Bonus Eventus

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About Bonus Eventus

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    The Patrick Rothfuss of Modding

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  1. Bonus is recruiting for Mother Dev Team

    You’re hired
  2. Mother Development Thread

    Started working on SmokeScreen configs today. I dug into Real Plume configs to learn the gist of how it works. I was able to get something working for the hypergolic RCS thrusters. Still a little weird. I feel like the plume is not long enough. I think that I don't understand enough about SmokeScreen to make the correct custom particle model in unity. In other news I'm recruiting. If you'd like to contribute to Mother's Dev Team, check out this thread here for more info.
  3. Howdy, it's me, Bonus, the author of the unreleased mod Mother. I'm looking for: People who can make SmokeScreen Module Manager patches. People who enjoy beta testing weird parts and reporting bugs. People who can make KSPIE and Interstellar Fuel Switch Module Manager patches. People who are (at least somewhat) experienced with Unity. People who like making Module Manager patches. People who have experience with Kerbalism and can make Module Manager patches. People who like editing CFG files. People who can make Community Resource Pack and Community Tech Tree Module Manager patches So, why am I recruiting people to join Mother Dev Team? Mother is a parts pack for building BIG motherships. How big? That big. It also integrates with Kerbalism for life support and KSPIE for career progression. Mother comes packaged with a utility plugin Utilis, providing custom part modules, like centrifuges. Mother is a big project comparable in size to B9 or Near Future. The mod is being released in blocks. Here's what that looks like. Block 1 - Launch Hardware (Single resource tanks, Bipropellant fuel tanks, first/second stage M1 engines, decouplers, engine adapters, and size 4/6 fairings) Block 2 - Couplers (radial decouplers and docking ports) Block 3 - Trusses Block 4 - DA 42 Command Pod Block 5 - Truss Adapters Block 6 - Powerplant (solar panels and small fusion reactor) Block 7 - SAS and RCS Block 8 - Electrical (fuel cells, capacitors, and lights) Block 9 - Radiators Block 10 - Deep Space Engines (ion thrusters and fusion engine) Block 11 - Storage (rocket part containers, food containers, cargo bays, KIS containers) Block 12 - Manufacturing Module Block 13 - Docking Bays Block 14 - Habs Block 15 - Centrifuges At this time Block 1 is nearing completion and so I will need beta testers/cfg wranglers and people to make MM patches. Block 1 focuses on launch vehicles, so the most pressing concerns are: KSPIE compatible fuel tank patches using MM and IFS. Adding SmokeScreen configs for better particle effects for rcs, M1 sea level engine, and M1 vacuum engine. Kerbalism resource tank patches using MM and IFS. Play testing. If you have a few hours to spare and feel up to the challenge, reply to this thread or feel free to PM me. Thanks for your consideration
  4. Mother Development Thread

    Yes I'm aware of all of that. I haven't finished the part yet. I just wanted to get it in the game early to test some things out. Fortunately the outer two rings of engines will be built into the part. In reality it' will be eight engines. 7 with gimbal in the center. EDIT: you know I’m wondering if I shouldn’t just combine them all. If I add a skirt, much like the Merlin’s on the falcon 9 octaweb, I could cut down on the polygons, and use bone animation instead of constraints for gimbaling. The part would act like the old behemoth engine. EDIT: Bone animation successful. Now for the tricky bit of managing 42 radially placed fx transforms...sheesh
  5. Mother Development Thread

    No date yet. Still have work to do... one more tank cap to texture. Only partially modeled the decouplers. Need to model the S6 fairing. Add smokescreen configs to the engines. Finish the adapters. Texture the S6 engine mount. And a few other things.
  6. Any plans for part variant integration?
  7. It’s amazing how much value PBR adds to texture quality. I’ve started to work nondestructively in photoshop so I can more easily export pbr textures when the time comes. This should be part of the stock game. Considering how much effort was put into adapting Squad legacy shaders, as well as a planned part update, you’d think they would have just went with the standard shader model.
  8. Mother Development Thread

    Size 3 tank.
  9. Mother Development Thread

    Size 4 and Size 6 tanks with gray color scheme.
  10. PartVariant Guide

    This should be stickied, at least until the modder's notes are out.
  11. Mother Development Thread

    The new tanks will all have switchable textures. At least 3 options. Had to redo the textures unfortunately to fit them all into the same atlas. It came out good though! EDIT: Thought I would explain a couple of things about the process to create the new version of the tanks. 1) The initial problem I ran into was that I have many tanks in many different sizes, which won’t fit easily in a single texture sheet. Sizes are 1.25, 1.875, 2.5, 3.75, 5, and 7.5 meters. Heights for the tanks include, 1.25 ,3.75 ,7.5 ,and 15 meters. Diffuse textures weren’t too bad. The real problem was normal maps with 4 way symmetry. The normals for modular textures have to be made with flat geometry ( imagine high res geometry for a floor tile normal map). I was making quarter tile then mirroring the polygons vertically and horizontally for a larger tile. If the normal map had vertical grooves, smoothing would get very confused when the verts were merged. If the verts aren’t merged, then you will get light leaks. 2) For the external feed lines, it’s nice to have some occlusion shadows. This means unique versions of some tiles/panels. So, even less UC texture space. SOLUTION: The solution was counter intuitive. I made a quick experiment, modeling all of the panels like I would for a high res model for a unique normal map, just without the sub d bevels. I started with the largest tank. The tri count for the tank walls without end caps came to just under 6k. That’s about the polly budget for a typical engine in KSP. Surprisingly enough, not too bad. I still used normal maps for some extra details, but only in areas where merging mirrored polys together was unnecessary. There was one caveat though. Vertex smoothing became discontinuous. Panels looked too faceted and not quite round enough. I could have just upped the poly count, but instead I used a neat trick. I created a separate cylinder the same size as the tank and then transferred it’s vertex map to the problem polygons on the tank. It looked amazing. Then I got ambitious. it would be nice if the rcs ports were real geometry too. Only problem there is it creates five way intersections when you cut holes into quads, which makes strange smoothing issues Here I transferred the vertex map too—result was perfect smoothing. This technique would work great for command pods that have to have their surfaces cut up for windows. I think that’s what Squad probably did for the rcs ports on the new capsule. Sometimes the most straight foreword dumb method is the best method.
  12. Mother Development Thread

    After mulling it over a bit, I think this is a good idea. Because of the scale of the mod, I've been prone to chip away at different aspects quite randomly. This will give the development some much needed structure. So, here's the plan: The beta release will roll out in blocks. Block 1 - Launch Hardware (Single resource tanks, Bipropellant fuel tanks, first/second stage M1 engines, decouplers, engine adapters, and size 4/6 fairings) Block 2 - Couplers (radial decouplers and docking ports) Block 3 - Trusses Block 4 - DA 42 Command Pod Block 5 - Truss Adapters Block 6 - Powerplant (solar panels and small fusion reactor) Block 7 - SAS and RCS Block 8 - Electrical (fuel cells, capacitors, and lights) Block 9 - Radiators Block 10 - Deep Space Engines (ion thrusters and fusion engine) Block 11 - Storage (rocket part containers, food containers, cargo bays, KIS containers) Block 12 - Manufacturing Module Block 13 - Docking Bays Block 14 - Habs Block 15 - Centrifuges
  13. Mother Development Thread

    -I've yet to see a fusion engine setup that didn't call for huge radiators. -Most fusion engines I've seen produce low thrust at sub 100 KN. ISP in the 5000s though, but still kind of a bummer for moving around 100+ ton ships in KSP. Also, not very extensible. Can't cluster magnetic engine nozzles (like you pointed out). -If I drop the fusion reactor what do I replace it with—an equally bulky fission reactor or a million solar arrays? Those ion engines consume gigawatts of power. -The fusion reactor I had in mind uses magnetic targeted fusion, by way of compressing plasma surrounded in a vortex of molten lead with a spherical array of pistons. Can't understand how this sort of reactor could be used for direct thrust. Maybe open gas core cycle? Use a heat exchanger to heat up propellant?
  14. Mother Development Thread

    I think this version is the winner. I'm still not happy with the fusion reactor adapter (I think it needs more trusses), but I really like the engine shrouds. Reactor has a 4M diameter and a length of 12M.
  15. Mother Development Thread

    Not a bad suggestion. I'll think about it.