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KSP2 Release Notes
Everything posted by cvusmo
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[Devblog 1] [Devblog 2] [Devblog 3] [Devblog 4] [Devblog 5] **[0.1.4.3]:** ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT). 0.1.4.3 is available now on CKAN and github! Devnotes: I've never made 3D Textures before so I'm learning all of this as I'm modding. 3D textures are pretty complex for their shaders. Unfortunately there's not a guide on how to make 3D textures. I've looked and if anyone has any resources they know of that could help, that would be appreciated! For now, I wanted to update the quality of life. 0.1.4.4 is going to focus on texture overhauls and adding a few more tanks. Once I have a fully functional, stable, and not-performance heavy VFX, I will let you all know. I will still update about it! The devblog #5 will be out Friday on Youtube! [Soon.tm] - VFX Overhaul - Update OAB pictures [WIP] - Clean up textures [WIP] - Improve VFX quality [WIP] - Improve Texture quality on Hydrogen Tanks (medium) [WIP] - Improve performance of VFX [WIP] Devblog #4 Below is a list of everything I've been working on for Fancy Fuel Tanks v0.1.4.1. It's been a lot of work and I'm really enjoying learning how to optimize and improve performance. Fancy Fancy Fuel Tanks v0.1.4.1 Pre-Patch Notes Here's the flight telemetry I've gathered from testing. I'll be using this data to fine tune the Dynamic Environmental VFX!
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Bug Status [7/14]
cvusmo replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I like how organized this is! Very clear and concise. Thanks for all the hard work so far. It's getting better every update -
KSP2 Part Texturing - Discussion & Resources
cvusmo replied to benjee10's topic in KSP2 Mod Development
I'm not sure what's happened or why a model I've made doesn't want to apply the paintmap properly. [With _pm] Without a _pm I can't figure it out. Not sure what I've done wrong or how I get the paintmap to function properly. It's like _d prevents it from being painted since it's #1 in the hierarchy in substance painter. I'm extremely new to this. Curious if anyone has a fix? -
KSP2 Part Texturing - Discussion & Resources
cvusmo replied to benjee10's topic in KSP2 Mod Development
Lifesaver. Finally understand how this works. Thank you for the preset! -
That's the fun of the mod. I'm going for semi-realism if I have to label it. It uses theoretical and experimental physics from IRL then makes it fun in KSP2. Every science experiment that I mod I want to make sure has scientific benefits (and bonuses) depending on time, location, size, etc. For example, various fuels will create different particles. Liquid Hydrogen will create anti-matter. Liquid Deuterium will create something else. These fuels will be fun to add to the game. As far as their use in engines, that's far ahead. Today, I'm working on the electron gun for the linear accelerator. It has a few particle systems working. Questions like these are really useful fulgur. I hadn't considered using a particle accelerator on Duna or Laythe. I was thinking how efficient it would be to create anti-matter on Kerbin without having to travel to Eeloo or wherever it is we'll be able to farm anti-matter.
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It's very realistic. It is part of the mod. I haven't built it yet though. Right now I'm working on the low tech particle accelerator which is a linear accelerator. Low Tech - Large (Near Future) - Cyclotrons Cyclotrons are circular. This will most likely be changed to be the low tech as this was developed in the 1930's. But this basically starts in the middle of a circle and spirals outward. Low/Med Tech - Small (Present) - Linacs Linear particle accelerator what I'm currently building and everything you've seen in the videos etc. High Tech - XL (Far future) - Synchrotrons Synchrotrons are what most people think of when they think of particle accelerators. What I think I'll end up doing is taking the linear accelerator parts, putting a slight curve to them, changing them to XL size, and then thats about it. Theres a few more parts I'll need to make as you can tell based off the diagram. This allows players to customize and build an accelerator as big or as small as they want.
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Particle accelerators are used for research and medical purposes IRL. I'm not a fan of weaponizing KSP. It's a science game, not a war simulator. Others may like having mods that allow warfare etc, but it's not my cup of tea. 1. Engine: No. Think of this like a drill, it "mines" resources just in a different way. It smashes particles together and the result of the particles colliding creates a probability of some particle to be created: Dark energy Anti-Matter Quarks Higgs Bosons Just because you smash the particles together does not mean everytime you run the machine, it makes something. The amount that of resources it creates will vary and be based off a probability factor. As far as what amounts, I have no idea as anti-matter isn't in the game yet and I've yet to look into modding the fuels (which is something I plan to do). 2. Power This is going to require a lot of power to run. It uses both electricity and fuel just like an engine. The electrical cost and fuel costs will be very high. This will also consume fuel and electricity at an extremely fast pace. 3. The resources you gather from running this is up to you to use how you see fit. I have zero plans on adding any sort of bomb/nuclear weapons to the game. As such, it is VERY early in development. There's systems this mod depends on that aren't even in the game yet. I need colonies for resources and I need science mode to be able to start implementing what the dev's have, and using it to modify this.
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Research Sources: https://link.springer.com/article/10.1140/epjp/s13360-021-02201-5 chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://cds.cern.ch/record/2694239/files/mopts099.pdf Hollow Electron Gun: chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://indico.cern.ch/event/860133/contributions/3622420/attachments/1939910/3216052/E-beam_2019-11-06_Electron_beam_test_facility.pdf
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KERN - Kerbal Council for Nuclear Research KERN is a mod that will implement particle physics into the game as a way to gather rare resources like anti-matter. There will be three models of a particle accelerator. Small, Large, and XL versions all unlocked via a tech tree. The components will only work with the correct size (can't combine an XL with a S). To keep sizes down, each model is going to contain multiple components organized in a way that allows them to be pieced together to create a functional particle accelerator. The player will be able to add any amount of components together as long as they're the correct size. Key components will be the beam generator and collector. The Waveguides will be attachable to each other. The more you attach, the longer your particle accelerator will be. For practical purposes, you won't need a ridiculously long particle accelerator to harvest anti-matter. For fun, maybe you wrap kerbin in a particle accelerator? Low Tech - Small (Present) - Linacs Med Tech - Large (Near Future) - Cyclotrons High Tech - XL (Far future) - Synchrotrons As Science mode is introduced I'll be working on a long journey of creating a particle accelerator for KSP 2. The plan is for it to be used on Kerbin to create anti-matter (or some rare fuel type). This is my first big project and first I want to start with the modelling process. // Links: Github: https://github.com/cvusmo/KERN Youtube: https://www.youtube.com/@cvusmo Twitch: https://www.twitch.tv/cvusmo Twitter: @cvusmo //DEVBLOG INFO: The DEVBLOGS will be updated periodically. I'll upload a DEVBLOG on a Thursday/Friday as I reach certain milestones. DEVBLOGS will appear in numerical order starting with DEVBLOG #1. Links will be provided with a detailed description on what the linked video covers. This is to keep the size of the thread down. The main DEVBLOG will be visible as a full video. //Devblog #1: I find it amazing how rockets are fueled. The cryogenic fuels are fascinating to me. With particle accelerators, they use Liquid Hydrogen to maintain temperatures around -253 C / -423 F. That's really cold. As I'm developing the particle physics mod I'm noticing little QoL's I want to add to the game. I'm a huge fan of resource management in games. As such, I'll be looking forward to modifying the resources when they get added to the game. For now, adding simple VFX to get the effect of cooling. The idea is that when the player interacts with the particle accelerator they can click an option to "cool accelerator" and it would execute the cooling effects and then add the liquid hydrogen to the component. This would then help keep the particle accelerator operating at the correct temperature as that will be a key element to making this work without exploding. Day 1 - Blender Design Day 2 - Conceptual Design (Animation/Texture) //Devblog #2: Friday I'll be posting DEVBLOG #2. Here's a sneak peak of the progress I've made this week. //Devblog #3: Now that summer is coming to a close, and I'm back from holiday it's time to get back to posting regular content! I'm really enjoying making mods and a lot of the content I'll be making will be covering that in the Devblog series. It takes a lot of my time to make these mods (which I enjoy doing). I'm looking forward to brainstorming fun ideas to do in KSP2. I need to get the colony established on Duna for starters. 1. Devblog bi-weekly series covering all mods I'm working on 2. Weekly videos released between Fri-Sun covering KSP2 gameplay 3. Shorts goal of 3-5 a week Here is Devblog #3 in the works in Premiere Pro! In this episode (which comes out Friday July, 28) I'll be going over KERN and FFT. I'll be going behind the scenes to show some of the texture process and what things look like in Unity. THIS will not be a tutorial on how to make a mod. It's just going to show the behind the scenes and it's something the devblog series will continue to do. Hope everyone is having a good Monday!
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[0.2.5] Toggle Notifications - 6+ Notifications to toggle on/off
cvusmo replied to cvusmo's topic in KSP2 Mod Releases
UPDATE 0.2.1: Pushing 0.2.1 release THIS will only disable the Game Pause Notification. Patch notes: -Fixed Game Pause overriding the patch implementation -Removed other notifications to rework them for next release (0.2.2) -GUI is implemented but not functional. You will see an appbar option for ToggleNotifications but it will not display GUI yet. -
[0.2.5] Toggle Notifications - 6+ Notifications to toggle on/off
cvusmo replied to cvusmo's topic in KSP2 Mod Releases
Hey linuxgurugamer This is my first mod I've ever made. It's having issues functioning in it's current state. I'm working on v0.3.0 which will have a GUI and verifying that each harmonypatch prevents notifications. In it's current state their is no GUI other than accessing F1 to view configuration manager. In there you can toggle on/off notifications. However, there's a lot of work I'm doing currently to get this fully functional and make sure notifications don't bypass the patches. I'm hoping to have v0.3.0 released this Friday. More to follow. -
[0.2.5] Toggle Notifications - 6+ Notifications to toggle on/off
cvusmo replied to cvusmo's topic in KSP2 Mod Releases
You can now toggle individual notifications on/off Heres: spacedock: https://spacedock.info/mod/3377/Toggle Notifications#info Here's github: https://github.com/cvusmo/Toggle-Notifications/releases/tag/v0.2.0 -
https://spacedock.info/mod/3377/Toggle Notifications#changelog https://github.com/cvusmo/Toggle-Notifications/releases/tag/v0.2.5 Report Issues/Bugs here; https://github.com/cvusmo/Toggle-Notifications/issues [0.2.5 Release Notes] Fixed game pause and it is now able to be re-enabled by the player Reorganized, restructured, and optimized backend Updated Harmony Transpilers to target only necessary notifications But this is what I've made so far and I'm really proud of it. It will get better!
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Establishing Life on Duna! [Colony Established! [Update: 5.2.23]
cvusmo replied to cvusmo's topic in Mission Reports
Duna is my favorite place to hang out in KSP. I've restarted my colony. Last week I accidently deleted my persistant save file and fotunately I had saved a copy of an earlier save elsewhere. I booted that save up and went back to year 9. We were in year 24, now we're back to beginning the Colony on Duna BIG thank you to GiantRyanGaming for adding to the name! This will now be known as the Manned Science Duna Orbital Station (MS-DOS). -
Establishing Life on Duna! [Colony Established! [Update: 5.2.23]
cvusmo replied to cvusmo's topic in Mission Reports
Update: The station has been rebuilt and the interplanetary rocket has been docked. The crew has been brought to the station. Later this week we'll be sending the Duna Orbital Station (DOS) to Duna with the first Colony. For now, enjoy a cinematic of the last 4 episodes! -
Developer Insights #18 - Graphics of Early Access KSP2
cvusmo replied to Intercept Games's topic in Dev Diaries
EDIT: It's all good. I'm sharing the information because I'd rather people know the laws and rules about it, than assume things. Cheers! It's also in the forum rules: 2.2 Forbidden content Messages that involve the following content may result in moderator action. Discussing or facilitating copyright infringement or software theft (software piracy); -
Developer Insights #18 - Graphics of Early Access KSP2
cvusmo replied to Intercept Games's topic in Dev Diaries
You cannot share anything in this forum or anywhere of any decompiled dynamic link libraries. The US does allow for the decompilation of software for interoperability purposes (see: 17 U.S.C. § 1201 (2017) – Circumvention of Copyright Protection Systems - § 1201(f)(2)). It means that I can decompile the .DLLs to fix it on my end. But I cannot share the information that I decompile because it isn't my intellectual property. So no, unfortunately I legally cannot back up any claims I make with evidence. -
Developer Insights #18 - Graphics of Early Access KSP2
cvusmo replied to Intercept Games's topic in Dev Diaries
There's hardly any KSP 1 code if any within KSP 2. If anything the programmers used KSP 1 as a template to base KSP 2 off of. But they sure as heck didn't copy and paste a bunch of KSP 1 code in KSP 2 code. There's also a lot of features written in the code that isn't in the game yet. Why they do this? Because you need your namespaces setup, code organized, and when you add Science Mode or Colonies (ie the Content Updates) the content they've worked on and are adding, already has a common language with the base game, thus making it work far easily. As far as how they render the terrain it's pretty neat. KSP 2 has all custom vegetation/terrain that they didn't have in KSP 1. So no, KSP 2 isn't a copy and paste of KSP 1. They're very different. -
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Establishing Life on Duna! [Colony Established! [Update: 5.2.23]
cvusmo replied to cvusmo's topic in Mission Reports
The colony is established! In episode 3 here's what KASA has achieved! -Duna Colony -Rock experiments -Spaceport Expansion -Tested Rapid Reusability of Interplanetary Rocket -
Establishing Life on Duna! [Colony Established! [Update: 5.2.23]
cvusmo replied to cvusmo's topic in Mission Reports
Update: Jeb is attempting to land the first section of the colony. -
CKAN now fully supports KSP 2!
cvusmo replied to cvusmo's topic in KSP2 Technical Support (PC, modded installs)
Yup! Very thankful for what all the modders are doing and happy to showcase and highlight some awesome mods!