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SynX

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Posts posted by SynX

  1. On 1/29/2021 at 4:32 AM, Nertea said:

    Generically, glowing panels seem best accomplished with simple emissive materials on the part. Making 'sheaths' that glow around panels is going to run into some issues with the shaders that are used here. 

    One big advantage of Waterfall is able to add controllers, linked to throttles and stuff, as well as effects related it. Using a seperate model, it is no more than a static panel, and I'm unable to do anything with it.

  2. On 1/19/2021 at 5:04 AM, Nertea said:

    Yeah more or less correct, will depend on any post-processing and other graphics mods you may have.

    Sorry, really need more detail here to understand, like logs, actual steps I can take to reproduce it. I still think you're doing something fundamentally wrong with the workflow and it's hard to figure it out from the descriptions provided.  

    Anyways, just by adding a cube in Unity editor and a part tool module, and export it, I was able to get it to show up as a functional effect, the settings are listed below. At this stage, I know that exporting an "empty" as a parent of a dozen distinct meshes isn't going to work.Qd1Rvfd.png

    I thought I had figured it out, and I tried to join the 12 panels together with a torus, with identical settings directly on the mesh of the radiator that I want to make an effect out of, but it did not work. It showed up, but it isn't functional.hb4NoCX.png

    Initially, I thought too complicated a shape might not work, and I had a backup plan.  I applied the settings to the meshes of individual panels, which are no more than a triangular panel,  and my plan is to have multiples of the two variants of panels arranged in the circular pattern,  by only changing the rotational angle on the z axis... And turns out, only the cube is a functional effect. And now I'm out of ideasmpsbmUB.png

    Anyways, here are my models, the seperate panel and combined panels are the radiators. If anyone can make them work, please do me a favor. https://1drv.ms/u/s!AgckiYEHnPo7geIB0AWj5I4gAUs2nQ?e=1Egf7w

  3. On 1/13/2021 at 5:13 PM, WarriorSabe said:

    Radiant drive? Just what exactly is that? Is it laser core antimatter?

    yeah

     

    YvYassj.png

    Anyways, I got it to show up here, but I am unable to add it as an effect, no matter which shader I choose. A4pV32B.png

    When I was able to add it by choosing another model and add, both will show up. However for the radiator one, I was unable to do any further operation, while the console is spammed by reference null exceptions.

  4. I recently started making an engine, the AM radiant drive version 2 for Interstellar, which will be based on Waterfall effects. It is supposed to look something like this.1pa3465.png

    The Waterfall templates worked fantastically,  Able to produce any sort of beams and plumes from seemingly a few parameters. A big laser pointer for example.LsrvjTh.pngHowever, since it seems like some sort particle system within a mesh, I suppose I can add my own mesh as well?  After all, this engine is designed to come with a blue-hot plasma radiator to take care of it's heat problems, something looks like this.

    AIUtAxR.png

    So I imported an OBJ file into Unity, and exported it with no material.  After adding a WATERFALL_MODEL of the radiator model to the config of the engine itself instead of a separate config or using module manager to eject that thing into WaterfallModels, and adding a billboard shader not in the game but directly into the CFG, it did not work. Which process did I do it wrong?

    Anyways, here is the engine file for testing purpose, only Waterfall is a dependency. I hope someone can help me out with this. The empty transform under PlasmaPanel is called RadTransformhttps://1drv.ms/u/s!AgckiYEHnPo7gd9or3zy49g4KGUMGQ?e=Yegzb6

  5. Not much activities lately. Is this much hyped mod halted?

    FreeThinker (KSPIE administrator) said yesturday :"regarding Universal Fleet Solution, I kind of feared this would happen as most single developer ambitious project tend stall when not releasing anything for a long time. Developers tend to lose interest over times, burnup or get significant changes in their real life."

    Lets hope Kerwis is a strong team, and this situation doesn't happen.

  6. 10 hours ago, K^2 said:

    That is a bit of an understatement. Just to get the very basics of what the planets and moons look like, you need a ton more parameters. Here's a good exploration to get you started.

    But this just gets you the basics. To make something that looks good up close, you need to do many times more work. Here's a sampling of talks I'd start with if I was planning something like this. Note that some of these go over artist-driven tools, but can be extended to procedural generation.

      Reveal hidden contents

     

    Some of these techniques I've worked with, and they require a fairly significant team to pull them off. Now, it looks like we're already getting some H:ZD style vegetation placements, so some of the work has to be done regardless, but if I was asked to plan procedural generation of planets for a game like KSP2 on the current schedule, I would budget for 3 engineers, at least one senior and two others at least solid mids, a lead, at least one additional tech artist with some experience in terrain tools, and either a design-minded artist or an art-minded designer with experience in terrain as well. Team of that size is also going to be basically a full-time job for a producer. So we're talking about addition of at least 7 fairly senior developers for two years.  A senior technical dev in  Seattle area might average, ballpark, $170k per dev per year (benefits and all), so the total cost is going to be in the $2M - $2.5M range, depending on how senior the team is.

    This is a lot of money for something fairly experimental, and something that will certainly not have the same quality as the bespoke planets and star systems and with questionable benefit to the players.

    I would very much like to see KSP2 team keep this open for modders, though. As I've noted, some procedural generation is almost guaranteed to be present, so having an API to control what and how gets generated on modded planets would be fantastic. And that will open up the path for either modders to create custom star systems and planets or even experiment with procedural generation. Though, I do not have high expectations, unless a talented mod team makes it their passion project and spends a few years on it.

    Very nice, I have learned a lot from you. I know the parameters are far more complexed than this, but I can’t think more parameters that are significant to me... after all I know the basics of astronomy, but I don’t know anything regarding planet generation besides it’s a great way to save storage...

  7. On 11/15/2020 at 4:51 AM, starcaptain said:

    There are 52 visible stars within 4 parsecs (13.05 lightyears) of Sol. Assume that the maximum velocity of a given spacecraft is 0.990c, and that timewarp still has the same scale delimiters as KSP1: 100 000x is maximum timewarp, giving a Kerbin year at 92 sec/year. At this sort of scale, it would take about 20 minutes running at maximum timewarp and maximum theoretical speed (ignoring acceleration phases) to travel from the center of this imagined world, to the most extreme edge. It would take 40 minutes to go from extreme edge to opposite extreme edge.

    HabHYG15ly_LargeTB.jpg

    Map from Atomic Rockets, retrieved 2020-11-14

    I proposed the world of KSP2 is the galaxy that kerbals find themselves in, that besides Kerbol and maybe other star systems within a 10 lightyear distance have their own model and textures, thousands more will be generated by a few lines of codes suggesting the type of the star, its coordinates relative to Kerbol, and information regarding planets. Including planet types, surface features, their orbit and moons. Each system should need a few KB to describe,  these celestial bodies will only be generated when observed. With this kind of compactness, I envisioned the thousands of solar systems within the kerbal galaxy, stars from red dwarves, main sequence to bright red supergiants and blue giant stars, and dead stars like white dwarves, neutron stars and black holes. Maybe even a couple of nebulae scattered across the galaxy, all orbiting a supermassive black hole in the center of the galaxy, its mass millions times greater than the great plasma ball of Kerbol.

    I propose that the code for generating solar systems probably looks like this, although what i came up in 10 minutes might not be accurate or complete

    StarSystem{
       parentStar = 187K3J2X1 // 3 terrestrial planets (like kerbin), 2 gas giant (like jool), 1 unknown
       starType = F3 // O, B, A, F, G, K, M
       initCoordinate = 2317.2026, 1012.4657, 0.2 //light years relative to center black hole
       // 53.6500, -32.0516, 0.2357 light years relative to Kerbol
       planets = K3, J2, X1
       
       Planet{
          planetName = K1
          type = terran
          radius = 1500000 // 1500km
          mass = 1.135E+24 // in kilograms
          Apogee = 235056750000 // in metres
          Perigee = 217530786000 
          inclination = 0.2 // in degrees
          tilt = 17.5 // in degrees
          tidalLock = False
          moons = 2
          AtmoPresent = True
           
          Atmosphere{
            ...
          }
          
          Moon{
             moon = 1 // first moon
             moonApogee = 245400000 // 245400 km
             moonPerigee = 215300000 // 215300 km
             inlination = 15
             tidalLock = False
             }
    ...
         }
    }
             

     

  8. On 12/19/2020 at 7:00 PM, K^2 said:

    I don't think there's a good way to make time dilation work, especially if multiplayer's involved. To be honest, I don't think Intercept will bother with relativity, but if they do, I'm pretty sure the time will go at Kerbin rate regardless of where you are and what speed you're traveling, as if you're still in that frame of reference.

    There is a way, the static frame of reference (time measured at space center) will be synced, however the ships will experience relativistic effects...

  9. The original KSP is brilliant as a concept, but a poorly made games. When played in stock, the lack of information and computer assisted guidance made it an infuriating experience for beginners; and the many glitches often ruins your mission and your day. In fact there are already some people exploit these glitches for entertainment, an uncommon sight for games developed for 10 years... These are caused by some fundamental mechanics of the game, such as floating point precision problems, and originally build to run on a 32 bit system than a 64 bit system. And not very optimized too, since every part have to be simulated seperately, its quite CPU intensive too.

    These would not be fixed by an update, since the fundamentals have to be reworked, then the devs rather build a new game from the ground up that runs far more efficiently.

  10. On 11/15/2020 at 4:51 AM, starcaptain said:

    There are 52 visible stars within 4 parsecs (13.05 lightyears) of Sol. Assume that the maximum velocity of a given spacecraft is 0.990c, and that timewarp still has the same scale delimiters as KSP1: 100 000x is maximum timewarp, giving a Kerbin year at 92 sec/year. At this sort of scale, it would take about 20 minutes running at maximum timewarp and maximum theoretical speed (ignoring acceleration phases) to travel from the center of this imagined world, to the most extreme edge.

    HabHYG15ly_LargeTB.jpg

    Map from Atomic Rockets, retrieved 2020-11-14

    I have a question. If there's a limit to light speed, there must be special relativity implemented to prevent ships accelerating beyond c. Which in turns means time dilation. Does your frame of reference matches that to a near-lightspeed ship, or a static frame of reference?

  11. On 11/1/2020 at 9:25 AM, ralanboyle said:

    @SynX May I suggest, rather than setting a limit to the funds spent; this could have a leaderboard based on being the most efficient cost per ton placed in orbit while requiring all stages land within a certain distance from KSC. Also, If you are focused on booster landing then you might add "no wheels." 

    Good idea... “no wheels” might be unnecessary tho, I don’t care about how the spacecraft works, I just care about reliability and cost per kilo per launched...

    i did a Tundra exploration rocket, utilising a 5m Superheavy booster that costs about 510000 funds, can carry about 100 tons to a 90km orbit with 300m/s left. After decoupling, the booster on its own will have some 630m/s. It carries 56000 units of fuel and oxidizer, costs about 40000 funds and that is the only cost... To land the booster, I deorbit the booster 120 degrees away from the KSC, and in a way it will slightly overshoot(as indicated by Trajectories), then use airbrakes to tune the landing spot... at 3000m, I slow down to some 280m/S with airbrakes. Notice RCS uses fuel too... Quick save, then I might use parachutes to keep the thing up straight and save fuel... of course they’re insufficient to slow down the whole booster, then I fire the engines to slow further down...  if parachutes are not used, the propulsive landing will take 400m/s. Since it’s fired at the last moment, usually need several tries to get a successful landing.

    the parachute assisted landing will take about 200m/s from orbit to ground, and the propulsive landing only will take about 500m/s.

  12. On 12/29/2016 at 11:30 PM, allista said:

    First, it don't just "pack" a ship. It "packs" only essential parts, materials, tools, etc. This decreases the mass considerably compared to the sum of parts.

    Recently I attempted to establish a outpost capable of spacecraft construction and resource production on Minmus. It currently only consists a industrial vessel, with an orbital workshop and 6 of my finest engineers (career save). The only thing I need now is a ground assembly line, presumably on wheels. It is a large, unflightworthy rover, weighing 26 tons. However, as I attempt to pack that in a ground container kit, the kit weighs 18 tons, which is 70% the original weight, and much more than I anticipated! Usually cases, it weighs only half or a third of the weight of the original craft.

  13. Landing of boosters is a very useful skill in career mode and in real life. My idea is to make a booster capable of sending some  payload to LKO as a SSTO, and then land as close to the space center as possible. The launch cost (total cost - payload cost after mission completed)  is calculated, and will generate a scoreboard based on cost per ton. Tundra exploration and dependencies are allowed, but no MJ and no cheats like infinite propellant.

     

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