overkill13 Posted November 2, 2018 Share Posted November 2, 2018 Removed the isBreakable line from all circular panel cfgs and ran two reentry tests because one wound up being during time warp. In both cases the small panels broke within a few seconds of a stock 3X2 shrouded panel at around 33000m altitude. On the first test (1 of each (shrouded and unshrouded) small circular panel and 1 3X2) one of the circular panels broke at the same time as the 3X2. On the second test the 3X2 actually broke first and the two circular panels broke together a second or two later. I also performed a crash test with a Kerbal on EVA in space. The circular panels break when a Kerbal hits them at 2.1m/s (measured with the ship as a target) or higher which is fully consistent with the 3X2 panel. Additional tests show impact tolerance in large and medium panels is consistent with small panels. A reentry test with 2 medium and 2 large panels nearly saw them survive reentry simply because, deployed, they create enough drag to slow a 1-3 capsule down significantly. They all broke between 26000 and 22000m during reentry. The circular panels appear to perform the same as stock solar panels. I judge it safe to remove isBreakable lines from all panels. Quote Link to comment Share on other sites More sharing options...
overkill13 Posted November 2, 2018 Share Posted November 2, 2018 (edited) 30 minutes ago, COL.R.Neville said: the is breakable is more for bumping into them in orbit or getting hit by ejection force/exhaust of fairing separation. just lower the temps down to 1500-1800 that will make sure they burn up during reentry. The squad coding for isBreakable is for the breaking of solar panels due to atmospheric forces. Surface mount panels have the isBreakable = false and they can still be broken by impacts, but they will not break due to aerodynamic forces. I performed a few folded tests just for funzies. Large folded/undeployed circular panels do not break unless the impact is above 5m/s. This is higher than an unshrouded 3X2 which breaks in the low 3m/s (3.2 in my test) range and is consistent with shrouded 3X2 panels which break at 5m/s and above. KSP crashed on me, so I think I'm done testing for the night. Edited November 2, 2018 by overkill13 Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 2, 2018 Share Posted November 2, 2018 I thought %maxQ was for aero forces. i was having a problem with these being broken by fairing separations I added in is breakable false and they stopped breaking dont know what to tell you dont know what explosive force or separation motor exhaust is classed as just telling you why i added it in there very possible i was wrong it aint the first time. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2018 Author Share Posted November 2, 2018 Here is something someone should work on, and I never like it from the first time I used the mod years ago. I assume it was colored this way to go with the theme of LH. The blue panels seems to bright and too blue for me. I think something more along the lines of the stock color. Stock: LH panel: I personally only use black, when I use to use the panels. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2018 Author Share Posted November 2, 2018 Here is what I meant by aliasing going on, when I converted images to .dds: I tried many different ways, from DXT1 to DXT5, I also tried DTX_nm for the Normal map. I used Paint.net and then Gimp. I couldn't get the aliasing lines from showing up. The panels looked fine when they were in .png or .tga, but how ever many combinations I did, they never worked. I think when I did Paint.net it was set up default compression. I have a feeling its he Normal map not working right for me. I think, I even tried the Normal map without any DXT compression and it was the same. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 2, 2018 Share Posted November 2, 2018 did you use the files that are in the drive link i sent you? those are already converted to dds using the dds4ksp app. so it does everything it needs for KSP. so there are two in there one is PNG for the textures and normals and the other is dds for both. I renamed them so you can tell which is which easier. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 I converted the textures for myself using Paint.NET: Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 2, 2018 Share Posted November 2, 2018 (edited) yeah im not seeing any of that even with aa off. grab the dds version off that link i sent you crow and try that. to add that new shade of blue all you need to do is name the recolored texture file to CircularPanel001 and another copy CircularPanel2001 and add it to each of the corresponding folders. then change these lines in the FS module and now you can have all 3 colors. textureNames = CircularPanel000;CircularPanel010;CircularPanel001 oh yeah and CircularPanel2000;CircularPanel2010;CircularPanel2001 textureDisplayNames = Black;Blue;Dark Blue Edited November 2, 2018 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 @therealcrow999 perhaps you disabled mipmaps? Are the retracted panels without cover supposed to look like that? I'm not sure: Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2018 Author Share Posted November 2, 2018 (edited) 10 hours ago, Gordon Dry said: @therealcrow999 perhaps you disabled mipmaps? Are the retracted panels without cover supposed to look like that? I'm not sure: Yeah they look like that. You can see them in image gallery on first post. No I haven't tried with mipmap. When and why, do I need to add a mipmap? I didn't do that with skybox conversion, just straight DXT1. I guess those are different. Edited November 2, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2018 Author Share Posted November 2, 2018 If someone want to convert the .tga to .dds, they can and upload them here and I can test them out. I am not having any luck. I did solve the aliasing issue with mipmap, I had to use supersample. Other issue I had was with the Normal map. Also when I thought I had everything set, I went on launch pad, in the day, and the panels would cast weird shadows on itself and the lighting on them looked dark. 12 hours ago, Gordon Dry said: I converted the textures for myself using Paint.NET: Ok, take them on launch pad and do a test in light. I think they are going to have a dark shadowy too them. You can kind of see it on the Blue ones in this picture. On either ends. Outside they will look weird. This is the issue I had. You should have a crisp look and be able to see the normal map too. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 (edited) I want to create a TU shader config - but that's not easy for beginners. Could you provide a list of the mesh names and what they are? Like the structure is metal, could be a metal shader. The panels themselves get a solar panel shader. (Dumb forum software - swallowed my edit but doubled the first post - have to type everything again) I refer to this config as a reference - from https://forum.kerbalspaceprogram.com/index.php?/topic/168795-electrocutors-thread/ GameData\000_TexturesUnlimited\TexturesUnlimited_Stock.cfg KSP_MODEL_SHADER { name = Stock_SolarPanels model = Squad/Parts/Electrical/1x6SolarPanels/model model = Squad/Parts/Electrical/3x2SolarPanels/model model = Squad/Parts/Electrical/gigantorXlSolarArray/model model = Squad/Parts/Electrical/radialFlatSolarPanel/model model = Squad/Parts/Misc/AsteroidDay/LgRadialSolar MATERIAL // Metal { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive mesh = base mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } MATERIAL // Panels { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_SolarPanelsShrouded model = Squad/Parts/Electrical/1x6ShroudSolarPanels/model model = Squad/Parts/Electrical/3x2ShroudSolarPanels/model MATERIAL // Metal { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } MATERIAL // Panels { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } and then there are also these ones: SSTU/PBR/Solar - Subsurface-Scattering based back-lit solar panel shader. Uses a GLOW/thickness map to determine backlight effect, along with several tunable shader parameters. SSTU/SolarShader -- Legacy Diff/Spec solar-panel shader. Includes a GLOW map for a view-direction dependent back-lit effect. like KSP_SHADER_DATA { name = SSTU/SolarShader shader = SSTU/SolarShader iconShader = SSTU/MaskedIcon } Edited November 2, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 (edited) Actually I'm fiddling with this: (example of LH_CircularPanel1) MODULE:NEEDS[Firespitter|InterstellarFuelSwitch] { name = InterstellarTextureSwitch2 textureRootFolder = LionHead_Aerospace_Inc/CircularPanel/ textureNames = CircularPanel000;CircularPanel100 objectNames = Circle_001;Circle_002;Circle_003;Circle_004;Circle_005;Circle_006;Circle_007;Circle_008;Circle_009;Circle_010;Circle_011;Circle_012;Circle_013;Circle_014;Circle_015;Circle_016;Circle_017;Circle_018;Circle_019;Circle_020 textureDisplayNames = Black;Blue mapNames = CircularPanel001;CircularPanel001 useFuelSwitchModule = false nextButtonText = Next Texture prevButtonText = Previous Texture statusText = Current texture showListButton = false switchableInFlight = false //debugMode = true //showinfo = true } @MODULE[InterstellarTextureSwitch2]:NEEDS[Firespitter,!InterstellarFuelSwitch] { @name = FStextureSwitch2 } Edited November 2, 2018 by Gordon Dry updated Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 Updated @therealcrow999 When I manage it to get all this working I will send you my folder as .7z as well. I don't have the dark blue color variants though. I'm trying to make this work, too: GameData\Lionhead_Aerospace_Inc\TexturesUnlimited.cfg KSP_MODEL_SHADER:NEEDS[TexturesUnlimited] { name = Lionhead_CircularPanel model = Lionhead_Aerospace_Inc/CircularPanel/CircularPanel model = Lionhead_Aerospace_Inc/CircularPanel2/CircularPanel2 MATERIAL { shader = SSTU/SolarShader float = _Metal, 0.75 float = _Smoothness, 0.75 } } Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 3, 2018 Share Posted November 3, 2018 By the part configs I cannot differ which is the one with protective cover and which is the one without ... they both have textures with the cover inside Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 3, 2018 Share Posted November 3, 2018 use this to see everything in the model. better than trying to spin up a blender instance. what i used to find everything on this originally. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 3, 2018 Share Posted November 3, 2018 Actually I'm also reorganizing, no need for double textures files. Also the fact that the blue and the black variant were not properly aligned (so just different color) made me work on it. Plus: I created an emissive map. Perhaps I need it, because the above TU config was not good enough ... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 3, 2018 Share Posted November 3, 2018 @therealcrow999 I spent too much time in trying to optimize the TU shader stuff. Without some real tutorial - forget it. I don't like this every-single-person-must-learning-by-doing stuff. This is what I come up with:https://www.dropbox.com/s/lvpr6un3g18nyed/Lionhead Aerospace Circular Solar Panels (unfinished TU shaders by Gordon Dry).7z?dl=1 Screenshots: Spoiler Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 3, 2018 Author Share Posted November 3, 2018 2 hours ago, Gordon Dry said: @therealcrow999 I spent too much time in trying to optimize the TU shader stuff. Without some real tutorial - forget it. I don't like this every-single-person-must-learning-by-doing stuff. This is what I come up with:https://www.dropbox.com/s/lvpr6un3g18nyed/Lionhead Aerospace Circular Solar Panels (unfinished TU shaders by Gordon Dry).7z?dl=1 Screenshots: Reveal hidden contents Man you were working on hard on something. I was wondering what you were getting at asking for metal thing. "I don't like this every-single-person-must-learning-by-doing stuff," believe me, I have been there before. I try to do something but at same time I am teaching myself how to do it from scratch. IT happens a lot in KSP. I don't do it as much as I did years ago. I will mess around with your file later, do I need Firespitter too? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 4, 2018 Share Posted November 4, 2018 (edited) 7 hours ago, therealcrow999 said: I will mess around with your file later, do I need Firespitter too? The configs are compatible to Firespitter AND InterstellarFuelSwitch - if IFS and/or Firespitter are installed, IFS is preferred. Edited November 4, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 4, 2018 Author Share Posted November 4, 2018 10 hours ago, Gordon Dry said: The configs are compatible to Firespitter AND InterstellarFuelSwitch - if IFS and/or Firespitter are installed, IFS is preferred. I was messing with them last night and couldn't get either one to work. I will have to try again. But I am sure they didn't work. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 4, 2018 Share Posted November 4, 2018 39 minutes ago, therealcrow999 said: I will have to try again You replaced the complete Lionhead_Aerospace_Inc folder with my linked download for testing? You got newest Firespitter and/or InterstellarFuelSwitch? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 6, 2018 Share Posted November 6, 2018 omg - I was really getting tired as I tried to manage the TU configs ... there is a dumb error: a wrong texture folder reference. I'm actually continueing the work on it. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 6, 2018 Share Posted November 6, 2018 Updated the linked file:https://www.dropbox.com/s/lvpr6un3g18nyed/Lionhead Aerospace Circular Solar Panels (unfinished TU shaders by Gordon Dry).7z?dl=1 Please check. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted July 18, 2019 Author Share Posted July 18, 2019 This thread is not that old, lol. I haven't played KSP is a long while. Quote Link to comment Share on other sites More sharing options...
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