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ratchet freak

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Everything posted by ratchet freak

  1. you might just not have enough downforce to get any grip
  2. tl;dr allow option to skip early tech directly to space
  3. during your ascent go to the map view and see how your orbit evolves, pay special attention to the apoapsis and where it is
  4. I know this falls under "Better/More interesting planetary surfaces" in the already suggested list but this didn't come up in the linked topics. Currently the celestial bodies are triangulated and texture mapped using a Equirectangular projection. This has the down side that the poles are very sensitive to distortions and a sizable portion of the terrain texture is wasted. Instead one project a skybox onto a sphere and use those coordinates to sample the terrain texture. This reduces the map projection artifacts, but requires 6 textures instead of only 1 (though they can be half the size without sacrificing details). EDIT to clarify I will show what I mean about the texture: This would be the resulting texture in the assets. as you can see with the meridians the distortions are minimal compared to a cylindrical projection.
  5. and defragging doesn't help a SSD at all
  6. in a stepped physics model if you apply a force F for T seconds to an object with mass M then you should get accelerated by F*T/M, this is a perfectly normal approximation you need to constantly apply the force across multiple frames to get the smooth acceleration
  7. maybe some density sphere "bands" there will usually be more debris in your LKO staging orbit than out by the mun
  8. You need to put the things in the cargobay in the SPH, hold down alt to turn off surface attachment to make it easier. Start with a docking port for maximum reusability If you didn't flame out during ascent then you have more than enough intakes and can go remove a few
  9. recompile the Unity engine so it never truncates pointers by assigning to long -> will probably fix the win64 stability issues
  10. You can just escape in polar orbit, the only difference from an ecliptic orbit is the amount of inclination the resulting solar orbit has
  11. no that is normal behavior by the OS from pushing the thread across cores between timeslices, if you look at total CPU usage you will see around 25% being used
  12. I thought a EVA kerbal could activate antennas, either way no need for KAS the claw will work as well
  13. they get spawned when you accept the contract, They are essentially rendez-vouz contracts, once you get close enough you will need to press the [ or ] keys to swap to the stranded kerbal (swapping from map doesn't work) and put him in the ship for a safe landing
  14. Actually the dot product between the surface normal (on which the wheel is colliding) and the right vector of the wheel contains enough information about which way the caster angle should go. If it is negative then "uphill" is to the right and if negative then it is to left.
  15. How hard would it be to make a self-steering module, What I mean is that if the wheel isn't perpendicular on the ground it steers a bit "uphill" (within limits) This would make realistic bicycles possible without having to rely on reaction wheels. Because the front wheel will automatically steer into the turn and correct the lean.
  16. the requirement is for source available which is different from open source "open source" implicitly includes the right to fork a project and make improvements "source available" is just that, you can request the source code for personal use (inspection, self compiling) but that is where it ends, All Rights Reservedâ„¢ is not open source but (on this forum) source available
  17. Except that with a GPL licence you are giving crayons away under the understanding that the can do (nearly) anything they want with it and then you complain when someone is giving away your crayons that he snapped in half because he didn't like the the way the full-length crayon fit in his hands. Under GNU GPL v3 (under which FAR and NEAR are released) this is perfectly allowable.
  18. what happens if you put the V upside down (or right side up as it were), do the small tanks flip over so the multinode is pointing up?
  19. to me it looks like a exhaust of a high bypass turbofan
  20. double check both repulsors on both sides, it may be that only one set gets tweaked
  21. you'll need to include normals in the export, currently they are calculated per face rather than averaged per vertex
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