the real update!

ive never broken anything, ever!
This commit is contained in:
scorpion21211-cmd
2026-10-05 18:43:08 -04:00
parent 538d0d54b5
commit ed63221996
355 changed files with 1505 additions and 227345 deletions
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# Brachistochrone — NAF ship assets
Rebuilt 2026-09-20 in App Builder from the Expert-mode handoff. Procedural Three.js is the source of truth (`src/ship/*`, `src/capsule/buildCapsule.ts`). Do not hand-edit GLBs.
## Frame
- 1 glTF unit = 1 meter, Y-up
- **Kestrel EC-01:** heat shield at Y≈0, nose +Y, crew backs on the shield, gaze +Y, visors +Z
- **Resolute CVT-07:** +Y = nose / thrust up, decks = XZ stacked on Y, +X starboard, +Z dorsal
- Faction: North American Federation. Charcoal hull `#2a3038`, liner `#6a727c`
- No keel gun. No planet in the hangar preview. Default view is solid exterior.
## Resolute
- Length ~46 m, beam ~13 m, height ~11.4 m
- Superellipse loft, `SEGS=8`, `SUPER_EXP=0.22`
- `WALL=0.58 m`, floor extra inset `0.30 m`
- 11 decks, pitch 2.65 m, room height 2.42 m
- Companionway: well 0.95 × 3.35 m, rise 0.221 m, run 0.255 m, 12 treads, trunk walls, switchback per deck
- Cabins on decks 03/04 against port/starboard inner hull; corridor + stair in the center
- Dorsal airlock on storage deck 07, walk-through vestibule + round hatches
## Kestrel
- ~4.55 m capsule, four Gemini L-couches
- Cabin lights ~0.28 intensity (dim)
- Glass opacity 0.20, roughness 0.07, metalness 0, hull holes behind panes
- Sitting bulkhead at z≈−0.36, stow lids in a line
- Docking probe stays in the tunnel
## Clips (seek 0..1)
Kestrel: `gear_deploy` `hatch_crew_open` `hatch_ladder_deploy` `hatch_dock_open` `instruments_demo`
Resolute: `gear_deploy` `radiators_deploy` `hatch_airlock_open` `hatch_dock_open` `hatch_cargo_open` `torpedo_doors_open`
Named cameras: `SeatCamera` (Kestrel), `HelmCamera` + `PlayerSpawn` (Resolute)
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Godot 4.7 project. Units: 1 = 1 meter. Open this folder (it has project.godot). Hongqi is the main scene. The other ships are resolute.tscn, kestrel.tscn, soyuz.tscn, and shrike.tscn. Do not re-import these GLBs into the hangar. These .tscn files are ordinary Godot 4.7 scenes; replace the whole folder if an older copy still says a scene is corrupt.
Each scene is a glb (mesh, embedded PNG textures, 0..1 animation clips) plus a script that spawns particles on the Vfx sockets when you press Play. Textures are inside the glb. Ribbons are not. Drive, RCS, and abort flames are crossed additive ribbons from naf_fx.gd and ribbon.gdshader. Chaff and abort sparks are the only GPUParticles. PDC is a stream of short tracer bolts, not one beam. The tscn adds a near-black world so the additive jets show. Godot's default grey sky washes them out.
Press Play, then use the inspector. Drive On plus Throttle runs the torch. The 0..1 sliders seek the imported clips. Gear starts down. Hatches start shut. Hongqi radiators start open.
Keep these files together. The scripts preload naf_fx.gd from this folder.
| Scene | Open | Axes |
|---|---|---|
| resolute.tscn | NAF Resolute | nose +Y, starboard +X, dorsal +Z |
| kestrel.tscn | Kestrel EC-01 | nose +Y, starboard +X, dorsal +Z |
| hongqi.tscn | 红旗-07 | nose +Y, starboard +X, dorsal +Z. Root scale 1.14, same as the hangar. |
| soyuz.tscn | Soyuz-MS | dock +Z, dorsal +Y, starboard +X. Nose thrust is +Z. |
| shrike.tscn | Phantom II | nose +Z, belly -Y, starboard +X. Nose thrust is +Z. |
Rest pose: gear down where the ship has gear, hatches shut, torpedo doors shut, canopy shut, effects off. Hongqi radiators start open. Sliders seek the imported AnimationPlayer. If Godot nests that player, the scripts look it up with find_child.
Hongqi clips: gear_deploy, radiators_deploy, hatch_boarding_port, hatch_boarding_stbd, hatch_airlock_open, hatch_deck_open, hatch_ramp_open, torpedo_doors_open.
Hongqi sockets: Vfx_DrivePlume (main bell, exhaust -Y), Vfx_Drive_Port, Vfx_Drive_Stbd, Vfx_Chaff, RCS *_Vfx on the grafted clusters, PDT_*_Muzzle.
Hongqi drive_on plus throttle is a gold core inside a cinnabar sheath. Outboard bells use a shorter copy of the same plume. battle_lights goes dim cinnabar, not the Resolute red.
Soyuz clips: hatch_crew_open, hatch_transfer_open, hatch_dock_open.
Soyuz sockets: Vfx_DrivePlume (exhaust -Z, short chemical plume), Vfx_RCS_*, Vfx_Abort_0..5 (the six soft-landing motors). abort_burn is that landing burn.
Shrike clips: gear_deploy, canopy_open.
Shrike sockets: Vfx_DrivePlume (exhaust -Z), Vfx_RCS_*, PDT_L_Muzzle, PDT_R_Muzzle, Vfx_Chaff.
Resolute and Kestrel are unchanged in behavior. See PARTICLE_FX.md for ribbon sizes, which bell fires, and what not to replace with a particle spray.
Exhaust direction is the socket's local position, rotated by the inverse of its quaternion. Do not aim the ribbons by the ship's nose axis. A bell fires only when that exhaust dots the negated thrust by more than 0.7.
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NAF Kestrel EC-01 — Godot GLB
Units: 1 = 1 m. Y-up. Docking collar is +Y. Visors are +Z. Heat shield is -Y.
This file is the original mesh with hangar fixes baked into node transforms:
- Nav lights (port, starboard, white) sit outside the hull, above the heat shield.
- RCS bells seated on their housings and aimed outward.
- Abort motors yawed off the RCS line, fairings on the skin.
- Blade and VHF antennas pulled onto the hull. S-band seated on the shoulder.
- Docking hatch lid and probe seated. Probe stays a child of DockHatch, so hatch_dock_open still carries it.
Animations: gear_deploy, hatch_crew_open, hatch_ladder_deploy, hatch_dock_open, instruments_demo.
kestrel_ec01.gd drives those clips 0..1.
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# Particle FX handoff — Resolute and Kestrel
The hangar look is **not a GPUParticles spray**. Drive, RCS, and the abort flame are additive ribbon meshes parented to the Vfx sockets. A spray of quads (what the old Godot scripts built) reads as smoke. The hangar reads as a solid jet.
Source of truth: `public/hangar-fx.js`, function `updateFx`. Several helpers in that file are **dead** and must not be ported:
- `makeDrivePlume` / `stepDrivePlume` — unused. The live drive is `makeSpear`.
- `makeRcsJet` / `stepRcsJet` — unused. The live RCS jet is `makeSpear`.
- `makePdcStream` / `stepPdcStream` — unused. The live PDC is `spawnTracer`.
- `burstChaff` — unused. The live chaff is `makeChaffCloud`.
The scripts in this folder already implement the live path:
- `naf_fx.gd` builds ribbons, abort sparks, chaff, tracer bolts, and the exhaust light.
- `ribbon.gdshader` is the additive gradient. UV.y 0 is the socket, 1 is the tip. Edges fade so the ribbon is a soft streak, not a rectangle.
- `naf_resolute.gd` arms drive, RCS, PDC, chaff.
- `kestrel_ec01.gd` arms RCS and the four abort motors.
Do not replace the ribbons with `GPUParticles3D`. Particles are only used where the hangar uses points: abort sparks and chaff.
## Axes and which bell fires
Ship space, same as the GLB: nose +Y, starboard +X, dorsal +Z. Port is -X. Ventral is -Z.
`rcs_direction` is a thrust, not an exhaust. A bell fires only when its exhaust direction (ribbon local +Y, in ship space) dots the **negated** thrust by more than 0.7. Off fires nothing. They do not all fire together.
| Direction | Thrust | Bells that fire |
|---|---|---|
| Nose | +Y | exhaust mostly -Y |
| Tail | -Y | exhaust mostly +Y |
| Starboard | +X | exhaust mostly -X |
| Port | -X | exhaust mostly +X |
| Dorsal | +Z | exhaust mostly -Z |
| Ventral | -Z | exhaust mostly +Z |
Exhaust direction comes from the socket, not from a guess. Take the socket's local `position`, rotate it by the inverse of the socket quaternion, and normalize. That is the nozzle axis. Aim the ribbon so its +Y matches. The socket stays put, so a gimballed drive bell carries the plume with it.
Burn does not pop. Ease toward the target with `1 - exp(-dt / tau)`. Tau is 0.08 s turning on, 0.14 s turning off.
Opacity flickers. For drive and RCS: `0.82 + 0.18 * sin(time * 37 + seed * 2.1)`. Hide the ribbon when the flickered opacity drops under 0.02.
## Resolute drive
Socket `Vfx_DrivePlume`. Two ribbons, each three double-sided planes spun by `i / 3 * PI` (0°, 60°, 120°). Additive, unshaded, no depth write, depth test on, no fog.
| Piece | Length | Width | Planes | Base opacity | Color along the jet |
|---|---|---|---|---|---|
| Core | 38 m | 1.35 m | 3 | 0.95 | white `f4f8ff` at the throat, ice blue at mid, clear at the tip |
| Sheath | 26 m | 3.2 m | 3 | 0.50 | saturated blue `5aa8ff`, wider and shorter than the core |
`drive_on` with `throttle` is the power. Spool eases toward 1 over 0.26 s when power > 0.04, and back to 0 over 0.07 s. Visible amount is `power * spool`. The sheath uses 0.82 of that amount.
If the world exhaust points down (`world_dir.y < -0.35`) and the bell is above the hangar pad, shorten both ribbons by the same factor so they stop at the deck instead of spearing it. Deck is world y = -2.45, with 0.22 m of clearance. Minimum reach 0.9 m. If the bell is already below that plane (the ship sitting at the origin in these scenes), do not clip: the torch stays full length. The sheath mesh is already the shorter one. Do **not** multiply its scale by 26/38 a second time. In the hangar the ship stands nose-up on the pad, so the torch points at the deck and this clip is why the plume is a short bright jet under the bell instead of a 38 m lance. In space, or with the ship at the scene origin, exhaust is not aimed at a pad under the bell and the full length shows.
Spot light on the socket, 0.35 m out along the exhaust, color `c5dcff`, cone half-angle 0.3 rad, range follows the clipped length (at least 2.2 m, at most 38 m), decay 2. Energy is `5 * plume amount`. Godot's tonemapper is harsher than the hangar. If it blooms white, lower the light energy. Do not dim the ribbon to compensate.
`DriveGlow` and `DrivePlasma` are materials, not particles. Emission color `(0.55, 0.72, 1.0) * power`, energy `power * 7`. Radiator fins stay cold unless throttle has been above 0.72 with the panels open. That heat path is already in `naf_resolute.gd`. Leave it.
## Resolute RCS
One ribbon per socket whose name ends in `_Vfx` or starts with `Vfx_RCS_`. Skip `Vfx_DrivePlume`, `Vfx_Chaff`, and anything named `Vfx_Abort_`.
Length 1.2 m, width 0.09 m, **two** planes (0° and 90°). Base opacity 0.82. Color `dcefff` at the throat, fading to pale blue, then clear. Same flicker and burn ease as the drive. No gravity, no spread. It should look like a pencil of light out of the bell, not a cone of sparks.
## Resolute PDC
Not a beam and not a particle system. Each `PDT_*_Muzzle` fires discrete bolts at 42 Hz, at most 2 per frame, 90 bolts alive across the whole ship.
Each bolt is a 5-sided additive cone, color `ffe6b0`, radius 0.016 at the tail and 0.008 at the nose, then scaled in length to a random 1.5–2.3 m. Life 0.12–0.2 s. Speed 90–140 m/s. Direction is the muzzle exhaust, jittered in a 1.15° cone. Spawn 0.18 m ahead of the socket. When `pdc_fire` turns off, stop spawning and let the live bolts finish.
Turret slew is not part of this handoff.
## Resolute chaff
Socket `Vfx_Chaff`. This one **is** particles, because the hangar cloud is points.
28 soft discs. Life about 1.55 s (the hangar rolls 1.35–1.75). Speed 3–8 m/s. Spread 22°. No gravity, no damping. Size 0.07–0.16 m. Color `(0.90, 0.93, 0.97)`, additive. Hold alpha until 55% of life, then fade to nothing. `chaff_fire` is the continuous cloud.
## Kestrel RCS
Same ribbon as Resolute RCS, on every `Vfx_RCS_*` socket. Kestrel has no drive, no PDC, and no chaff.
## Kestrel abort
Socket per motor: `Vfx_Abort_FR`, `Vfx_Abort_FL`, `Vfx_Abort_RR`, `Vfx_Abort_RL`. `abort_burn` ramps a hold value up over 0.22 s and down over 0.28 s. All four motors use that one value.
Each motor has:
| Piece | What it is |
|---|---|
| Core ribbon | Tapered, 2.1 m. Width 0.06 m at the throat, 0.20 m at the tip. Width along the length is `w0 + (w1 - w0) * t^0.7`. Three planes. White-hot `fff4e6` at the root, orange, then clear. Opacity `hold * 0.95 * flick`. |
| Sheath ribbon | Tapered, 5.2 m. Width 0.10 → 0.78 m, same exponent. Orange `ff6418`. Opacity `hold * 0.82 * flick`. Its length scale breathes: `0.9 + 0.1 * sin(time * 19)`. |
| Core sparks | 10 round additive points. Life 0.12–0.18 s (use 0.15). Speed 18–28 m/s. Spread 1.6°. Size about 0.05 m. |
| Sheath sparks | 18 points. Life 0.20–0.32 s (use 0.26). Speed 14–22 m/s. Spread 4.5°. Size about 0.09 m. |
| Color of sparks | White `(1, 0.97, 0.92)` at birth, orange `(1, 0.46, 0.12)` by mid-life, dark red `(0.55, 0.16, 0.05)` at the end. Opacity `hold * 0.55`. |
| Flash | Soft additive disc on the throat, color `fff1dd`, opacity `hold * 0.45`, scale `0.06 + hold * 0.04` m. |
| Light | Spot, color `ff6a28`, energy `hold * 8`, half-angle 0.5 rad, range 6.5 m, decay 1.8, sitting 0.08 m out from the socket. |
Abort flicker is **not** the RCS flicker. Use `0.86 + 0.14 * sin(time * 41)`.
The ribbons are the flame. The sparks are a thin hot core inside them. If you only keep the sparks, it will look like the old spray.
## Hongqi, Soyuz, Phantom II
Same ribbon code as above (`naf_fx.gd`). Do not invent a second particle style. Sizes match `hangar-fx.js`.
### Hongqi
Axes: nose +Y, starboard +X, dorsal +Z. Torch exhaust -Y.
| Socket | Piece | Length | Width | Planes | Color |
|---|---|---|---|---|---|
| Vfx_DrivePlume | Core | 30 m | 1.15 m | 3 | gold-white `fff6d4` |
| Vfx_DrivePlume | Sheath | 22 m | 2.7 m | 3 | cinnabar `e23b2f` |
| Vfx_Drive_Port / Vfx_Drive_Stbd | Core | 12 m | 0.55 m | 3 | same gold |
| Vfx_Drive_Port / Vfx_Drive_Stbd | Sheath | 8 m | 1.2 m | 3 | same cinnabar |
RCS is the Resolute pencil (1.2 m, two planes) on every `*_Vfx` / `Vfx_RCS_*` socket. PDC is the same 42 Hz tracer stream on `PDT_*_Muzzle`. Chaff is the Resolute cloud on `Vfx_Chaff`. `battle_lights` uses cinnabar `c4342c`, not Resolute red. Radiator fins glow only after a hard burn, same rule as Resolute.
### Soyuz-MS
Axes: dock +Z, dorsal +Y, starboard +X. Service-engine exhaust -Z. `rcs_direction` Nose is +Z thrust.
| Socket | Piece | Length | Width | Planes | Color |
|---|---|---|---|---|---|
| Vfx_DrivePlume | Core | 7 m | 0.5 m | 4 | warm `fff3d4` |
| Vfx_DrivePlume | Sheath | 5 m | 1.25 m | 3 | chemical orange `e85a12` |
`Vfx_Abort_0` … `Vfx_Abort_5` are the six soft-landing motors. They use the Kestrel abort recipe (tapered core, orange sheath, sparks). `abort_burn` holds all six.
### Phantom II (shrike)
Axes: nose +Z, belly -Y, starboard +X. Torch exhaust -Z. `rcs_direction` Nose is +Z thrust. Dorsal is +Y.
| Socket | Piece | Length | Width | Planes | Color |
|---|---|---|---|---|---|
| Vfx_DrivePlume | Core | 22 m | 0.68 m | 3 | ice `f4f8ff` |
| Vfx_DrivePlume | Sheath | 14 m | 1.7 m | 3 | blue `5aa8ff` |
RCS, the two `PDT_*_Muzzle` guns, and `Vfx_Chaff` match Resolute. `cabin_dim` only lowers the cabin lights. There is no battle-red swap.
## What to give Godot 4.7
One folder, with `project.godot`. Open it in Godot 4.7. Hongqi is the main scene. Shared: `naf_fx.gd`, `ribbon.gdshader`, this file.
- Resolute: `naf_resolute.glb`, `naf_resolute.gd`, `resolute.tscn`
- Kestrel: `kestrel_ec01_escape_capsule.glb`, `kestrel_ec01.gd`, `kestrel.tscn`
- Hongqi: `hongqi.glb`, `hongqi.gd`, `hongqi.tscn`
- Soyuz: `soyuz.glb`, `soyuz.gd`, `soyuz.tscn`
- Phantom II: `shrike.glb`, `shrike.gd`, `shrike.tscn`
Textures and the 0..1 clips are already in the glb. Play the scene before judging the jets. Additive ribbons disappear on the default grey sky. The tscn world is near-black on purpose.
Play, then:
- Resolute: `drive_on`, throttle 0.8. White core, blue sheath, flickering. Not a cloud of quads.
- Resolute: `rcs_direction` Starboard. Only the bells pushing that way light.
- Resolute: `pdc_fire`. Separate bolts, not one beam. `chaff_fire` is a small silver cloud.
- Kestrel: `abort_burn`. Four motors, white throat into an orange plume.
- Hongqi: `drive_on`, throttle 0.8. Gold core, cinnabar sheath, on the main bell and both outboards.
- Soyuz: `drive_on` is a short chemical plume on the service engine. `abort_burn` lights the six landing motors.
- Phantom II: `drive_on` is the ice/blue torch out the tail. `canopy_open` and `gear_deploy` are the two clips.
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The old folder still has scripts, and Godot will keep erroring on those until they are gone.
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There is no project.godot in here on purpose. A nested one makes Godot hide the folder.
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