CRYSTAL FOCUS X
Unstable Effects Collection
PART 1 OF 18
Unstable series · Classic Unstable · unstable=1

Classic Unstable (unstable=1)

A practical guide to the Classic Unstable effect on Crystal Focus X, including how it works, what each tuning parameter does, and ready-to-use recipes for subtle shimmer, Kylo-style crackle, volcanic glow, and full chaos.

What you will learn
  • How Classic Unstable behaves differently from Fire
  • How cooling and sparking shape the whole blade
  • How drift, color mapping, and audio reactivity work
  • How to tune recipes you can paste into your blade profile
Main parameters
Cooling
hcool, lcool
Sparking
sparkf, sparkd
Mapping
mapping_color, mapc, mapb, mapping_unstable
Best used for
  • Kylo Ren style crackling blades
  • Whole-blade chaotic instability
  • Volcanic and boiling energy looks
  • Subtle unstable shimmer effects
Series: Customizing Unstable Effects on Crystal Focus X · Guide 1 of 18

Introduction

The Classic Unstable effect (unstable=1) simulates a crackling, volatile blade that looks like it could fall apart at any moment. Think of a saber that constantly boils with energy across its full length rather than flickering from one particular end.

Unlike the Fire effect (unstable=2), which concentrates its activity at the base and drifts upward, Classic Unstable distributes sparks uniformly across the whole blade. That gives it a chaotic, full-blade instability look instead of an organic flame-like movement.

Under the hood, the effect works like a cellular heat simulation. Random sparks inject heat into the blade, while a continuous cooling process tries to pull it back down. That tug-of-war creates the unstable flicker.

Enabling Classic Unstable

In your blade profile, set:

unstable=1

That is enough to activate the effect. Everything else in this guide is optional tuning.

Core Parameters: Cooling & Sparking

These four parameters are the backbone of the Classic Unstable look. They decide how hot the blade gets, how quickly it cools, and how often new sparks appear.

hcool — High Cooling

Default: 70

This is the maximum amount of heat that can be removed from a pixel each frame. Higher values cool the blade faster and make the flicker shorter and sharper.

ValueVisual Result
30–50Slow cooling, long lingering bright patches
70Balanced default flicker
100–150Fast cooling, rapid sharp pops of brightness
200+Very aggressive cooling, sparks barely stay visible

lcool — Low Cooling

Default: 20

This is the minimum cooling applied each frame. Each pixel loses a random amount of heat between lcool and hcool. A bigger gap creates more uneven fade-out behavior across the blade.

CombinationCharacter
lcool=5 / hcool=70Wide range, some spots linger while others vanish quickly
lcool=50 / hcool=70Narrow range, more uniform flickering
lcool=1 / hcool=200Extreme range, very wild and unpredictable
Tip: Keeping lcool low, usually between 5 and 20, is an easy way to preserve character while you tune the effect’s aggressiveness with hcool.

sparkf — Sparking Force

Default: 120

This controls the probability that new sparks ignite on a given frame. Higher values mean sparks appear more often.

ValueVisual Result
30–60Rare sparks, relatively calm blade
120Steady default crackling
180–220Frequent sparks, busy energetic blade
250Near-constant activity, blade is almost always bright

sparkd — Spark Density

Default: 10

This defines what percentage of the blade length can receive new sparks when a spark event occurs. A value of 10 means up to 10% of the blade’s pixels can be sparked in one frame.

ValueVisual Result
1–5Sparse, isolated hot spots
10Default, small clusters of bright regions
25–40Dense, large sections light up together
50–100Very dense, most of the blade participates
Note: Even at sparkd=1, the firmware still guarantees at least one spark per event, so the blade never stays completely dark on a spark cycle.

Drift Mode

drift — Heat Drift

Default: 0

When drift is off, heat stays where it appeared and fades in place. When drift is enabled with drift=1, heat moves along the blade in a random direction each frame. That makes the blade feel more like it is roiling and boiling instead of just fizzing in place.

drift=0    # sparks stay where they appear
drift=1    # heat drifts randomly up or down each frame

This is one of the main differences between Classic Unstable and Fire. Fire uses a directional drift, while Classic Unstable uses a random one, so the motion feels more chaotic.

Color Controls

The unstable effect builds a heat map internally. These settings decide how that heat map becomes visible color on the blade.

ecolor — Effect Color

This is the effect color used by the unstable effect, also known as the wet color. It appears in the hot areas of the blade.

ecolor=1023,320,0,0

This example gives a warm orange effect color. The channels are Red, Green, Blue, and White, and on CFX they can go up to 1023.

mapping_color — Color Mapping Mode

Default: 0

ValueModeDescription
0Legacy ModeHot pixels shift toward ecolor, cool pixels stay near the base blade color
1Heat Map ModeHot pixels follow a heat-style palette, cool pixels dim toward the base blade color

Legacy Mode is great for two-tone unstable blades, such as a blue blade with red or orange unstable flickers.

Heat Map Mode is better when you want a thermal, fiery, or lava-like progression.

mapc — Color Mapping Strength

Default: 50

This controls how strongly the effect color influences the blade.

ValueVisual Result
0No color effect, only brightness changes
50Moderate default blending
128Strong effect color presence
255Maximum, hot areas are fully saturated

mapb — Brightness Mapping Strength

Default: 50

This controls how strongly the heat value affects brightness.

ValueVisual Result
0No brightness flicker, only color shifting
50Moderate default brightness variation
128Strong contrast between hot and cool areas
255Maximum, hot spots get very bright and cool spots go very dark
Tip: mapc and mapb are independent. You can build a blade with strong color change but subtle brightness motion, or the other way around.

Audio Reactivity

mapping_unstable — Reactivity Source

Default: 1 (Audio)

ValueSourceDescription
0NoneNo external reactivity
1AudioEffect intensity responds to sound volume
2AngularEffect responds to blade tilt angle
3MoveEffect responds to movement speed
4Angular reversedInverted tilt response
5GrowEffect grows from the base

With audio reactivity enabled, louder sounds make the blade more active. Cooling is reduced, sparking is boosted, and the unstable effect intensifies during swings, clashes, and lockups.

mapping_audio — Audio Sensitivity Range

This setting fine-tunes the audio response range.

mapping_audio=low,high

A narrower range makes the effect respond more aggressively to small changes in sound volume. A wider range makes the effect react more gradually.

Refresh Rate

refreshfx — Effect Refresh Rate

Default: 12

This is the effect update interval in milliseconds. Lower values update the effect more often, making it smoother and more alive.

ValueApprox. FPSCharacter
8~125Very smooth, fast bubbling
12~83Good balance of smoothness and performance
20~50Slightly choppier, more visible stepping
30+~33Slow, deliberate pulsing

Putting It All Together: Recipes

Recipe 1: Subtle Unstable Shimmer

A gentle unstable blade that mostly looks solid with occasional flickers.

unstable=1
sparkf=50
sparkd=5
hcool=100
lcool=10
drift=0
mapping_color=0
mapc=30
mapb=40
mapping_unstable=1

Recipe 2: Kylo Ren Crackle

A very active unstable blade with strong color shifting and visible chaos. Works especially well with a red base color and a bright orange or yellow ecolor.

unstable=1
sparkf=180
sparkd=20
hcool=60
lcool=5
drift=1
mapping_color=1
mapc=180
mapb=200
mapping_unstable=1
ecolor=1023,800,0,0

Recipe 3: Calm Volcanic Glow

A slower, deeper unstable look with more glowing than crackling.

unstable=1
sparkf=80
sparkd=8
hcool=40
lcool=5
drift=0
mapping_color=1
mapc=120
mapb=100
mapping_unstable=0
refreshfx=25

Recipe 4: Full Chaos

Maximum instability for a blade that looks completely out of control.

unstable=1
sparkf=220
sparkd=40
hcool=50
lcool=2
drift=1
mapping_color=1
mapc=255
mapb=255
mapping_unstable=1
refreshfx=8

Quick Reference Card

KeyDescriptionDefaultRange
unstableEffect mode selection00–18
hcoolMaximum cooling per frame701–255
lcoolMinimum cooling per frame201–255
sparkfSpark probability1201–255
sparkdSpark density percentage101–100
driftEnable heat drift00 or 1
mapping_colorColor mapping mode00 or 1
mapcColor mapping strength500–255
mapbBrightness mapping strength500–255
ecolorEffect color0–1023 per channel
mapping_unstableReactivity source10–5
mapping_audioAudio sensitivity rangelow,high
refreshfxEffect refresh interval in ms121–255

Tuning Tips

  1. Start with defaults and change one parameter at a time. Cooling, sparking, mapping, and drift interact strongly.
  2. Separate color and brightness tuning. For pure brightness flicker, lower mapc and raise mapb. For color change without deep dark spots, do the opposite.
  3. Add drift last. It makes the effect much more dynamic, so it is easiest to understand after you already like the static version.
  4. Audio reactivity amplifies everything. If the blade already looks intense at rest, it can become washed out during loud moments. Lower sparkf or raise hcool if needed.
  5. Heat Map mode gives the richest gradients, but it works best when ecolor is chosen deliberately.
  6. refreshfx is subtle but useful. A higher value can give the blade a slower, heavier unstable pulse.