#"HIRE" - Heatshield Integrated Retractable Engine

1 messages · Page 2 of 1

umbral lion
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you can basically skip through the upper half its just the mesh creation in blender

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and i've gone through the lower half like more than 20 times today

frigid relic
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one tiny thing that's not related to this is that I see you disabled your gimbal object

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that's probably not wanted

umbral lion
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true

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thge reentry material is there and the texture is the heat map

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the three meshes are there and the hierarchy is correct

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the LOD Group is on the parent object and the three LOD meshes are set correctly

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the reentry mesh module is assigned to the lod_reentry object too

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i've applied all overrides and disabled the visibility of lod_reentry object

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and theres nothing more in the guide

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thats it

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maybe i need to rebuild my adressables bundle?

frigid relic
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jesus my dumb ass just spent like 10 minutes trying to debug why the mod is not loaded by SpaceWarp

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since I couldn't find it in the mod list

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it's called Sample Mod and not HIRE

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🤦‍♂️

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lmao

umbral lion
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huh?

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oh

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I thought the MOD ID is the display name

frigid relic
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nope, it's the unique identifier for the mod

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display name is below it

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alright so I see a spam of this when flying it

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so there's definitely something funky going on with the reentry stuff

umbral lion
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the Unity Explorer only shows me the collider

frigid relic
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guess what

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fixed

umbral lion
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HOW??!

frigid relic
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and it's not midnight yet

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lmao

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I think @marsh prawn may have forgotten those in the guide

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I just randomly tried assigning them and it worked

umbral lion
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AHHHH I ASKED Safarte and he said i dont have to do anything in there

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wait

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its in this channel

frigid relic
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yeah here #1202213563188650014 message

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lmao

umbral lion
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"Ahh i'm curious do i need to put the three LODs in the reentry mesh script module? like lod0 for element 0 and lod1 for element 1 ???"

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6:25 PM

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I even posted this image

frigid relic
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but it's possible it works without it and it was just not done in the exact correct order

umbral lion
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alright well if it's necessary then this info should definitely be added to the wiki

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🎉

frigid relic
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so technically he was right

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but yes, we should still definitely clarify that those need to have the values assigned, whether automatically or manually

umbral lion
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i swear unity wants to drive me crazy... there are some ghosts in this program

frigid relic
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you're definitely not the only one lmao

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I've enjoyed a fair share of Unity insanity

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especially in 2020.3 that was used before KSP2 0.1.5

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2022.3 at least feels a bit more stable and less random

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but most importantly, you made the deadline! lmao

umbral lion
frigid relic
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that's really weird

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did you remove the component, apply overrides, and then add it?

umbral lion
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can you tell me if theres something in the reentry group data on the bottom?

frigid relic
umbral lion
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always looks like this when added

frigid relic
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what the hell

umbral lion
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yeah thats the ghosts i am talking about

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weird stuff

frigid relic
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you do have the lod_reentry object enabled right?

umbral lion
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ahh shouldn't it be disabled?

frigid relic
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ahh there's the issue

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basically, it needs to be enabled when you add the component, so that the component sees it

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and can use its meshes

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and then it needs to be disabled

umbral lion
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how the hell should one know that it only autofills when the object is enabled

frigid relic
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like everything we do in KSP2 modding - trying and failing until we get it right 😆

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but yeah I will add a notice about that to the step in the wiki guide

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to make it totally clear

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is this better?

umbral lion
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i'm just glad it works now ... i barely have any space left on my display to add more notes

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much better

frigid relic
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we'd greatly appreciate any help on the wiki

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there's very few people who contribute to it

umbral lion
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well yeah ofc i'll do my part

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tomorrows task is getting some plume and sound effect. I still want to beta release this thing tomorrow

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the active cooling works

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i added some electric charge input being necessary ... since the cryo fuel must be pumped through the system to work

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when the engine is running it produces electricity again

frigid relic
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it does make sense

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though in its real life counterpart, I think they said that the pumps are actually powered by the converted heat from the reentry heating

umbral lion
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hmmm... so the cooling pipes are under pressure constantly?

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Oh i just noticed i need to add a fairing so the whole thing is covered when something is attached to the bottom node

frigid relic
# umbral lion hmmm... so the cooling pipes are under pressure constantly?

What if I told you, there’s a company you likely haven’t heard of who's developing a fully and rapidly reusable rocket… and this isn’t a power point rocket, they’re already building it, and have been testing it at a pace that’s frankly ridiculous.

And they’re using the aerospike effect in a genius way to make for a fully reusable upper stage. ...

▶ Play video
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same timestamp as before 😆

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they say that they do need to spool up the turbopumps first, but then they are kept powered by the reentry heat

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so it's a combination of both

umbral lion
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alright.. so no electric charge needed at least during reentry

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looks so cool

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i could even make the gap between the heatshield and the reentry shader mesh a bit bigger

frigid relic
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yeah, could be a tiny bit larger

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but it does look really cool

frigid relic
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for the individual nozzles

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and then slowly turned into more of a unified aerospike-ish shape with decreasing pressure

umbral lion
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WOAAAHHHH

frigid relic
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I can already tell it will be a pain in the ass to update them when you want to make changes though

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😆

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since I had to create a plume for a single nozzle, copy it, position it under the 2nd nozzle, copy those two, position them under another 2 nozzles, copy those 4 and position them again, etc

umbral lion
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the geometry is pretty much set in stone.. if anything changes its the texture

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well thats the small part with 24... the medium will have 36 engines

frigid relic
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haha now that will be fun

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though it wasn't that terrible

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took me like 10 minutes to get the copying and positioning right

umbral lion
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i need to learn how to do this

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would like to try to get a aerospike like cone as a secondary effect below the heatshield

frigid relic
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definitely!

umbral lion
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like this

frigid relic
umbral lion
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oh i just watched the video clip on repeat for the past minutes.. didnt read

frigid relic
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hahaha

umbral lion
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just found this:

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that will be the base shroud

frigid relic
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oh yeah

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@quasi pike might be able to tell you more, I think he has engine shrouds working?

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I think something like this could work for the vacuum plume

umbral lion
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that looks amazing

frigid relic
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not great, but I think it's a good start

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showing the plume at various throttle levels and pressure levels

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the pressure transition could be smoother than just fade in/fade out

quasi pike
quasi pike
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It's not terribly difficult, but it is picky. Let me find some examples for you.

umbral lion
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Woah the medium part will be huge compared to the small one

quasi pike
umbral lion
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nah i need to remodel the whole thing sinze medium parts use 36 faces

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the previous small model had 24

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but yeah the heatshield looks kinda off.. probably need to adjust this

quasi pike
umbral lion
quasi pike
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Here is the nearly same thing scaled up to size-sm

umbral lion
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i pulled the core part values from the terrier small engines base shroud

quasi pike
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And here it is for a size-md engine

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The thing to notice is that nearly all the information is the same regardless of the size

umbral lion
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did you add the fairing module to the prefab?

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or is this the model?

frigid relic
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all modules definitely need to go on the prefab

umbral lion
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i guess its the prefab since i can see the colider mesh

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yeah

quasi pike
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Like that

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I don't know that the order is important, but in my engines the fairing is the last thing in the list of components

frigid relic
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shouldn't matter

quasi pike
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Two of the fairing parameters that do change with engine size are Base Radius and Cross Section Height Max

umbral lion
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i see the fairing module has it's own bottom node

quasi pike
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The Fairing Thickness may or may not change - depends on what you need.

umbral lion
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well base radius most likeley relates to module size.. either 1.25 diameter for small and 2.5 for medium and so on

frigid relic
quasi pike
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I've just used diameter/2, so a medium part has a base radius of 1.25, and so forth

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The Cross Section Height Max is from the top of the decouper (at the floating node I believe) to the point on the engine where it should meet. IIRC, this part is picky and getting it wrong may mean the fairing is a no show.

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Since you're modeling the shape in Blender (I assume you are) then you should be able to tell precisely how much height you need.

umbral lion
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ahh i see... does the collider mesh obstruct the fairing? i mean does it need to be smaller in diameter than the fairing base?

quasi pike
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Also, at the bottom of those modules here's what they all have

quasi pike
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Which is a fat load of nothing

umbral lion
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thats the best load

quasi pike
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You can export stock engines with fairings as json files to look and see what they do for their fairings, but you won't necessarily be able to easily measure their meshes.

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That's how I worked it out - just looked at stock and fiddled with things until it worked on my engines.

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It was a pain at first, guessing and loading the game and seeing nothing there.

umbral lion
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preach it brother we've been fiddling the past three days

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quite a steep learning curve coming from ksp1 modding to ksp2

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well thank you very much for all the insight.. i will let you know if i get it to work tomorrow

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damn it's already 2:30 am here.. i will head for dreamland soon

quasi pike
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I gotta say I'm really looking forward to these engines!

frigid relic
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meanwhile, fiddling with LFO, I realized it's stupid in how it does many things

umbral lion
frigid relic
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and it makes my life harder when trying to do this specific plume

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so I might have to rewrite the core of it yet again

umbral lion
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any other fuel type better?

frigid relic
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😆

quasi pike
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Metallic hydrogen

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Defintely, or perhaps antimater

frigid relic
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when the Antimatter mod for plumes drops, let me know

umbral lion
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haha the real world thing uses liquid hydrogen

quasi pike
umbral lion
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i also heard about hydrogen paste

quasi pike
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No, seriously though, this will be a very cool engine. Presumably it does need a cryogenic fuel though.

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Woops, pun

umbral lion
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stable at room temperure and much higher hydrogen density

quasi pike
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It would be nice if LFO was even easier to use.

frigid relic
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alright, the plume should finally be set up to be tested in the game

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fingers crossed

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this was painful

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I need to add some sort of capability to LFO to only need to create a single plume type and then be able just have it automatically copied under all specified objects, or something like that

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instead of copy-pasting everything 24 times everytime I want to make a change

umbral lion
frigid relic
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I think that doesn't look too bad

umbral lion
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THAT IS BEAUTIFUL!!!!

frigid relic
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it looks better in vacuum than I expected

umbral lion
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i love it

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damn... need to get some sleep... so exciting feels like the day before christmas when everything comes together

frigid relic
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haha

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I should too

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but I still have uneaten dinner in front of me

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and I'm in the same time zone

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at least it's Sunday tomorrow (well, today)

umbral lion
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i only ate breakfast today... had no time for food

frigid relic
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🙈

umbral lion
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awesome! i'm so "stoked" about this haha

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because you know stoke space

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alright.. i'm off. Good night everyone see you all in a few hours

frigid relic
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now all it's missing is a few more textures (metallic, normal and emissive, in this case)

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and I think it will be basically finished

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oh and audio

umbral lion
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yeah i'm on it already... hopefully i can get it finished tomorrow

frigid relic
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well, then, good night, and don't be up at like 6am

indigo relic
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why sleeping when you can mod

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😄

umbral lion
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09:00 or more like 10

umbral lion
frigid relic
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god bless food delivery kebab at 3am

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what would I do without it

indigo relic
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kebab delivery is one of the most beautiful thing humanity invented

quasi pike
marsh prawn
marsh prawn
umbral lion
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I just had the biggest brunch ever! And now it's time to get to work. I'll start by adding the base shroud

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Oh and i have an idea how to make the medium part visually distinct and unique without changing too much of the overall goemetry.. well a little bit of geometry change... because its bigger and more powerful

frigid relic
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ah, if you haven't already started the shroud, then I'd like to merge the plumes into your project first

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it will make it easier to do it now

umbral lion
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yeah sure

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can you do that from your end or do i have to do something?

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i plan to add the retract animation post release in an update but i have a cool idea for the mechanic already designed on my tablet

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it wont change the position of the engines in the extended position so don't worry about your beautiful plume

frigid relic
umbral lion
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merge complete

frigid relic
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Alright, so now, you'll need to open GitHub Desktop and use the fetch/pull button at the top

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to download the changes from the online repository to your local one

umbral lion
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ahhh i made some changes yesterday without fetching does this now undo the merge?

frigid relic
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you only need to fetch if there are any changes in the online repo

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but I think you mean without pushing?

umbral lion
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stash and continue?

frigid relic
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well, depending on what changed in the prefab, if you don't mind overwriting the changes to get the version that's currently online, you can discard/stash the changes

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and accept the ones from the remote (online)

umbral lion
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i just changed some values for the engine.. reduced thrust etc

frigid relic
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hopefully that won't be too much work to redo, then

umbral lion
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yeah i think it worked

umbral lion
frigid relic
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usually, when working with code, if there are merge conflicts like this, they can be just resolved by choosing which changes to accept from which version

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but with these Unity objects it's not that simple

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so one has to be extra careful to make sure everything is pushed and fetched+pulled

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well then, now when you open the project, and open the SampleScene, you should see the engine with plumes

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hopefully my changes didn't mess with your ThunderKit settings or something

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you might have to update the game exe and mod folder paths at the bottom of KSP2 Unity Tools window

umbral lion
frigid relic
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unless we have the same paths

frigid relic
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so, an important thing to note is that the object that's in the scene is not your actual prefab

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it's a prefab variant

umbral lion
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do i need to add the LOF as dependency?

frigid relic
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ah yes

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but it should have been installed automatically

umbral lion
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😉 my brain works today

frigid relic
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if you open Packages below Assets, you should see LFO Editor there

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otherwise the plumes wouldn't be visible

umbral lion
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yep LFO Editor Tools is present

frigid relic
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great

umbral lion
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is that the mod id? LFO Editor Tools?

frigid relic
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that's just the name of the Unity package

umbral lion
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ahh ok

frigid relic
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it's separate from the actual mod that's used in the game

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and it mostly contains the editor tools

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the ID is "lfo" I think (of the mod)

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and current version is 1.0.0

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if you want to add it to dependencies

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well, you should

umbral lion
frigid relic
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looks good

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you probably also want a dependency on com.github.x606.spacewarp

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since it's needed to load the mod in the first place

umbral lion
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but the id is "Space Warp" or is it "com.github.x606.spacewarp"?

frigid relic
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it's the long one

umbral lion
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alright

frigid relic
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we used to have IDs like that but then we switched to the simpler syntax later on

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but it's not a good idea to change the ID once it exists

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so SpaceWarp is stuck with that

umbral lion
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yeah might confuse the patcher

frigid relic
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and also, all mods that had a dependency on that ID would suddenly complain that the dependency doesn't exist

umbral lion
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xD sounds like a real clusterfuck

frigid relic
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for SpaceWarp, you can probably just use 1.9.0

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there's no real need to keep compatibility with older versions, everyone should be updating it

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at least for now while we're in early access

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and for the maximum for both dependencies you can use *

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which just means any version (greater than or equal to the minimum)

umbral lion
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the module list gets bigger and bigger

frigid relic
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haha yeah

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the Throttle VFX manager is needed for plumes to work

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but there's no settings in it that we need to change

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oh a sec

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I see you're adding new modules

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that's what I wanted to mention next

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what you currently have open is not actually your prefab

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and it won't make it into addressables

umbral lion
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ahh ok

frigid relic
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it's a Prefab Variant of your actual prefab

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what that means is that it automatically inherits everything that's in your prefab, plus you can add extra stuff

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that stuff being the plume configs in this case

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since plumes shouldn't actually get saved to the prefab itself

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instead, we add their components to the prefab variant, and then use the "Save plume" button to generate a JSON file, which then gets added to addressables

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and then LFO uses that JSON to create all those components directly in the game, instead of reading them from the prefab

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it's mostly so that the plumes can be edited (or patched with Patch Manager) without needing to have access to the original Unity project

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so you can either just remove the HIRE125_Plume.prefab object from the scene and drag and drop your original HIRE125.prefab in there, or you can make a new scene where you'll add your original prefab

frigid relic
umbral lion
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ok i'll make another scene then

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so the plume prefab i should only use if changes to the plume are necessary and all the other stuff do on the original prefab?

frigid relic
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exactly

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and the plume prefab will automatically contain all changes made to the original

umbral lion
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ok but for builds i use the plume prefab then or the original? or do i use the one i made changes to?

frigid relic
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if you made any plume changes, you'll go to the Plume object in the plume prefab and click Save plumes there (plus Apply overrides on the plume prefab)

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for everything else, Apply overrides and Save JSON from the original

umbral lion
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alright i wont touch the plumes haha.. but i will keep it in a seperate scene

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but just to make sure... i save now the scene with the plume with a different name to make a copy and then open that one to change the prefab to the original one?

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or do i save the current one as the plume scene

frigid relic
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you can also just right click the Scenes folder and create an empty scene

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and then rename the current scene as PlumeScene or something

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no wrong answers here

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(mostly)

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😆

umbral lion
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ok i have the new scene and now i just copy all the objects there?

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sorry for all those dumb questions but the unity editor still feels slippery

frigid relic
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just drag the prefab from the Assets into the scene hierarchy

umbral lion
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my original prefab

frigid relic
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yup

umbral lion
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ok.. haha ok i think it makes sense to me now

frigid relic
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the scenes don't actually mean anything when it comes to mods, they're only used to display things on your screen within the editor

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so you can make however many you want and put whatever you want in them

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and it won't change anything

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the important thing is the prefab itself

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and the scene is just the most convenient place where you can edit it

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you can also theoretically put all your prefabs into a single scene

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but it makes things like positioning more difficult

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I think the way LuxStice was making SORRY was just having all the prefabs in a single scene

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and working on them simultaneously

umbral lion
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yeah no thanks it's already a headache to keep all the causalities in mind

frigid relic
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but personally I think it can get confusing fast

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yeah

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😆

umbral lion
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woah now i have a strange problem... i wanted to test the engine fairing but when i launch the program with my mod it starts without loading screen and no buttons in the main menu and no sounds ^^ just the animated background

frigid relic
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sounds like something went wrong before/during the initial loading

umbral lion
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ahhh you said i can go back to a previous state with git right?

frigid relic
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what's in the logs?

frigid relic
umbral lion
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ahhh.. i forgot the * in the maximum version for the dependencies

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all good now

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just need to dial in the node location but the fairing seems like it should fit perfectly

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and it only appears when somethings added to the bottom node

frigid relic
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alright, that seems like a good start!

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honestly, I think you might not even need the full length fairing

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just this would be enough I think

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since the top part already is the same width

umbral lion
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you're right.. didn't think of that... it just needs to hide the heatshield part and should sit flush on the thruster ring

quasi pike
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This is a great result! Now you can see where your settings are placing the fairing. By tweeking them you should be able to get it where it needs to be. I believe that if you adjust them in a way that it would clip with the part the game may not show the fairing at all - at least that's what I recall happening back in 0.1.5.

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Ideally, the fairing goes from the top of the node to the bottom of your part where you want it to meet the part. Are there more than one nodes below the engine? Is it intential that there be so much space between the engine and the next stage down?

umbral lion
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almost there just need to decrease the fairing length

umbral lion
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voilà perfect

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@quasi pike i changed the local up axis from -1 to 1 ... struggled with thinking upside down

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looks very nice and flush

frigid relic
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Sweet!

quasi pike
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You, sir, have a truly beautiful and quite distinctive contraption here! This is going to be lots of run, and a great addition to the game!

umbral lion
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😊

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It's still missing sound effects... are there any libraries for that?

frigid relic
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You will need to install Wwise

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A separate program (that also integrates with Unity)

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I've never worked with it myself though

umbral lion
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Sounds like a new mission for me

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@quasi pike do your fairings also show up when you attach the engines to a tank? Or did i mess up some of the config

frigid relic
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What happens if you separate the engine and put something on the bottom node?

quasi pike
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The fairing is a part of the engine, so when you attach your engine to something and then attach another part to the bottom node, you should get a fairing

frigid relic
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Well that's weird

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I thought the nodes might just be switched up or something

umbral lion
quasi pike
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Can you post what you've got for the nodes on the engine itself?

umbral lion
quasi pike
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You should not need to employ that kludge, but this is what it should look like when there's just a part attached on the top node

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Let's see what you've got for your node info in the part itself, and then look again at the fairing config

umbral lion
quasi pike
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Yep, that. Now to find my magnifying glass...

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OK, those look fine. Let's see what you've got in your fairing config!

umbral lion
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thats my fairing data

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i only changed the local up axis to being up and checked the Aerodynamically Shield Components to true

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and used my own values for cross section height ofc

quasi pike
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What happens if you revert the local up axis to -1?

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What effect does that give?

umbral lion
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hold on

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same behaviourwhen something is attached to the top node but it it clips into my booster

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and leaves a gap to the top

quasi pike
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The position and clipping can be solved, but that doesn't address the odd behavior of it being there when it shouldn't

umbral lion
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maybe the default construction checkbox? or the default fairing enabled toggle checkbox?

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i'm testing those checkboxes

quasi pike
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I don't think those will be it as I've got the same settings on my engines.

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Would you mind moving the floating node position to be -0.275 in Y? I'm curious if that moves the fairing up with it's local up axis set to -1 in Y

umbral lion
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and it clips the same way into the booster as before

quasi pike
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Well nuts... So much for that theory

umbral lion
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how did you offset the fairing position when the local up axis is set downwards?

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thats what i meant before when i said the reason i changed it to upwards is i don't have to think upside down

quasi pike
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I didn't need to do that for some reason. My info just looks like this

umbral lion
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alright since the only difference between yours and mine is the aerodinamic shielding i'm gonna switch that off and see what happens

quasi pike
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When you make your part in blender is the engine facing up or down? Mine face up so the nozzle is at the top and would catch rain water, then I flip them in this transform

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one this part of the prefab

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Perhaps that's why you need your local up to be what it is and why mine is reversed from yours.

umbral lion
quasi pike
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Ahh, that's probably why you need your local up set as it is. Best to leave it the way you had it then - I don't think that's the problem

umbral lion
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well aerodynamic shielding wasn't causing it

quasi pike
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I didn't think it would - but it was worth a try.

umbral lion
#

ahhh since your's is upside down maybe i need to change the floating node tag to top?

quasi pike
#

Hmmm... that could be it!

umbral lion
#

or the fairing node to bottom?

#

^^ just spitballing here i'm running out of ideas

quasi pike
#

But hold on...

#

Yep, check this...

#

My top node has a position of (0, 0, 0), and my bottom node has position (0, -2.2, 0). Yours are the other way I think with your top at (0,0,0)

#

So... it may very well be that in the fairing config you need to change from using the bottom node to using the top.

umbral lion
#

haha guess what it doesn't change anything at all haha

quasi pike
#

If WHEN we get this sorted, we need to document this for the next engine build tutorial

#

did you change only the Fairing Node or only the Floating Attach Node Tag?

umbral lion
#

both

quasi pike
#

OK, so flipping both results in the same effect then. So, try flipping only one and then only the other

#

There are only 4 possible states, and it's stupid that we need to guess to figure this out, but we can figure this out!

umbral lion
#

YES!!!

#

both set to bottom works

#

the node attach id is bottom and the floating node is bottom too

#

now it behaves as usual

quasi pike
#

OK! Now we're cooking!

#

We need to document this - seriously!

umbral lion
#

is there a "how to set up engine fairings" wiki page?

quasi pike
#

For now, I'll put this into my parts pack production procedure to try to capture the info about if you build your engine this way, then build your fairing this way and vice versa.

quasi pike
#

@frigid relic, where do you suggest we document this?

umbral lion
#

I think we should start a seperate wiki guide for this topic

#

hmmm i just realised i can not get rid of any modules in the VAB.. dropping them on the bin or inside the part manager doesn't work

#

just places the part inside the VAB behind the part manager menu

#

^^ haha it just never ends

quasi pike
#

Does selecting them and pressing the delete key work?

umbral lion
#

you mean backspace?

quasi pike
#

Also, you can try turning your camera view and then dropping in the bin

quasi pike
umbral lion
#

but not the usual drag and drop part deletion

quasi pike
#

I've found that if there's another part that the bin is over, then dropping parts in the bin doesn't work, but if you change your camera view then it can work

umbral lion
#

nope just tried that with a blank VAB.. just selected one starting part and can't drop delete it

frigid relic
#

Or rather, should be

quasi pike
umbral lion
#

i think he meant if theres an existing page that suits this topic.. but i guess setting up a seperate "how to create engine fairings" guide would be best

quasi pike
#

I'm thinking it would be a little bit of work, but it could be organized better there and be more easily maintained as well

#

It's a bit complicated as there are interrelated aspects. Like if you built your engine facing up (as it clearly should be) or down... 😜

umbral lion
quasi pike
#

The parts pack production procedure (a word doc) starts you from zero and takes you to a mod with multiple parts in it - with some added details for if they are engines

umbral lion
quasi pike
#

I don't believe you can add existing engine sounds.

umbral lion
#

isnt there a unity editor sound module that i can add to my prefab?

quasi pike
#

I've never bothered with engine sounds as my only engines are super quiet stealth-mode electric engines

umbral lion
#

😩

umbral lion
quasi pike
#

There is no sound in space....

#

😉

umbral lion
#

well

quasi pike
#

Plus, I'm chronically lazy

umbral lion
#

this i can relate to

quasi pike
#

But you are right, there should be a humming sound or maybe a hissing sound. The stock Dawn ion engine has a tiny amount of sound.

umbral lion
#

but you know people who describe themself as lazy usually aren't really lazy at all

quasi pike
#

This is an area where we need further modding work!

#

Indolence is the mother of invention?

umbral lion
quasi pike
#

No... wait, that's not how that goes...

#

Innocence?

#

Nope, that doesn't work either

umbral lion
#

i think you talk about adolescence

#

xD

quasi pike
#

haha

#

We do need some work on custom sounds for KSP2 mods, though

#

Engines, obviously - but also actuated stuff like deployable solar panels and such

#

Hmmm... Do the KESA solar panels have deploy sounds? Maybe @void ridge has some of this solved and some useful examples?

frigid relic
#

Kesa engines all have sounds

quasi pike
#

Well damn! Look at that!

#

Quick! Someone summon Jim and let's see what he knows...

umbral lion
#

what's up with every program i want to download i need to create an account

keen stream
#

your reactors need a geiger counter sound schlosrat :p

umbral lion
#

drives me crazy every software provider does that now

quasi pike
#

What's this count down display for? It's getting close to zero...

keen stream
#

why did my craft explode?

quasi pike
#

Yeah, and where are the parts, anyway? Shouldn't there be debris?

keen stream
#

why is the KSC a crater?

quasi pike
#

All I see is this rather hot expanding ball of plasma...

#

Well, there have been calls for weapons... I'm not inclined to answer those calls, but yeah

umbral lion
#

they don't even include astronauts in their joblist

#

pathetic

quasi pike
#

They fall into Other...

umbral lion
#

ok so only thing that stand between now and first release iteration is getting some rocket engine sounds on my part. Not sure if i can make it before monday

quasi pike
#

There have been engines released without sounds, but certainly with would be preferable.

#

I wish I could help you with that part, but I'm totally ignorant. What I will promise to do is to try to put some stuff in the wiki while it's still fairly fresh in my mind.

umbral lion
#

Release without sounds is not a valid option for me.

#

but for those who like to try the current build feel free

quasi pike
umbral lion
#

It's GPLv3 licensed so feel free to use it as you wish as long as you don't try to profit from it

#

oh and maybe let me know if it is my mod that causes not being able to drop delete parts in the VAB

frigid relic
#

I don't think it would be, the bug seems to happen quite randomly

umbral lion
frigid relic
#

ahhh yeah I completely forgot about this issue

#

another thing to update in LFO

umbral lion
#

oh and the aerospike plume is invisible when you face it from the bottom

frigid relic
#

yeah that's just how all LFO plumes work

umbral lion
#

but yeah those are minor inconveniences

frigid relic
#

I wish I knew how to easily fix that but it's literally how the system is designed

umbral lion
frigid relic
#

the shader renders the plume on the surface of a cylinder (which has no bottom surface)

#

I think that if you tried it with a cyliner with a bottom surface, it'd look really bad

#

though a better custom shape could probably be modeled to use as the plume mesh

#

for your specific use case

umbral lion
#

ahh ok yeah that makes sense

#

damn i need to stretch my legs a bit... will watch a Wwise tutorial on my tablet

void ridge
#

wwise

quasi pike
#

Excellent! And you've got sound on your engines too?

void ridge
#

yep

#

and rcs

frigid relic
#

if you don't mind, could you give a quick overview of what to do to add sounds to engines?

quasi pike
#

Is there any sort of tutorial or guide for modders on what they need to do?

#

Wiki!

void ridge
#

KSP Part Engine Audio (script)

#

i need few days to finish my code and after, i can write a full wiki for sound
wwise + parts

frigid relic
#

thank you!

void ridge
#

thanks to you, i've just discover that the fresh install with UI template and my parts import have lost all sound references in engine 😦

frigid relic
#

oh no, I'm sorry about that, it didn't even cross my mind that the references to Wwise would break

void ridge
#

No problem, that's my fault
I've duplicated wwise project to keep first unity project. That broke references

#

Audio in part deploiement are in animations, not directly in parts for solar panels

#

For info

#

that's wwise sound events (first timeline) and on the right, this is the last sound event details

#

time to diner with family, see you

frigid relic
#

awesome, thanks for the help

quasi pike
#

@wraith wraith , if you're still having issues with your fairings then this #1202213563188650014 message may be a clue. We discovered today that the settings I've shared previously are particular to the engine being made in Blender with the nozzel bell facing upwards. If you happen to make yours with the bell facing down, then you'll want to be sure that the Fairing Node is set to bottom.

#

Speaking of which, I would not mind a review of what I've got there!

indigo relic
#

What a wonderful update, you guys are really the best in helping us!

frigid relic
#

one tiny thing

#

your "main" mod folder is actually Assets/plugin_template

#

that's where stuff like localization goes

#

KSP2UT copies the contents of that folder into the built mod

quasi pike
frigid relic
#

KSP2UT just uses the same naming scheme

#

since most people are used to it

quasi pike
#

Ahh yes, I see I've already update SPARK accordingly.

#

Though I don't see localization there. If I put that there then KSP2UT would pick it up, right?

frigid relic
#

yes

#

basically, this folder (without the .meta files) will become your mod folder (+ the built addressables will be added when copying it)

quasi pike
#

So, in the guide something like this?

#

Where I assume the Assets\plugin_data folder was probably created (empty) by KLSP2UT - or at least without a localizations sub-folder

frigid relic
#

that sounds good

#

ah actually

#

plugin_template

#

not data

quasi pike
#

Fixed!

#

We should probably not be hijacking this thread. I was here mainly to call Isa's attention to the discovery about fairing configuration that was made earlier in this thread (apologies to @umbral lion!)

indigo relic
#

As I said, this project shoud be pinned cause (other than being awesome), it become a nice reference 😄 I should admit I lurked and tried to learn too..

wraith wraith
#

but then its fixed if i launch and revert to vab

#

so many issues bruh

quasi pike
#

bummer!

umbral lion
#

Oh no... wwise integration into my unity project is done but now all the ksp scripts don't load... package manager still shows the KSP2_x64 as being installed but when i try to add a now component it doesn't find any KSP scripts

umbral lion
umbral lion
warm viper
#

this is an amazing idea! i can’t wait to see it in completion great work

umbral lion
void ridge
umbral lion
frigid relic
#

Have you tried running Reimport on the KSP2_x64 package?

umbral lion
#

I have no idea how to solve this.. only thing i can do is delete the whole project folder and pull from my git repository

frigid relic
#

Go to Packages -> KSP2_x64, right click and select Reimport

#

In the asset window

umbral lion
#

ahh not in the package manager?

#

in the assets drop down menu? the reimport all?

#

ahhhhh

frigid relic
#

Reimport should be enough

umbral lion
#

wait a sec it says hold on

#

i'm holding on now

frigid relic
#

Reimport all will reimport all packages 😆

umbral lion
#

still looks like this

#

ok i reimported all and still all the scripts can't be loaded

#

nah i think i'm just gonna model the medium part in blender and wait for the wiki guide on how to integrate wwise into unity

frigid relic
#

Another thing you can try to do is to create an empty C# script in the assets folder

#

From the right click menu

#

That's basically how we were solving this issue before ThunderKit was fixed

#

It should cause a domain reload

#

Also, definitely check the console

#

Because there may be something else causing the issue

umbral lion
#

YEEEESSSSS! my god thank youuu

frigid relic
#

But this is concerning that it's appeared again

#

I haven't seen it since TK was updated

umbral lion
#

everything as it was just because ot that new empty c# script

#

Great well then i stop working on the medium part and get the small one finished

void ridge
umbral lion
#

What do you guys think about instead of having 36 engines you only get 32 and in the four remaining pods you get integrated landing gear too?

#

so retractable engine pods and gear in a heatshield?

#

i could add some cool landing lights on the bottom of the gear pods

#

btw the gaps you see between the engine pods will get some extra shielding like this

#

@void ridge btw did you make two different engine sounds depending on atmosphere and vacuum or does ksp muffle those sounds themself?

umbral lion
void ridge
#

Damned !!!!!

#

NullReferenceException: Object reference not set to an instance of an object
LFO.Shared.ShaderEditor.FloatParam.ApplyToMaterial (System.Single curThrottle, System.Single curAtmo, UnityEngine.Material material) (at ./Library/PackageCache/lfo.editor@d424e4c284/Shared/ShaderEditor/FloatParam.cs:40)
LFO.Shared.Components.LFOThrottleData.UpdateVisuals (System.Single curThrottle, System.Single curAtmo, System.Single curAngleVel, UnityEngine.Vector3 curAccelerationDir) (at ./Library/PackageCache/lfo.editor@d424e4c284/Shared/Components/LFOThrottleData.cs:81)
LFO.Shared.Components.LFOThrottleDataMasterGroup+<>c__DisplayClass21_0.<UpdateVisuals>b__0 (LFO.Shared.Components.LFOThrottleData a) (at ./Library/PackageCache/lfo.editor@d424e4c284/Shared/Components/LFOThrottleDataMasterGroup.cs:62)
System.Collections.Generic.List1[T].ForEach (System.Action1[T] action) (at <eef08f56e2e042f1b3027eca477293d9>:0)
LFO.Shared.Components.LFOThrottleDataMasterGroup.UpdateVisuals (System.Single curThrottle, System.Single curAtmo, System.Single curAngleVel, UnityEngine.Vector3 curAccelerationDir) (at ./Library/PackageCache/lfo.editor@d424e4c284/Shared/Components/LFOThrottleDataMasterGroup.cs:62)
LFO.Shared.Components.LFOThrottleDataMasterGroup.Update () (at ./Library/PackageCache/lfo.editor@d424e4c284/Shared/Components/LFOThrottleDataMasterGroup.cs:82)

#

building addressables failed. LFO editor reinstall not solving this error

umbral lion
#

😮

void ridge
#

same for me ... problems 🙂

umbral lion
#

summon the munix i can't help with LFO editor

void ridge
#

yep

umbral lion
# void ridge yep

Ahh another question regarding animations.. did you animate your solar panels in blender? And if so how did you tie them to your prefab in the unity editor??

void ridge
#

both, it depends

#

what is hpw ? my english is not so good 🙂

umbral lion
#

haha it was a how

umbral lion
void ridge
#

both, it depends of complexity

#

for simple animation, i use unity

#

for complex, blender

#

blender, you can use armature which permits complex animation, with inverse kinematics

#

if you just need rotating pieces (for example), unity can do it

umbral lion
void ridge
#

i bake animation and export it on fbx
on unity, mesh property -> tab for animation and tab for armature

#

you check armature on export fbx property ?

umbral lion
#

ahhhhh ok

#

well let me check it again maybe i missed that

#

armature has the chebox add leaf bones

void ridge
#

you can set simplify to 0 to keep exactly animation you mase on blender

umbral lion
#

ok i left out setting the scaling to FBX Units Scale and Armature FBX Type Root... maybe it works now i'll test it

#

Still.. left image is from Blender and right image is how the model looks in unity ^^

#

thank you anyway.. i think i need to watch some more tutorials

void ridge
#

model don't have to change 😉

umbral lion
void ridge
#

on the screenshot i sent, there are parameters for scale. Don't change 😉

#

fbx units scale

#

1

umbral lion
#

yeah

void ridge
#

normaly, you need to apply rotation, scale of your pieces before exporting, for better results

#

object -> apply rotation (and/or) scale on blender

umbral lion
#

god damn

#

ok almost finished with repairs

void ridge
#

sorry, you need to do that before linking parents and anims

umbral lion
#

all good .. i applied all rotations and scales .. it didn't break animation... just need to align them

void ridge
#

ok

umbral lion
#

looks good

#

will try it once more

#

better but still missing the engine pods

void ridge
#

a long way 🙂

umbral lion
#

The strange thing is it's all there in the mesh data

#

but it doesn't show up

void ridge
#

they are on hierarchy, on the left side of the screen ?

void ridge
#

check Mesh Renderer ?

umbral lion
#

😆

#

i'm stupid

#

yes thats it

#

@void ridge Thank you so much!

void ridge
#

nice !

umbral lion
void ridge
#

select your mesh in windows project

#

on inspector, there is a tab Animation

#

Anim Compression -> Off (Unity don't recalculate animation for optimization)

#

then, on windows project, open your mesh

umbral lion
#

can you show me a screenshot?

void ridge
#

on the project windows, on the left, you can see Scene on my open mesh ?

#

select it and CTRL+D

#

it will copy the animation and you can use it as an object

umbral lion
#

Ahh ok my armature and the animation isn't in the hierarchy hold on i think in know how to fix this

indigo relic
#

Out of curiosity: how does one “trigger” the animation for a KSP part? does it requires a custom module and some standard Unity methods? (sorry if asking here @umbral lion !)

void ridge
#

you add a module animator on your partwhere you set your animator controller object. on animator controller, you build schema with animations and transitions

#

this is your question ?

indigo relic
#

Yes it was exactly this, thanks @void ridge !

umbral lion
frigid relic
#

when you look for example at the JSON data of stock solar panels, you can see that the PartComponentModule_SolarPanel has a Data_Deployable entry

#

and inside it there's configuration for the animation

#

it belongs in there because Module_SolarPanel extends the Module_Deployable class

#

as for engine animations, like the stock deep-space methalox engines, I could only find "DeployedModeAnimationStateShortName": "OPENED" in the JSON file in the Module_Engine's data

#

and "RunAnimationOnActivateDeactivate": true

umbral lion
#

I finally found the animation tab i was searching yesterday for far too long

#

and all four animations are there. but first of all i need to refill my coffee mug brb

umbral lion
#

@frigid relic i modeled a landing gear yesterday only to find out it doesn't extend far enough to actually reach the ground xD

frigid relic
#

oh no 😆

umbral lion
#

i vastly underestimated the increased dimensions between small and medium parts

void ridge
void ridge
umbral lion
#

With this the module has enough ground clearence when landed while keeping a small form factor when the landing gear is retracted

frigid relic
#

Nice!

umbral lion
#

I am currently searching for rocket engine sounds that i can use for my mod... downloaded 8gb of sample packages in wwise but not a single rocket sound.. the closest thing was firecrackers. If anyone knows a sound library that is free to use for rocket sounds please share.. I don't make money out of this so i can only offer mentioning in the readme and mod description. If i don't get any sounds within the next three days i will release the first part without sounds.

indigo relic
#

What about NASA sounds? https://www.nasa.gov/audio-and-ringtones/ I think they are released in the public domain, and I don't think this falls into commercial use neither https://www.nasa.gov/nasa-brand-center/images-and-media/

NASA

There’s a new, immersive way to explore NASA's data of our Universe. NASA has taken observational data from telescopes like NASA's Chandra

NASA

NASA content - images, audio, video, and media files are generally are not subject to copyright in the United States for non-commercial use.

karmic sand
# umbral lion It's GPLv3 licensed so feel free to use it as you wish as long as you don't try ...

I just noticed this and I much appreciate you releasing under the GPL, but keep in mind that the GPL does absolutely allow commercial (or any other) use of the licensed code, as long as the the source code is made available when distributing products based on said code to other people.
See for instance https://www.mend.io/blog/top-10-gpl-license-questions-answered/#4_Can_I_sell_GPL-licensed_software
And sorry if you were already aware and I just misinterpreted your statement.

keen stream
#

Id suggest something like CC-BY-SA-NC if you want something non commercial

#

Especially since yours is all art assets and no source code

#

And that keeps the same kind of viral licensing that gpl does

void ridge
#

I found engine sounds on free databank on internet

#

For my parts

indigo relic
#

?

umbral lion
#

Woah so many replies sorry i was completely drawn into getting the mesh for the landing gear ready

#

here is a sneak peek of the current state.. i separated the bottom of the gear housing and made a foot pad with an ankle that is fully modeled but not animated at the moment... i'm just happy how flush it closes up.

#

tomorrow i should be able to put everything together and get the medium part into unity for testing before mesh polishing and texturing

umbral lion
umbral lion
umbral lion
frigid relic
#

it's one of the many types of Creative Commons licenses

umbral lion
frigid relic
umbral lion
#

Also two images of the medium part... the engines can fully retract and the red dots mark where the landing gear will be.. the second image is still an early prototype of a part designed to hide the gaps andmoves with the engines.

#

Want more thrusters? xD

frigid relic
#

it's looking great!

umbral lion
#

Can't wait to see other people have it ingame and make awesome rockets and landers with it

keen stream
umbral lion
#

yep GPLv3 is what i have chosen for my git repository

frigid relic
#

what Cheese is saying that GPL does allow anyone to take it and sell it

#

while the CC-BY-NC-SA license doesn't

umbral lion
#

huh? i wasn't aware of that

frigid relic
#

(also, from a technical standpoint, licenses like GPL, MIT, MPL, Apache, etc. are mostly concerned with source code, while CC licenses are geared towards art and other assets)

frigid relic
#

I think even providing the source code can be for money

umbral lion
#

ahhh ok.. hmm i see.. good to know

frigid relic
#

of course, this is just my layman understanding of the license, but it's what I gathered from reading about it

#

this is not legal advice

umbral lion
#

😆

#

well then i probably should change my git repository publish license

#

That might not even be possible.. from what i read i will need to delete the repository and make a new one.. changing the license is problematic since whoever downloaded it will not be aware that the license has changed

frigid relic
#

basically, the way it works should be that the version that is currently in your repository (and all the previous ones when the license was GPL) will be under that license, and any new versions you put out would be under the new license

#

but if you want to remove the GPL-based versions, then yeah, the easiest way would be to remove and recreate the repository

umbral lion
#

Just had an awesome idea how to finish the gaps... that blades covering the gaps even though looks like it would collide with the mesh when retracting doesnt ^^ different pivot points make it possible... i'm super happy with the result. No geometry clipping.. everything works flawlessly

#

retracted state looks super smooth and aerodynamic and on the other side while extended those thrusters are kinda like an airbrake in itself haha xD

umbral lion
void ridge
umbral lion
#

Alright i got a soundfile from my wwise soundbank in unity editor and added the event to the "KSP Part Engine Audio" component of my prefab.. hope this works

#

The soundbank itself is put on the WwiseGlobal object... at least that's what the youtube tutorial told me to do. I'm open for any advice on improvements. If this works then i'm going to create a few more sound files for engine cut off event and flame out (out of fuel) event

umbral lion
#

integrating the landing legs today... will remodel the foot pad to match the gear pod bottom following the lines of the blades that are covering the gaps between each segment

#

this is the current foot pad shape

#

and this is the shape it needs to have to fit... also looks much cooler imo

#

open for suggestions if they arrive in time

quasi pike
quasi pike
#

I agree they look cool, just wondering what the "purpose" would be other than to be there and look cool?

quasi pike
#

Ah, then I think the blades are wrong. When they are retracted, where would that wedge between the engines go?

#

Is it magically absorbed?

umbral lion
#

no

#

they have different pivot points than the thruster pods

#

i will try to make a short video of it... just havent rigged it up with bones to make the proces short enough for a quick screen capture

quasi pike
#

If the blades had a T shape where the top of the T is the blade wouldn't that make more sense? They would be lighter if made real for one, and there would be more room for the engines and landing legs.

umbral lion
#

maybe this explains it better

#

the blades pivot point is on the outside

#

they fold in and up

#

the thruster pods have their pivot point on the inside

#

in the closed state the tip of the blades slightly touch the intersection between thruster shroud and heatshield

wraith wraith
#

you should enable autosmooth

umbral lion
quasi pike
#

An animation might help, I'm still not quite getting it. To me, visually they are reminescent of the blades around an afterburning get engine nozzle where they serve the purpose of allowing the nozel to expand and contract - but presumably that's not their purpose here

wraith wraith
#

i mean you can see them in edit mode, plus you can model while making sure your normals wont be messed up

#

but sure

umbral lion
umbral lion
#

this is the mechanic expand and retract

#

just the blades are missing to hide the gaps

quasi pike
#

Each engine has it's own contained nozzle where the plume emerges before interacting with the heat sheild to form an aerospike, so I'm not at all clear on what these are doing or how they would contribute. In the expand/retract animation the parts that are folding out are the engines and their individual nozzles, right?

umbral lion
#

yeah 32 engines and 4 landing legs

quasi pike
#

They will hide the gap between individual nozels, but to what actual purpose?

quasi pike
#

The individual engines each have nozzles that essentially terminate at the circular exit for their part, so these blades are behind them and cant really effect the exhast flow.

umbral lion
#

the real world thing doesn't have the funtion to retract their engines

#

ahhh.. this thing is for reentry

quasi pike
#

Does it have anything like these blades or a skirt around the nozzels? I don't recall it having that

umbral lion
#

yeah for lift off they wont do much

umbral lion
quasi pike
#

For lift off this second stage is all behind a fairing skirt so yes, there would be no effect from the blades

umbral lion
#

well for reentry and breaking burn i imagine having a lot of gaps in between the thruster pods would create more vibrations than if they are shielded.. but yeah we'll never know since the real world thing is smaller and doesn't have that mechanic

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i just wanted something to fill those gaps

quasi pike
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During reentry, when the engines are not deployed the blades would have little or no effect I think. When the engines are deployed they are generating thrust so there's a lot of flow out there and it would seem the blades have not effect. They don't extend down tar enough to be part of the engines nozzels, and the air stream around them would be highly turbulent with some flow up due to the descent and soem flow down due to the exhaust.

umbral lion
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so you mean they should be bigger?

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xD

quasi pike
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It there are vibrations (and I'm sure there would be) then the blades being there will give the engines something to whack against - which doesn't seem ideal

umbral lion
#

i can make two versions one with them and one without them and see wich one is more desired

quasi pike
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Ultimately, this is a game - and there's much to be said for looking cooler

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Maybe if they flipped out like grid fins to help steer... But then you'd expect them at the top of the stage and not the bottom or they'd induce an unstable torque and flip you upside down.

umbral lion
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maybe they could act as some sort of air brake?.. when extended it would increase drag?

quasi pike
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That would be the grid fin approach, but then they're at the wrong end of the stage for stability.

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Actually, I'd wonder if this engine might not be one a craft that has grid fins as well - but those would be separate parts.

umbral lion
#

yeah stoke space will use grid fins

quasi pike
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Makes perfect sense that they should!

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I do think the blades look nice, but I think if it were my part I'd make them either a T shape to allow more room for the engines and legs or make them flat (in the visible part of the shape).

umbral lion
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i also thought about a module with one centered engine in a shiedshield

quasi pike
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You mean where Stoke Space has their engine turbine exhaust?

umbral lion
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yeah

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the engine nozzle is built to withstand almost seven times the heat that it needs to manage during reentry

quasi pike
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Would you get enough thrust? In the single engine scenario we see Falcon 9 burning one relatively larger engine at times, and burning more at other times, but they fill the bottom with engines to cover the use cases for that stage.

umbral lion
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big hole in the middle and heatshield around.. maybe even a mechanic to close the hole

quasi pike
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I like what you've got now better, but that could work

umbral lion
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@quasi pike how about changing the hinge of the thruster pods from the inside to the outside? then they would look something like this

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the blades would still be necessary for the gaps but they wouldn't stick out anymore

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have to try that in a seperate copy of the mesh

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but then the thrusters would be facing slightly inwards

quasi pike
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What if the hinge point for the engines was at the centerline for the engine axis? What if, when extended, the nozzle faces are not canted in or out so that when tucked in they might be at an odd angle but you wouldn't care because they aren't operating.

umbral lion
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problem would be more gaps at the top where it connects to the upper plate if the pivot point would be centered along the thrust cones axis

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the engines nozzle faces need to be canted because the heat shield has a smaller diameter. if they would be same as the floor then you would either get awful gaps during the rotating transition or have the mesh magically disappearing into the heatshield

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but if you like i can send you the .blend file and you can see for yourself

umbral lion
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@quasi pike so this is with the other thruster pod geometry.. you can spot the difference on the gear housing

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advantage of this is that the gap covers wont need an overhang because the pivot points are both on the outer edge

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actually i like this even better.. now i don't need an ankle at the landing gear since the bottom is already slanted in the right direction.. so if the gear piston slightly rotates outwards it gives a much sturdier stand and the foot pad doesn't need an extra joint or animation

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wouldn't have thought of that possibility thank you @quasi pike

umbral lion
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reworked version looks much cleaner and and sturdier

umbral lion
umbral lion
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i already have some ideas for the large version.. ^^ it will be pretty cool part

frigid relic
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Damn this looks so cool

indigo relic
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I’ll surely download this ❤️

umbral lion
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@wraith wraith i enabled auto smooth just for you 😉

wraith wraith
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🔥

umbral lion
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I would love to add some landing lights and flood lights. Never done that before.. will probably come with a future update.. i want to get the first two parts out.

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alright time to fetch something to eat. peace

finite oracle
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Just came up to date with this thread, and it looks awesome! I am so looking forward to beta testing this when it is available!

warm viper
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i cannot wait to have this in game to play with

umbral lion
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Alright big day ... the two parts transitioned from blender into the unity editor as the 2.5 meter module modeling is complete

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Now the first problem is the little doors covering the upper end of the landing leg piston when rotated outwards are invisible.. but just from the outside... if i look at the mesh from inside the model then its visible... no idea what went wrong here but i should be able to fix that by remodeling them in blender real quick

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and while i'm at it i can also do the mesh for reentry effect and a better mesh for the collider since unity editor only offers a cylinder at best

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but the real problem that i don't know how to fix at the moment is the landing gears collider since it must move and transition with the animation. if anyone know how to go about this then let me know

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@void ridge you did a landing gear once right?... how did you make the collider move with the animation?

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ahhh i'm stupid... create a mesh in blender and include it in the animation?

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yeah i think thats the solution.

void ridge
umbral lion
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that doesn't sound good at all .. i hope this isn't my fate

umbral lion
void ridge
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Sorry Rafael, i didn't well understand your question.
usaly, with each mesh, i create a child gameobject, named col, with colllider on it

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it moves with my mesh

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that's correct aswer this time ? 😉

umbral lion
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yeah like this

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but for the pistons?

void ridge
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same

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you can see on my screenshot

umbral lion
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ahh ok and when the parent object transitions in the animation then the child object which is the collider mesh does too

umbral lion
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when i drag my animations into the controller one of them is always connected to entry.. doesn't that imply the animation is playing as soon as the part is loaded?

void ridge
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copy this file in your asset folder

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this is an example of controller

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with that, you'll how to do

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anim connected to entry is the start state

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for example, à solar panel retracted

umbral lion
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so i need an animation that doesn't animate at all for this

void ridge
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for example with a solar panel, 4 animations :
retracted -> deploy -> deployed -> retract

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deployed and retracted : only 1 frame

umbral lion
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ok i only got the transitions but not the states.. ^^ alright back to blender then

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your controller sample is perfect all that i need

void ridge
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cool

umbral lion
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and if this is set up then theres a "toggle" switch in ksp when right clicking the part?

void ridge
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module_deployable

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wait, i start Unity to have a look on my landing gear

umbral lion
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those two are available

void ridge
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i used second one

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module_deployable

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and drag&drop my controller in Animator field

umbral lion
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the controller or the animator component?

void ridge
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the controller (like i sent you)

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nop

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sorry

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i have a gameobject with Animator component

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on this component, you drag&drop the controller (on the controller field)

umbral lion
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ahh yes on the controller field but not on the animator field

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alright got me confused for a second+

void ridge
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and, you drag&drop this gameobject in the Animator field of you deployable_module

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sorry, i wasn't clear

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and sorry for my (poor) english

umbral lion
umbral lion
umbral lion
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and theres the nasty red cylinder again

umbral lion
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and colliders not working but they show up in unity explorer

umbral lion
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alright! fixed the collider and the infamous red cylinder is gone too... turned out all it needed was a fresh game

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animations are still not working but i will tackle this problem in a few hours after sleeping

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in the meanwhile i want your opinion what the large module should have as an additional function. The small part is just a ring of thrusters with a heatshield and a cooling system that lets you convert liquid fuel into ablator (simulating the heatshield cooling of stoke space). The medium module now has all of the above plus an integrated landing legs and of course 32 instead of 24 thrusters. The large module will have all the medium part features but should have one additional perk. I thought about using the large space inside the heatshield for a service bay.. possibly with a ramp for a small rover but i'm not entirely sure if the large part is in fact large enough for this.

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So let me know what cool feature you would want to see in the large HIRE module

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If we can find another cool feature i would use the rover/service bay for the xlarge module.. it probably has more usage with a bigger diameter

umbral lion
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but the component "module deployable" is on the prefab right?

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I currently have both the animator and the module deployable script on my prefab

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and this is my landing leg hierarchy for all 4 landing legs.. do you mean i need an animator component in a new game oject for every part that moves?

umbral lion
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really need to make those thruster nozzles darker

quasi pike
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This is amazing progress!

keen stream
frigid relic
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the rise of the pink nozzle

quasi pike
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I would not make the nozzle paintable. Honestly. There are some things that should not be painted by players, and nozzles are definitely one of them.

keen stream
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I mean I dont see the issue

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Itd make it possible to make the heatshield more flush with the rocket

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Its not like this nozzle is like such that on say the swivel engin

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Its embedded into the structure

quasi pike
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Given that the "nozzles" in this case are encased in foldout boxes, perhaps give theouter surface of the encasing box a paintable surface?

keen stream
quasi pike
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I'd still not make the base where the exhaust comes out paintable, and I think an argument might be made for why none of it should be. It's going to get too hot for paint.

void ridge
umbral lion
umbral lion
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this nights task is getting the animation to work

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maybe someone can explain to me the component "Module_Deployable Script"... I'm not sure if i've done this right and since every possible video tutorial out there is focusing on humanoid avatar animations i am a but clueless

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i currently have set it up like this with the animator and the module deploayable components added to my prefab

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i will now try to make a new game object in with model as parent just for the animator as @void ridge told me.. lets see what that does

umbral lion
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alright so putting a new game object with the animator and module doployable and the model as parent didn't work either

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i will try again and dump the log maybe i can find something there

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Do i need to set up anything in the module deployable script?

indigo relic
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Hi @umbral lion ! I'm not an expert here, I'd like just to give you a suggestion (if you didn't already tried it): have you looked in the @void ridge great Kesa mod? downloading it from github I mean and looking into the Unity Project. I don't know if this could help you, but I'd do this https://github.com/JiMKesa/kesa/tree/main/src/kesa.Unity/kesa.Unity/Assets/Mod

GitHub

Contribute to JiMKesa/kesa development by creating an account on GitHub.

umbral lion
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yeah i might have to do this anyway i have no idea what i did wrong...

indigo relic
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You should have a GitHub Account

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but in any case, there is a "Download" button

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if you don't have one (even if I suggest you to start using it to track your work)

umbral lion
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what they want my account credentials? haha

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no my account doesn't work would have suprised me

indigo relic
umbral lion
indigo relic
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Ah, right! Perfect

umbral lion
umbral lion
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too kind

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@indigo relic do you have any suggestions what the upcoming large hire module should have as a feature on top of everything the medium one has?

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for example the medium has landing legs which the small one doesnt

indigo relic
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Just MOAR BOOSTERS

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no, j/k, I think they are really nice with the landing legs

umbral lion
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haha it will have more... 44 to be precise

indigo relic
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Not sure if the larger needs something else

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it's already a 3-in-1

umbral lion
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small one had 24 thrusters.. medium 32..

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but it could be a four in one

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i thought about a service bay with a ramp for maybe a small rover

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but i'm not sure if a large part is big enough for it.. maybe thats better suited on the xlarge

indigo relic
umbral lion
#

alright then a small bay with a ramp it is then.. suited for scientific gear or a little rover

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and the xlarge will have a bigger bay of course as well as everything the medium has and one additional feature

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but that is tbd ... not gonna spoil everything here

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this is the size of the large module compared to the current medium one

indigo relic
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huge!

void ridge
umbral lion
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btw this could be where the ramp folds down making use of the huge space inside the heatshield and being easy accessible from the ground

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above is the thruster ring with the four gear pods

umbral lion
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with cool industrial looking pistons from the top

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and an extending ramp that goes down to the ground

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you could pack all your kerbal needs in there for on site exploration

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and scientific experiments of course

warm viper
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like that stretch wider then they do downward

umbral lion
umbral lion
warm viper
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one sec

umbral lion
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that would be more than a 45° angle are you sure?