I'll show

chilly minnow
#

but does it show that profile or the x3 profile?

narrow gate
chilly minnow
#

its just miss scaled no?

narrow gate
#

See what I mean? No central spike at all. It's like the dang thing got reveresed

chilly minnow
#

oh no

#

i see

#

well thats cuz

#

i need to update the profiles

#

btw

#

do the other profiles work for you?

#

or just that one?

narrow gate
#

Nope, they all do this.

#

Well, they all do in the game

#

But weirdly in Unity this one looks OK in the prefab variant

#

The others are goofed up in both places. No clue why

chilly minnow
#

thats my fault!

#

you sent the inverted version

#

and i packed that one

#

im not sure if you sent the right version before or after i went out

narrow gate
#

Oh? I thought it would pull the plume from the folder?

chilly minnow
#

nono!

narrow gate
#

I should have realized...

chilly minnow
#

it pulls from the asset bundle

#

tho i'll make it pull from the folder

#

actually, it might be better do to it from an asset bundle, but i'll enable both ways

narrow gate
#

The correct plumes should be these I think: #1141807690264367135 message

chilly minnow
#

but be aware that pulling straight from the folder is bad cuz u cant select your import settings, which are quite important in this case

narrow gate
#

But I'd much rather it pull from a folder so I could itterate easily with the plumes to get those right

chilly minnow
#

try this!

chilly minnow
#

and you get to preview them on unity

narrow gate
#

I'll give those a try! These are probably too bright still, but I'm hoping they have the right shape.

#

I'm confised though on the Unity part. I thought with that the process was 1. Make material using profile PNG, and then 2. assign plume materail to cube to see how it looks.

#

Is that not the way that part works?

chilly minnow
#

yes it is

#

but i had the wrong profiles on there

#

thus it looking diffrent

#

and since i was not at home i couldnt check AsukaDead

#

i noticed when i saw the profiles flipped on unity

#

here

#

they were the other way

narrow gate
#

For the resource bundle, I put that into the LFO plugin folder, but doesn't it also go into Unity somewhere?

#

I thinght it did...

chilly minnow
#

it goes into

#

assets/bundles

#

and no, doesnt go into unity!

#

we could make an importer to unity tho

narrow gate
#

OK, that's where I put it - I must have just gotten confused. It happens

#

Testing in the game now

chilly minnow
#

great!

narrow gate
#

Yep!

chilly minnow
#

its pretty late here already

narrow gate
#

I'll need to figure out a proper plume for the DS4G-1

chilly minnow
#

tomorow i'll make it so you can reference an custom asset bundle

#

oh i thought that was a dupe

#

since it was the same as the spt-100

narrow gate
#

I was just subbing in the SPT-100 for that one

#

It's a whole different kind of ion engine

#

Not a hall effect thruster, so doesn't need an annular plume, more of a narrow expanding cone

chilly minnow
#

thats easly done with the normal volumetric shader dw

narrow gate
#

All of these work great! Thanks!

chilly minnow
#

yw :D im sorry it took so long

#

either way, im off to zzzzs!

#

cya!

narrow gate
chilly minnow
#

@narrow gate an addendum on the LOABE thing

#

just fixed it for 1.4

#

the abbreviation is not XXS, its 2XS, following the KSP2's standard

#

you can see the right abbreviation under plugins/LuxsOABExtensions/Sizes/2XS.cfg

#
{
  "ID": 12,
  "Diameter": 0.3125,
  "AbbreviatedName": "2XS",
  "FullName": "2XSMALL",
  "SortingOrder": 5,
  "TagColor": {
    "r": 255,
    "g": 0,
    "b": 255,
    "a": 255
  }
}
#

the collor is ugly asf, gotta get a better lerp

narrow gate
#

I'm ready to work on adding a normal volumetric cone plume to the DS4G. It's probably easy, but if you've got a minute and can walk me through my first one that would be great!

chilly minnow
#

sure! in a bit tho, its 11pm and i havent had my dinner yet

#

this is the earliest in the past 3 months that i'll have dinner xD

narrow gate
#

No worries! I'll poke around a bit and be ready when you are. Do not rush! Enjoy dinner!

#

If you're in Portugal then I'd say "paint the town red", but I think you guys already did...

chilly minnow
chilly minnow
narrow gate
#

Yeah, it was on the news this evening as I drove home... So it's news in the US that Portugal has painted one of their towns red. Crazy, huh?

#

Fooling around with this now!

narrow gate
#

One of these things is not like the others... One of these things does not belong...

chilly minnow
#

its on the unity material probably

narrow gate
chilly minnow
#

i'd make the middle pipe copper maybe?

narrow gate
#

This is wierd. The DS4G-1 is only using KSP2 Steel, KSP_Gray_Steel, and a couple of simple fill layers: one for the white plasma chamber and one for the black port thingy for the RF coil antenna.

#

So why is this damn thing showing up as brown?

chilly minnow
#

Occlusion strength as 0 maybe?

narrow gate
#

Could be... I'll have to check Unity. I don't think Substance Painter looks wacky.

#

The coil antenna should be a shiny silvery steel (to be true to the real thing). Well, truth be told it's a bit hard to see the color of it in this image

#

And in this one they removed that part for some odd reason

#

Unity shows occlusion strength as 1, but the AO map is basically black.

chilly minnow
#

if SB doesnt look wierd then its deffinetly unity

chilly minnow
#

AO default map is white

#

not black

#

just remove the AO texture xD

#

pretty much all texture's, the default is white

narrow gate
chilly minnow
#
  • Rule of Thumb - all textures' default are white
  • Noise - Grey
  • Alpha Cutouts - Black
  • Normal - Blue
narrow gate
chilly minnow
#

thats probably my bad, my shader probably has some bugs still

narrow gate
#

Yep! All of the other parts skipped the occlusion map.

#

I bet you told me this b4 - but I somehow forgot. Mind like a goldfish here...

#

Can you point me at an engine example that uses the LFO Volumetric shader? All the ones in Sorry are using additive.

chilly minnow
#

none yet!

#

volumetric shaders are pretty much beta as of now xD

#

they aren't even out yet

#

what you need help with?

narrow gate
#

Oh, I've got no plume at all in the unity prefab variant that should be showing me the plume. My poking around and guessing was not getting me anywhere so I thought I'd llok at an example to get on the board and then itterate from there

#

I slapped on a Flames mesh when I couldn't see anything using the cube I had before, but that didn't help

chilly minnow
#

can you show me the lower side of the material?

chilly minnow
narrow gate
chilly minnow
#

upper threshold and upper clip set to the max pls

#

are you not seeing anything?

narrow gate
#

Nada

#

Back to a cube with a 1x2x1 aspect

#

oriented the same as with the others

#

It's still pointing at the DS4G-1 plume material, that may be wrong.

#

It's basically a clone of the spark_x2_plume

#

Yay! Good paint in the game!

#

Look at that exit grid! That must be 30k polys right there...

chilly minnow
# narrow gate

2 things, do you have lightning enabled on the scene?
does the light on the scene have shadows?

narrow gate
#

I've tried lighting on and off, I'm not sure the answer on the shadows

#

This is probably my bad...
[Info : Unity Log] [System] Property [isVisible] already found in context! [Error :Lux's Flames and Ornaments] Ion was not created! Exception: System.NullReferenceException: Couldn't find texture with path lfo/resources/texturesspark_ds4g1. Make sure the textures have the right name! at LuxsFlamesAndOrnaments.Settings.ShaderConfig.ToMaterial () [0x00205] in C:\Users\costa\Desktop\LuxsFlamesAndOrnaments\LuxsFlamesAndOrnamentsProject\Settings\ShaderConfig.cs:61 at LuxsFlamesAndOrnaments.Settings.PlumeConfig.GetMaterial () [0x00001] in C:\Users\costa\Desktop\LuxsFlamesAndOrnaments\LuxsFlamesAndOrnamentsProject\Settings\PlumeConfig.cs:38 at LuxsFlamesAndOrnaments.Settings.LFOConfig.InstantiatePlume (System.String partName, UnityEngine.GameObject& prefab) [0x001d7] in C:\Users\costa\Desktop\LuxsFlamesAndOrnaments\LuxsFlamesAndOrnamentsProject\Settings\LFOConfig.cs:80

#

Different problem from the unity prefab plume preview, but something I need to fix nevertheless

chilly minnow
#

lightning should be on

chilly minnow
#

since on the Game i have all the textures separated and named correctly

#

on unity i dont have anything to go off AsukaDead

narrow gate
#

This has not (yet) revealed the plume for me to play with, but I suspect it was a step in the right direction

#

So: Cube Mesh with the right size and orientation, Mesh Rendered checked, with the new plume material selected. LFO Volume with Shader = LFO/Volumetric

#

Upper Threshold and Upper Clip maxed out

chilly minnow
#

i think i know

#

can you try to set the size of the cube to like 2x2x2?

#

just as test

narrow gate
#

Like this?

#

Makes the engine look so tiny...

chilly minnow
#

heh still nothing AsukaDead

#

the biggest problem rn is that

#

wait actually

#

a sec

#

im not sure how old that shader is

#

i've been working on it non stop xD

#

let me send you the latest technology

narrow gate
#

I figured as much.

narrow gate
#

Bleading edge!

#

When offered a choice of blue pill or red, take both!

chilly minnow
#

taking the purple pill i see, smart

chilly minnow
#

you can just Right Click>LFO> New Volumetric Plume

#

and it should work off the go

#

it creates a new GO with all of it setup

narrow gate
#

Should I just delete the whole old plume and create a brand new fresh 3d cube?

#

OIC what it was doing, I think I did it three times and so had three "Plume" objects. I deleted all of those and made yet another one that I dragged onto the thrustTransform > Plume object

#

So now I've got this

chilly minnow
#

can you show me the console?

#

what errors does it show?

narrow gate
#

It had a material of Default Material, so I assigned my new plume material and got to this

chilly minnow
#

fair

narrow gate
chilly minnow
#

can you send me a print of what you have under

#

LFO/Shaders/

narrow gate
#

This?

#

Or this?

chilly minnow
#

you're missing stuff for some reason

narrow gate
#

Naturally!

chilly minnow
#

i might have packed the unity package wrong

narrow gate
chilly minnow
#

thats nothing critical

#

try to add a new plume

#

via LFO>New Volumetric Plume

#

it should work from the go^2

narrow gate
chilly minnow
#

there we go

#

now

#

since that shader is still in dev

#

it only works well on big scales

#

could you try to make the scale of it like 5,5,5?

narrow gate
#

It is that

chilly minnow
#

design ur plume on that scale, i'll add rescaleability later

#

oh, move it outside the prefab

narrow gate
#

OK, I pulled it out of the Prefab and that put the scale to 1,1,1 so I set it to 5,5,5

chilly minnow
#

you probably see a pilar of clouds going down

narrow gate
#

With a bit of Y positioning I've got this

chilly minnow
#

looks kinda right

#

2 things

#

does it have a noise texture

#

?

#

set the density multiplier to 2, or maybe 3

narrow gate
#

Nope, no noise

#

Density mult set to 2

chilly minnow
#

thats the problem

#

add a 3d noise there

#

they are under LFO/Noises

narrow gate
#

Yep, got one now

#

Cranking down on the radius makes it much dimmer

chilly minnow
#

yup, thats the volumetric effect

#

if you think about it, the smaller the radius, the less "mass" it has to go through

#

i have to do some smart people math to counter act that, i still dont know how to do that smart people math tho AsukaDead

narrow gate
#

So just crank the density mult up to compensate?

chilly minnow
#

that works to a certain degree

#

if youre radius is too low you'll enter some other problems

#

that not even density mult fixes

#

also, Outer Falloff and its position is not working on that version

#

they basically make edges not so sharp

narrow gate
#

This is not horrible.

chilly minnow
#

play with the colors a bit

narrow gate
#

I feel like I might be getting somewhere

chilly minnow
#

its a 2 point interpolation

narrow gate
#

The color is a swatch from the other plume, but I can play with it for sure

chilly minnow
#

yeah, its not the same color scheme as you can see

#

that one has 3

#

and you can change their positions

#

i'll migrate that color scheme to the other one too once i mature it enough

narrow gate
chilly minnow
#

you can reduce the size radially (x and z)

#

(i think)

#

try to make it just a tad bigger than the max radius of the plume

narrow gate
#

Might be a tad too bright...

chilly minnow
#

also way too tall xD

narrow gate
#

That's a heck of an Ion plume... Don't stand behind it...

chilly minnow
#

you can also reduce the y scale

#

if an ion engine does that much plume.......

#

thats not ion

narrow gate
#

I think I may have found a viable VSIMR plume...

#

Still a bit too hot for this ion engine, but It's getting there!

#

Is there a way to get it brighter near the top? Without blowing out the middle/bottom?

chilly minnow
#

look at the Start Falloff and its position

#

try to set both to 0

#

Positions are 0-1, where 0 is closest to, and 1 is the furthest from

#

so 0 on Start Position is closest to start

#

and 0 on End Position is closes to start

#

they're not that intuitive but its easier to work with them like that

narrow gate
#

Still starts out dim

chilly minnow
#

well you gave me an idea to make that happen

#

basically, negative values of the star falloff will make it go brighter

#

but no, currently there isnt

#

you can always up the density multiplier

#

and mess with the end falloff

narrow gate
#

Yeah, it won't let me do that yet

narrow gate
chilly minnow
#

or increase the Lower Clip

#

as you can imagine, Lower Clip makes all values below x be x

#

but it can remove noise at certain levels

narrow gate
chilly minnow
#

put End at like 5

#

and you can scale it further more on the y

narrow gate
#

Look! No Noise!

chilly minnow
#

and also artifacts on the edges AsukaDead

#

graphical engineering is a pain

narrow gate
#

I think I'm getting an interesting effect! Is there a way to export the config so I can see it in game? I know there is... Where is that?

#

Oh, there it is! In the Plume child of thrustTransform!

#

Should I not put the plume there?

#

So I can export it?

chilly minnow
#

same way as before

#

BUT!

#

thats not yet on the assetbundle

#

since its quite literally the last think i worked on xD

#

if you're liking the material

#

i'd advise you to create an instance of that material

narrow gate
chilly minnow
#

bucz the current material ur working on is in cache, and not in the disk

narrow gate
#

I like it well enough that I'd like to see it in the game

chilly minnow
#

you cando that by creating a material preset

#

can you send me the genereated config file pls?

narrow gate
chilly minnow
#

thats something

narrow gate
#

I don't think it generated a config file, or at least if it did it either didn't use the name I'd expect or it put it somewhere I didn't expect

chilly minnow
#

then it didnt generate

#

hmm

#

what you can do is

#

create a new material

#

Copy Material Properties

#

and Paste the material properties on the new one

narrow gate
chilly minnow
narrow gate
chilly minnow
#

change the shader

#

to LFO/Volumetric (Additive)

narrow gate
#

Ok done!

chilly minnow
#

ur progress is saved

#

ok so

narrow gate
#

Simply because I pasted the properties into the new material, that makes sure it's saved, huh?

chilly minnow
#

how did you try to create the config?
fortunately i refactored LFO a couple months ago in a way that every shader works

#

so i already have an asset bundle for you to test the shader in game

chilly minnow
#

and youjust copied all the values of the shader onto another material's shader

narrow gate
#

OK, to make the config, what I did was a dragged the Plume up to be a child of thrustTransform > Plume

#

Then I renamed it to DS4G-1 Plume

#

Then I used the Save config button in Plume

chilly minnow
#

ok

#

do a test pls

narrow gate
chilly minnow
#

on the lfo master group

#

click Active?

#

does the plume disappear?

#

ha yeah

narrow gate
#

Nope

chilly minnow
#

thats the problem

#

you can also see

#

that under active

#

theres no children

#

just click collect children

#

and click save again

narrow gate
#

Well, now it does say there's 1 child

chilly minnow
#

if you're not sure if everything is set as a children you can just togle Active?

narrow gate
#

Toggling makes it disappear

chilly minnow
#

if everything disapears means that everything is a children, if anything is still showing means that it sint

#

yup!

#

now you can save it (probably)

narrow gate
#

I don't think soo...

chilly minnow
#

i need to make a log message saying that it saved sucessfully

#

why so?

narrow gate
chilly minnow
#

isnt it the 1st one?

narrow gate
#

Cause there's no config by the name DS4G-1

chilly minnow
#

the name of the file is the partName

narrow gate
#

Oh, do it get the part name!

#

Doh!

chilly minnow
#

xD

narrow gate
chilly minnow
#

put that on your plumes folder on SPARK

#

and put this on plugins/LFO/assets/bundles/

narrow gate
#

Damn, that bundle is getting bigger maybe

#

24.7 MB?

#

Was it always that big and I just didn't notice?

chilly minnow
#

3D noises are HEAVY

#

here's all 3 uncompressed

narrow gate
#

OK done. Launch game?

chilly minnow
#

well

#

just make a simple opacity curve for your plumes

#

iirc LFO discards plumes w/o Float Params

#

a linear 0-1 with throttle should work

narrow gate
chilly minnow
#

mark Use

narrow gate
#

OK, so save again, copy over, and then launch maybe?

chilly minnow
#

i need to make the Inspector more clear on how those things work (i'll make both fields greyed out if Use is not enabled ie)

#

then yeah, save, copy and launch

#

btw, im not sure about if it works in game as i havent tested yet

narrow gate
#

We'll see!

#

Nope, sadly

chilly minnow
#

logs pls

#

it should work

#

im probably missing something

narrow gate
chilly minnow
#

and i think i know what it is already

narrow gate
chilly minnow
#

ok so try this

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just repace the dll

#

i need to replace my keyboard

#

sometimes letters just dont get sent...

narrow gate
#

I've got a spiffy mechanical LED gamining keyboard you can have

#

The wife made me replace mine with a crappy LED membrane keyboard as the gamining one was too loud

chilly minnow
#

oh just buy a silent one!

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they still have the tactile feel

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i couldnt go back to a membrane ngl, they're way too mushy

narrow gate
#

Well, this one looks like a mechanical, and kinda sorta feels like one, but I think it's actually membrane. It is much quieter though

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But not as nice ans the aluminum framed mechanical one I had (still have, but don't use)

chilly minnow
#

razer or other brand?

#

razer's are a bit harder to change the switches

narrow gate
chilly minnow
#

but if its other brands, you can probably but a kit of cherry MXs and swap them, its like 60 bucks for 100x

#

OH!

#

huh

narrow gate
#

The one I have is a Hyper X

chilly minnow
#

then you can easly swap them!

chilly minnow
#

on your swinfo

#

change the dependency to Uppercase

#

so LFO instead of lfo

narrow gate
#

Yeah, that's weird... I updated to 1.0.0 earlier today and it was working.

#

I'll go check my swinfo

#

Yay! It's happy again. (fixed the swinfo per your spec.)

#

Loading game to test now

#

same same, no plume 😦

chilly minnow
#

:(

#

Try to make a new craft and lazy orbig it to space

narrow gate
#

Nope. No plume

#

Is this a problem?

#

[Info :com.github.schlosrat.spark/lfo/plumes/spark_ds4g1.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_ds4g1.json"
[Info :com.github.schlosrat.spark/lfo/plumes/spark_spt100.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_spt100.json"
[Info :com.github.schlosrat.spark/lfo/plumes/spark_x2.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x2.json"
[Info :com.github.schlosrat.spark/lfo/plumes/spark_x3.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x3.json"
[Info :com.github.schlosrat.spark/lfo/plumes/spark_x4.json] registering path "com.github.schlosrat.spark/lfo/plumes/spark_x4.json"
[Info :com.github.schlosrat.spark/lfo/plumes/archive/spark_ds4g1.json] registering path "com.github.schlosrat.spark/lfo/plumes/archive/spark_ds4g1.json"
[Info :com.github.schlosrat.spark/lfo/plumes/archive/spark_spt100.json] registering path "com.github.schlosrat.spark/lfo/plumes/archive/spark_spt100.json"
[Info :com.github.schlosrat.spark/lfo/plumes/archive/spark_x2.json] registering path "com.github.schlosrat.spark/lfo/plumes/archive/spark_x2.json"
[Info :com.github.schlosrat.spark/lfo/plumes/archive/spark_x3.json] registering path "com.github.schlosrat.spark/lfo/plumes/archive/spark_x3.json"
[Info :com.github.schlosrat.spark/lfo/plumes/archive/spark_x4.json] registering path "com.github.schlosrat.spark/lfo/plumes/archive/spark_x4.json"

#

I see I stuffed some old plume defs in an archive folder. It seems they're getting registered.

#

This sure looks like a problem...

#

[Error :Lux's Flames and Ornaments] Ion was not created! Exception:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0 at LuxsFlamesAndOrnaments.LFO.GetShader (System.String name) [0x00005] in <85a6c179a2e74efbbadb0902c63eeeee>:0 at LuxsFlamesAndOrnaments.Settings.ShaderConfig.ToMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0 at LuxsFlamesAndOrnaments.Settings.PlumeConfig.GetMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0 at LuxsFlamesAndOrnaments.Settings.LFOConfig.InstantiatePlume (System.String partName, UnityEngine.GameObject& prefab) [0x0023f] in <85a6c179a2e74efbbadb0902c63eeeee>:0 [Error :Lux's Flames and Ornaments] Ion was not created! Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0
at LuxsFlamesAndOrnaments.LFO.GetShader (System.String name) [0x00005] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.ShaderConfig.ToMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.PlumeConfig.GetMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.LFOConfig.InstantiatePlume (System.String partName, UnityEngine.GameObject& prefab) [0x0023f] in <85a6c179a2e74efbbadb0902c63eeeee>:0

#

I suspect the first instance was me loading the old save, and the second was when I launched the new craft

#

Though I see that there are actually three instances of that in the BIE log. The very first one is this:

#

[Info :Lux's OAB Extensions] SPARK applied LOABEConfigs to 5 parts
[Warning: TTR] No parts were declared before load.
[Info :ToolbarBackend] App bar creation event started: Flight
[Error :Lux's Flames and Ornaments] Ion was not created! Exception:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0
at LuxsFlamesAndOrnaments.LFO.GetShader (System.String name) [0x00005] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.ShaderConfig.ToMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.PlumeConfig.GetMaterial () [0x00001] in <85a6c179a2e74efbbadb0902c63eeeee>:0
at LuxsFlamesAndOrnaments.Settings.LFOConfig.InstantiatePlume (System.String partName, UnityEngine.GameObject& prefab) [0x0023f] in <85a6c179a2e74efbbadb0902c63eeeee>:0
[Info :ToolbarBackend] Added appbar button: BTN-K2D2Button
[Info :ToolbarBackend] Added appbar button: BTN-FlightPlanFlight
[Info :ToolbarBackend] Added appbar button: BTN-LazyOrbitButton
[Info :ToolbarBackend] Added appbar button: BTN-ManeuverNodeControllerFlight

chilly minnow
#

but thats for other plume, the ION plume

#

which is not the name of yours

#

testing in my game rn

narrow gate
#

Found it!

#

It was the stupid archive folder!

#

Check this out

#

Needs all sorts of tweaking, but it's in the game and that's a plume!

chilly minnow
#

oh cool