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FranFranz

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Everything posted by FranFranz

  1. Same issues for me. Win11 Home - 10.0.22631 CPU: AMD Ryzen 5800H GPU AMD Radeon RX 6600M (Driver version 31.0.12002.7004) 16 GB RAM
  2. I was thinking about stars and planets. I wouldn't mind other rockets/stations as they would zip by quite fast...
  3. Just to add a nugget to the discussion: a 10 % shift in wavelength is enough to shift orange (600 nm) to green (550 nm), which would be quite a visible effect. You can check here: https://www.wolframalpha.com/widgets/view.jsp?id=5072e9b72faacd73c9a4e4cb36ad08d Then of course you would have to be able to shift the colors of all the textures in the game... As for the time effects, I would be fine with just the clocks slowing down. If one takes the space far from any massive object as reference, clocks would slow down proportionally to the speed of the spacecraft (time dilation effect) and to the gravitational potential around a massive body (general relativity). This shouldn't be too difficult, and a mod might do the trick IMHO.
  4. Well, having large time dilations would imply that the rest of the universe (planets, ships, etc.) will speed accordingly, which I would guess could impact performance. You would not have to calculate a proper integral for every object relative to all others. It would be sufficient to calculate it relative to Kerbol (or any other fixed point in space). And for planets things would be easier because their orbit is elliptical, fixed and predictable, unlike player's ships. You can calculate the effect once for one orbit and then save it to memory, rather than calcualate it in real time. Same thing applies to calculating the time dilation effect due to the gravitational field. It simply depends on mass and distance from the planet, and you can consider it within the sphere of influence and neglect it outside.
  5. Hi everyone, this is my first post on the forum. Not a great writer, here, but I was reading posts for some time now... I am following the discussions about relativity, and I'd like to give my point of view on the thing, which essentially orbits around two points: 1) Technicalities First, I may be wrong, but it doesn't seem to me that special relativity is that hard to implement. For instance, it should be possible to calculate the slowing down of clocks by calculating their proper times (wikipedia) from the path followed by a vessel evaluated with respect to Kerbol, which boils down to a numeric integral easily performed by a computer. It seems some people are focusing on slowing down the rest of the universe from the point of view of the ship (which I agree would be hard to do), while instead one could simulate the slowing down of the time of the ship with respect to the universe. This should be much easier to implement, since one could just use the Lorentz factor to slow down the mission clock, the consumpion rate of resources, and adjust (possibily, I am not sure) the thrust produced by engines. This could be done independently for each ship. I don't know what's your opinion, but I would be already happy to see time slowing down, even without seeing Lorentz contraction or Doppler effects. 2) Education Secondly, and most importatly in my opinion, I wouldn't underestimate the educational value that including SR would bring to the game. The huge success of Kerbal Space Program is deeply rooted in how it makes hard concepts more intuitive, so it seems to me very natural to move forward and include SR effects in the game. Wouldn't it be great if some kid discovers something about special relativity because he/she sees the clock of its creations slow down? Besides, it needs not be a huge effect: a few seconds / minutes over some years mission could be enough to trigger the interest and it does not require large fractions of c to be visibile, especially if one could compare in the GUI the ground clock at Kerbin to the mission clock on the ship. This should be included even if all other SR effects are neglected (which is the case anyway if large fractions of c are prevented somehow).
  6. Hello everyone. Probably this has already been asked. Where can I find an updated technical guide to KSPI, if there exist? I know there is the wiki from the old FractalUK version of KSPI, but it seems to be quite outdated. Moreover, I'm having some difficulties to design spaceplanes with a fusion reactor, a thermal generator and a thermal turbojet: 1) Sometimes the TWR is incredibly high (more or less equal to 3, which is really exaggerated) while some other times it is a more reasonable 0.5 2) When I switch off the fusion reactor, I cannot switch it on again, even if I have more that 20'000 EC on board (I followed the FractalUK requirement: EC >= 400MW * 0.04s * 1000 EC/MJ). Even at full EC, the Megajoules control window is showing a 500 MW power requirement and the electric charge doesn't decrease. I thank in advance whoever will help me!
  7. Hi everyone! I'm having problems loading KSP with different mods and I'm getting crazy . I think the issue is linked with Active Texture Managmenent and Interstellar mod 0.12.1: the game starts loading and reaches the window with the Squad Monkey, but stops loading after a few seconds with the file WarpPlugin/Plugins/InterstellarToolbar (there's no crash nor white screen, the game just remains loading that file...). The last lines of KSP.log are the ones reported. I also tried to remove ATM and the game actually loads correctly (InterstellarToolbar included), but it obviously crashes after a while because it runs out of memory. Do you have any hint on how to solve this problem? Thank you!! \GameData\WarpPlugin\Plugins\InterstellarToolbar.dll [LOG 19:53:50.173] AssemblyLoader: Loading assemblies [ERR 19:53:50.175] AssemblyLoader: Assembly 'MechJebRPM' has not met dependency 'MechJeb2' V2.3 [ERR 19:53:50.176] AssemblyLoader: Assembly 'MechJebRPM' is missing 1 dependencies [LOG 19:53:50.235] TestManager: Adding unit test: KineTechAnimationModuleLoader [LOG 19:53:50.243] TestManager: Adding unit test: KineTechAnimationModuleLoader [LOG 19:53:50.247] TestManager: Adding unit test: KineTechAnimationModuleLoader [LOG 19:53:50.252] TestManager: Adding unit test: KineTechAnimationModuleLoader [LOG 19:53:50.296] AddonLoader: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' [LOG 19:53:50.329] [ModuleManager] Adding ModuleManager to the loading screen 2 [LOG 19:53:50.331] AddonLoader: Instantiating addon 'ToolbarManager' from assembly 'Toolbar' [LOG 19:53:50.356] AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement' [LOG 19:53:50.366] ActiveTextureManagement: Settings: [LOG 19:53:50.367] ActiveTextureManagement: mipmaps: True [LOG 19:53:50.368] ActiveTextureManagement: compress: True [LOG 19:53:50.369] ActiveTextureManagement: scale: 1 [LOG 19:53:50.370] ActiveTextureManagement: max_size: 0 [LOG 19:53:50.371] ActiveTextureManagement: mipmaps_normals: True [LOG 19:53:50.372] ActiveTextureManagement: compress_normals: False [LOG 19:53:50.373] ActiveTextureManagement: scale_normals: 2 [LOG 19:53:50.374] ActiveTextureManagement: max_size_normals: 512
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