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HotVector

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    I like mars and stuff

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  1. Why does the plume expand exponentially outwards in a vaccum? I do not think that is how rocket exhaust behaves in a vaccum. It should be more akin to the transitional exhaust. Here's a picture of the Falcon 9 first stage at ~40 km
  2. Didn't know that the Runway Project version was still being worked on. Thanks for the info! Does the runway project version work with multiplayer?
  3. Sorry if I'm being ignorant of the current events, but is the mod dead? There hasn't been any commits on the GitHub repository for over a year
  4. I would like to add to this discussion, with my experience as a Unity dev and a VR player. One of the biggest challenges in making a *good* VR experience(not just a functional VR experience) is implementing input that supports all the controllers currently on the market and is extremely intuitive. A good example of this is the input in Half Life Alyx - it's not challenging to remember VR actions in Alyx and the actions are repeatable and you can perform those actions without thinking about them. This came after years of research by Valve, so it won't be easy to implement input that's as intuitive as Alyx in Kerbal Space Program, and it's most certainly not as straightforward as others on this thread are making it out to be. As for actually displaying KSP on a VR headset, the only constraint is performance, and optimization is not an easy topic in computer science by any means, especially when working with a game engine such as Unity which still has a lot of it's optimization features in beta(such as the Unity DOTS system). Even when it comes to a problem as simple as moving parts around in the VAB, it's not easy to translate an experience with a mouse/keyboard to a VR controller. How would you handle easily changing between all the various different modes, such as snap and mirror, for example? There's a reason that not every CAD designer uses a VR headset even though they have become affordable. And the challenges only get harder when you start working on other interfaces, like how would you operate a ship from IVA, or how do you position the exterior camera in a way that doesn't give every player severe nausea? There are even challenges with things like seamless switching between VR and normal monitor, which could make or break the VR experience in a game like KSP. Implementing even the most seemingly basic features in VR needs a lot of thought put into it, so I wouldn't be surprised to find out that the KSP 2 developers didn't want to go through that effort, at least for the initial launch version. However, I am most certainly looking forward to flying crazy spaceships in VR
  5. Is it possible to increase the size of the cargo starship in this mod as per the SpaceX Starship user guide? https://www.spacex.com/media/starship_users_guide_v1.pdf It is currently way too small for anything more than a single space station module.
  6. How do the landing legs work? Also isn't the body made from one sheet of metal instead of stacked rings? Is that part going to be omitted due to aesthetic considerations?
  7. Any way to work around this using kOS or something similar? i.e., making my own KAL-1000? Can kOS control Breaking Ground parts?
  8. I updated my kerbal and it works! Thanks a lot! Do you know any way I can make it go completely in one direction?
  9. In my case, only the roll is working. If I press any of the other buttons, nothing happens whatsoever. I'll try updating. I was running 1.7.1
  10. I'm trying to build a SpaceX Starship replica in KSP, and to do that, I used 4 hinges(2 on top, 2 on bottom) and attached aerodynamic surfaces to them, to replicate the Starship wings. I added 3 KSP controllers, for Pitch, Yaw and Roll that moves the wings to change the amount of drag they have to induce those movements. I set them to the Pitch Yaw and Roll axis groups in the Absolute Control Mode. However, when I try to use them in game, only the roll works. How can I make this work properly?
  11. The fairing's still very janky. It sometimes collides with the payload after separation and always tilts back after separation. It doesn't keep its rotation after separation. Maybe try using something similar to procedural fairings instead? It is when each pixel has its light traced for more accurate light
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