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nli2work

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Posts posted by nli2work

  1. On 5/8/2016 at 11:37 AM, Kenobi McCormick said:

    The Source engine, designed from the ground up to be a first person shooter, handles wheel physics better than KSP! Go play Gmod. There's no special module in that game to handle the interaction between something round and the surface upon which it rolls. The basic physics properties of the surface, of the wheel, handle all of that. How your car handles in Gmod is 90% how you set up the suspension constraints, 5% how you set up the controls, power system, and 5% hoping that you don't get constraint spazz when you run over a small prop left on the ground by the newbie spamming thrusters and soda cans.

     

     

    I don't know if Unity supports that sort of level of physics, though.

    Unity does. KSP doesn't include all the features of Unity engine yet, or if ever; probably big reason why there are so many different plugins to enable stuff that's built into Unity but not used in KSP. Reflections for example (see Lilleman's plugin thread; and TextureReplacer Reflection; and Starwaster's Reflection Plugin); Scatterer; list goes on and on. and lets not start a game engine apple juice squirt match.

  2. It's possible to manipulate the skybox orientation in Unity5; it would be better visually if the atmosphere and galaxy map cubes were replaced by the real skybox that blends between atmosphere and galaxy. Otherwise you'd have to resort to a lot of orientation matching to get different camera layers to all line up in the reflections. I don't know which one is easier... probably equally difficult.

    Quote

    If I can make it follow the vessel, it could solve the skybox problem, but I'm not sure if the game will like it.

    I don't think there would be any issues... it doesn't follow the vessel because there was never any reason to. All it does is project the sky in the bottom layer of player camera. I think the bigger problem is the galaxy box blocks out planet's (or the sun) reflection while in orbit.

  3. 4 hours ago, Starwaster said:

    What it kind of looks like is the camera's viewpoint not moving with the ship or part's transform. But I'm not sure that can account for everything happening in your video

    The navball did the same thing before it was culled from reflection probe. the galaxy map could physically be anywhere really, even a tiny cube for all that matters, if it's just a camera projection layered onto the player camera. it doesn't have to move at all. it certainly makes it difficult to get an accurate reflection that way. At least with the way it looks, it's a sizeable box that contains the player vessel. Planets/Sun are outside of it seen by a different camera, which is what you see in the video, the vessel and it's reflection probe passing through the galaxymap box, and reflect the actual Sun geometry in a black void, since there's no real skybox at all.

     

  4. 3 hours ago, Lilleman said:

    @nli2work What's happening in this last vid?

    Not sure to be honest... I don't know exactly what flight scene setup is, I understand it's a bunch of cameras render different scenes layered together, but apparently they don't all move the same... looks like it's reflection of galaxy map mesh being left behind. I guess it shows the galaxy map is on a mesh object and not a real skybox, and its position is reset when you timewarp

  5. If you can switch premade cubemaps/skybox per flight situation or biome, then you already have more than 75% reason to use PBR shaders. Ambient lighting, strictly speaking a reflection, doesn't require Reflection Probes, neither does light maps nor realtime GI. the only thing that requires reflection probes is real-time reflection like mirrors and polished metal, things that you would only see when you're close up. Reflection Probes add a lot to the visuals, and as you said, there're probably only need to be 1 in the scene.  It maybe required for KSP because of how the flight scene is setup but it's certainly not required for PBR rendering as PBR shaders already account for ambient lighting from skybox/gradient/ambient color without expensive reflection calculations.

  6. 1. you can use transforms to specify attach nodes at precise angles, +Z pointed at the object/node you want to attach to. http://forum.kerbalspaceprogram.com/index.php?/topic/105766-friendly-psa-stack-node-fixes-in-10/#comment-1860523 nodes specified this way will only attach at the angle of the transform in the MU.

    2. there's angle enforcement for ModuleDockingNode, you can set acquire/engage/snap angle deltas. e.g. begin acquiring when angle difference is less than X degrees; dock when less than Y degrees, only dock at Z degree increments. the settings you need should be in Nertea's docking port config files

     

  7. reflection probes are not absolutely necessary. A proper skybox for planets instead of the color gradient will make the biggest differece. Same transition point from planet to galaxy skybox. Probably make a noticeable different by changing Ambient Light source from skybox (unity default) to gradient in the Lighting setup, and match the gradient colors to the specific planet's atmosphere gradient. It would even make a noticeable difference to legacy shaders. Using reflection probes just to get ambient lighting for PBR is an incredibly wasteful.

  8. you can adjust the config of fuel pipe to make it a heat pipe, and it works to some extent; but without heat conductivity adjustments to many, if not all, other parts. the actual in game use is limited.

    15 hours ago, RoverDude said:

    The deployable panels already work ship wide, the piping is inferred.

    And the static ones are limited by design :)

    @RoverDudeDo they work shipwide? deployable radiators doesn't seem to draw much heat from insulated parts like the deployable heatshield, maybe because both parts are super insulated to begin with. with normal parts all seem to behave as expected.

  9. awesome mod, why Squad couldn't have done this to begin with is forever a mystery.

    how do I get my mod loaded by filter extension with icon? include mod_config and 32x icons? All I'm looking to do is manufacturer/mod group.

    Edit. woah already got an icon nice! how does the plugin match icon with mod? by icon file name = mod folder name?

  10. Yeah the parts that have deployable dock/grabber have rotating docking nodes to prevent them from sticking to stuff when in "OFF" mode. ControlTransform are separate and should not be a problem... I'll check the setups in Unity before next update. 

    I've had navball reversing on plain stock parts  when I'm testing parts and have to switch back and forth between spacecenter and the launched craft often. 

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