ratchet freak
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KSP2 Release Notes
Everything posted by ratchet freak
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FYI Mathf.Sqrt(Mathf.Pow( _hitchObject.transform.right.magnitude, 2) * Mathf.Pow(_couplingObject.transform.right.magnitude, 2)))== _hitchObject.transform.right.magnitude * _couplingObject.transform.right.magnitude I just put it in as an optimization if for if you grab the squared magnitude directly (only 1 square root needed then instead of 2 if they were grabbed separately) and yes that is indeed just the angle between them. and projection should actually be vec - (planeNormal.normalized() * dot(vec, planeNormal.normalized())) I assumed you would have applied normal operator priority...
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Shift + Tab != turn on engines
ratchet freak replied to THX1138's topic in KSP1 Suggestions & Development Discussion
or you can disable the engines then the increasing throttle will do nothing because there are no active engines to be throttled -
Airplane rolling to the left
ratchet freak replied to pincushionman's topic in KSP1 Gameplay Questions and Tutorials
Other wise use alt+e to trim roll to the right to overcome the tendency (alt+ command will add trim in that direction alt+x will reset it) -
Airplane rolling to the left
ratchet freak replied to pincushionman's topic in KSP1 Gameplay Questions and Tutorials
move the wings up a bit (or mass down) or angle the tip upwards (adding a dihedral to them) that will improve roll stability -
Stock Aero News from the Squadcast
ratchet freak replied to Alshain's topic in KSP1 Suggestions & Development Discussion
The biggest barrier for including FAR isn't public outcry but license issues; both FAR and NEAR are "Licensed under GNU GPL v3" which means that if Squad includes either then it will need to open source KSP in its entirety unless they can get a separate license from ferram and he can guarantee he owns all the code in it. Otherwise if ferram suddenly gets greedy he can file a DMCA and block Squad from selling KSP -
This is false, OpenGL is NOT a library but a free (as in free beer) API. Graphics card vendors will make their own implementations in the drivers that go with the card. They can create and release extensions to it but the process is quite restrictive. There is an open source implementation called MESA aimed to linux-like architectures however the latest version (10.4) only supports openGL 3.3 rather than the newest OpenGL 4.5. Some drivers will keep the buffer memory in application memory (allocated by the dll you have to load when accessing OpenGL) as a cache or move it to a different process like the memory allocated to the driver or on the GPU memory or in swap-space. What will actually happen is entirely up to the implementation and the restrictions the OpenGL spec provides (like that you should always be able to read your own buffers).
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except most mods tend to remain compatible as Squad tends not to touch most of the API available to modders for the updates in contrast to minecraft where a recompile is necessary for each new version
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Even with 0.9 still crashing
ratchet freak replied to ferreiros's topic in KSP1 Technical Support (PC, unmodded installs)
version 0.90 didn't improve the unity instability -
How do Aircraft Engineers manage CoP/CoM/CoT in their designs?
ratchet freak replied to Volt's topic in Science & Spaceflight
CoM is by adding all the materials that go into the plane. All the rest is by Computer simulations and windtunnel tests and gut feeling on the ground. If you suspend a scale model in a windtunnel you can measure the various forces of the parts and decide whether to extend the wings another inch or not; do the modification and do the test again. -
Engine Collision Problems
ratchet freak replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
I think you are missing a collision mesh -
In flight CoM indicator pop-up
ratchet freak replied to Wallygator's topic in KSP1 Suggestions & Development Discussion
it's looping over the parts and doing (psuedo code): double totalMass = 0.0; vec4 center = vec4(0,0,0,0); for(part in vessel.allparts){ if(part.physicsEnabled){ totalMass+=part.mass; center.add(part.transformedCenter.scale(part.mass)); } } center.scale(1/totalMass); I'm fairly certain all parts are looped over several times during each physic tick doing much more complex calculations. -
look closely at the runway, there a small dot which is probably a normal crew capsule
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It's entirely possible to rewrite the strut code and still keep .craft compatibility so stop your worrying that all your struts will be broken
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There is a plugin somewhere that allows recalibration of console controllers for use with KSP, you might be able to plug into that code path
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wasn't a question but a typo...
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The most important factor of keeping satellites in sync is orbital period. It doesn't matter that one is slightly away from ideal as long as they all have the same period than after each orbit they make they will be in the exact same spot every time.
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Wobbly rear on twin-boom aircraft
ratchet freak replied to SuperTechmarine's topic in KSP1 Gameplay Questions and Tutorials
also check CoM and CoL indicators besides the FAR graphs