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Fancy Fuel Tanks (FFT) [0.1.4.3 Released] (Texture Overhaul)


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]

0060.png?width=1620&height=912


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. 


Here's the flight telemetry I've gathered from testing. I'll be using this data to fine tune the Dynamic Environmental VFX!
image.png

image.pngimage.pngimage.png

 

Edited by cvusmo
Devblog 5
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9 minutes ago, Pat20999 said:

I like the way of informing/working. It’s very good.

Thanks! I value feedback from the community a lot.

 

The Mod was named by Cheese and TheSpacePeacock.

Fuel Tanks will be named after community members

CV-301 is my fuel tanks cause yeah 

SP-501 is spacepeacock

 

XYZ

X:

0 - ElectricCharge
1 - Monopropellant
2 - Methane
3 - Methalox
4 - Hydrogen
5 - Xenon 
6 - AntiMatter

Y: 

Generation

Z:

Size

1 - XS

2 - S

3 - M

4 - L

5 - XL

6 - XXL

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On 7/26/2023 at 6:10 AM, Kerbin Launch Coalition said:

Is there some sort of issue with this? When I downloaded it there's some sort of error attempting to open it. Some sort of error also occurs for me using CKAN.

It should be resolved. I released v0.1.3 

Update via CKAN or Spacedock and let me know if you run into any issues

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20 minutes ago, Kerbin Launch Coalition said:

It works spot on, some nice tanks in here. Great to see a fledgling modding scene for KSP2, has huge potential.

Awesome! I'm working on a part that you can attach to any tank and it'll emit a vapor trail. I don't want to force people to only have the vfx on the fuel tanks I make.

 

Next Friday I hope to release that and maybe one or two more tanks and some texture tweaks. Specifically the hydrogen tanks. Gotta fix their texture this week

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12 hours ago, cvusmo said:

Awesome! I'm working on a part that you can attach to any tank and it'll emit a vapor trail. I don't want to force people to only have the vfx on the fuel tanks I make.

 

Next Friday I hope to release that and maybe one or two more tanks and some texture tweaks. Specifically the hydrogen tanks. Gotta fix their texture this week

That's cool, I assume like Vapour Vent for KSP1?

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12 hours ago, Kerbin Launch Coalition said:

That's cool, I assume like Vapour Vent for KSP1?

Vapor Vent from KSP1 is a bit of inspiration. Eventually the VFX affect that FFT adds will be more dynamic than Vapor Vent was. 

Two models that add the VFX to any rocket/fueltank:

1. decoupler style with 4 vents (S, M, L, XL)
2. Attachable Vent (imagine a light) (XS, S, M)

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13 hours ago, cvusmo said:

Vapor Vent from KSP1 is a bit of inspiration. Eventually the VFX affect that FFT adds will be more dynamic than Vapor Vent was. 

Two models that add the VFX to any rocket/fueltank:

1. decoupler style with 4 vents (S, M, L, XL)
2. Attachable Vent (imagine a light) (XS, S, M)

Sweet! Wishing you all the best with that, and look forward to seeing the updates. :prograde:

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I have a far future idea for cvusmo RECREATE THE KSP2 ANNOUNCEMENT CINEMATIC TRAILER IN KSP2! Post ksp2 1.0 idea.

This might seem impossible now but imagine a future that the RTX 3090 will be the same level of the GTX 1660 super.

Edited by Pat20999
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2 hours ago, Pat20999 said:

I have a far future idea for cvusmo RECREATE THE KSP2 ANNOUNCEMENT CINEMATIC TRAILER! Post ksp2 1.0 idea.

This might seem impossible now but imagine a future that the RTX 3090 will be the same level of the GTX 1660 super.

That's pretty cool. I've got a lot to learn to make a cinematic trailer. My editing skills are not that level. Maybe one day with my trusty RTX 4090.

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5 hours ago, Pat20999 said:

Jeje 

Most committed mod makers of ksp2: 

#1: cvusmo

That means a lot. Everyone in the Modding Society is very dedicated and I wouldn't be able to do what I'm doing without Lux, Munix, Schlosrat, Atomic, Cheese, Isaquest, and ShadowDev

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Preview for what's coming with FFT 0.1.4.1!

FFT v0.1.4.1 To Do:

-add check for OAB so  VFX doesn't play in OAB [COMPLETE]
-Migrate to one module [COMPLETE]
-Improve performance for OnModuleFixedUpdate [COMPLETE]
-Develop Fuel Tank Selector [WIP]
-Update OAB pictures [WIP]
-Clean up textures [WIP]

Improvements:
-Module now checks multiple VFX effects and sets conditions based on a variety of factors.
ASL, AGL, Fuel Level, and InAtmo are the base conditions that must be met for the 
VFX to play. Module uses two VFX effects. `

 

 

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  • 2 weeks later...
  • 3 weeks later...

## 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).

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  • 3 months later...
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