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Iamsodarncool

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Posts posted by Iamsodarncool

  1. 3 hours ago, RyanRising said:

    Procedural parts would be nice, but I guess they’re just not happening, based on the past >6 years of people asking for and implementing them.

    Struts, fuel lines, fairings, and launch clamps are all vanilla procedural parts.

    Also, OP isn't asking for procedural parts. They're asking for a way to control how fully the ladders extend. We have deploy limits on cargo bays, there's no reason we can't have them on ladders as well.

  2. Six and a half years ago, Porkjet teased an update to Habitat Pack, which he called "LivingSpace". These were the original images he shared: https://imgur.com/a/fZpyU

    Last year, he quietly released all those parts on Github, under the name IberiCo Spacecraft. https://github.com/Porkjet/IberiCoSpacecraft

    I've been playing with the mod in 1.11.1 and it works great. Absolutely fantastic parts pack.

    eXUYxwE.jpg

    AuGn2pB.jpg

    This seems to have gone entirely undiscovered by the KSP community until now, which is kind of amazing to me. Porkjet told me it was fine to post about IberiCo here, so here I am, spreading the good news :)

  3. Six and a half years ago, Porkjet teased an update to Habitat Pack, which he called "LivingSpace". These were the original images he shared: https://imgur.com/a/fZpyU

    Last year, he quietly released all those parts on Github, under the name IberiCo Spacecraft. https://github.com/Porkjet/IberiCoSpacecraft

    I've been playing with the mod in 1.11.1 and it works great. Absolutely fantastic parts pack.

    eXUYxwE.jpg

    AuGn2pB.jpg

    This seems to have gone entirely undiscovered by the KSP community until now, which is kind of amazing to me. Porkjet told me it was fine to post about IberiCo here, so here I am, spreading the good news :)

  4. On 2/3/2021 at 12:48 AM, dok_377 said:

    No problem. This was bugging me for quite some time now. 

    Here's an example:
     

      Hide contents

    NIQvbaN.jpgaHHSpvL.jpg

    Doesn't work on any of the three suit models. 

    Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help.

    The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask.

    According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16.

  5. Just now, Red Iron Crown said:

    If they're still using chained constrained rigidbodies to model craft I would not be optimistic about multithreading the physics calcs for a single vessel. Some problems thread well, others don't. It's not just a matter of flicking the multithreaded switch when compiling. 

    Except thanks to the incredible work of the people at Unity it literally is, assuming the game is built with DOTS. I know this because I have personally worked with multithreaded physics in Unity.

  6. Just now, kithylin said:

    That page only says that Unity supports HAVOC. Supposedly KSP can't use GPU-Accelerated physics engines at all due to how it's physics is calculated. That page does not say anywhere on that entire page that they support Multi-Threaded CPU Based physics at all. If you're going to post something, try and make sure it's accurate.

    To quote from that page:

    > Built on top of the Unity C# DOTS framework, it is network-ready, completely customizable, and built for performance out of the box. Whether you're building the next mobile hit or a new networked multiplayer console experience, Unity Physics leverages the Burst compiler and Job system to scale across a range of hardware.

    DOTS, the Burst compiler, and Job system all mean multi-threading. Also, I have personally programmed multi-threaded physics simulations using this tech, so yes it's multi-threaded.

  7. Just now, kithylin said:

    By the way KSP1 is already multi-threaded. At least building in the VAB is. Launch physics are still single core after 7 years of development and likely never will be multi-threaded. The new game is still using unity. So no multi-threading for physics either. Today's current version of unity still yet doesn't support that either.

    This is false. https://unity.com/unity/physics

  8. Just now, kithylin said:

    https://en.wikipedia.org/wiki/Unity_(game_engine)

    "Initial release    June 8, 2005; 14 years ago"

    First page on the forums here, KSP2 will be using Unity.

    And one line below the text you quoted - "Stable release: August 14, 2019; 4 days ago"

    I work in Unity literally every day, so I can say with good authority that it will not hold back KSP 2.

    2 minutes ago, Waz said:

    KSP isn't a thousands-of-similar-objects game, so ECS wouldn't add much.

    Yes it is? Ships are made of many (thousands of) parts, each of which is simulated individually in the physics engine. ECS/DOTS enables multi-threaded physics, which would drastically help the performance of the game.

  9. Just now, kithylin said:

    Also KSP2 will be using the same tired, 6+ year old Unity engine that KSP1 uses. So expect 6-7 year old graphics for the new game and there's no possible way the cinematic trailer will be anything close to in-game graphics. 

    No offense but you have no idea what you're talking about

  10. 1 minute ago, Raptor9 said:

    @SQUAD I'm still processing all of this, however if there is one thing I would ask for (even though I know you aren't making KSP 2, but you talk to Star Theory apparently), is that KSP 2 be available to play without an internet connection.  That is one thing that has ruined a lot of games for me.  I travel a lot, and when I bring my gaming laptop with me, KSP is one of the few games I can still play without an internet connection.

    In the meantime, I look forward to continuing playing KSP 1.8 and beyond. I salute you. :)

    One of my favorite features of KSP is that it is DRM-free. I really hope KSP2 is as well.

  11. 1 hour ago, blackrack said:

    New release is up.

    Looks absolutely wonderful! I can't wait to play with it.

    The changelog says you removed godrays. Is there any chance they'll come back? Godrays are one of my favourite effects in scatterer.

    1 hour ago, blackrack said:

    I'm going through a difficult period so any help is welcome.

    Best of luck, friend.

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