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silverfox8124

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Everything posted by silverfox8124

  1. Alright everyone, reply time ayyyy. I'm once again in school, intensive program, and as usual, my motivation for this mod is very low. However, I do have an update planned out. I will simplify the model and release as a new mod and name and use a weather model similar to Breath of The Wild. This will ease computation requirements and also allow for us to fast-track the development a bit. However, I am still poop at graphics, so that's always a problem to try and solve. Later anyways, when I get my motivation back. ~SilverFox8124
  2. No, I do not have to integrate with FAR. KerbalWind does because it's a damn rip off from KWS in the beginning, which relied on FAR. However, I will be adding stock compat with the next release, whenever that may be.
  3. yes, on a scale from 0-100, Fahrenheit is better at conveying stuff. However, Celsius is just the same stuff offset by -50 degrees, 0-100 is arbitrary.. -50 and you're pretty much dead, 50 degrees and you're pretty much dead.Thing is, the only people that can relate to it are Americans. Everyone else in the world uses Celsius.
  4. @everyone I have returned! But not to the modding scene yet. I am still in college and the program is very demanding of me, I don't have the drive and spare time to dedicate an entire few days solely to research like I used to. This sim has reached a rather large wall and I need to go cutting around, digging, and looking through things to find what's right and what isn't, and what needs to be added or removed. In terms of graphics, those are the least of my concern, and aren't even on the roadmap anymore, since it is in such a far away future, with the rewrites of the sim taking up the roadmap now. Graphics are the very last thing that will be added, and when I first release this mod once I get it working and stable, it wont have graphics, just wind power and numbers. What I need in terms of help is someone with meteorology background and/or has coding background that is somewhat recent. Someone who can dedicate the time I can't currently, otherwise this will have to wait until May at the earliest (which is when I'm out of school). Edit: I also wont be supporting Fahrenheit. I very much dislike that unit of measurement, very unscientific.
  5. @Wolfair corp. That Kerbal Wind mod was a pure port, almost copy paste from original code. The graphic effects of weather are my weakpoint, I do not do graphics and I don't know how to do it. If anything, now that I have time off from school, I can focus some time to rebooting KWS, since we talked a lot about gas laws in chem, it sort of reignited the spark a bit and gave me a new perspective on how this can be done. I just have to lay out some more planning and foundation for all the equations I'll use. What makes this harder than normal is getting all the interactions right, and to prevent diverging series of events such that they go helplessly out of control. I will make an attempt at rebooting, see how far my new mentality can go. ~SilverFox8124
  6. @colmo an experienced meteorologist. Someone who knows the weather system in and out and can provide accurate laws and physics from which to base on, such that no inaccuracies in law are introduced (inaccuracies due to scope and computation power are allowed however). @Wolfair corp. I'm sorry but I don't really support 0.90 installs, it is too cumbersome and outdated to test for and debug, especially since I dont have the code from that time. I cannot help you, I am sorry. Sorry guys that I've been on hiatus, and leave for awhile, it is still rather time consuming to test and develop for this mod without any greater knowledge on meteorology than my own. I do however greatly appreciate your patience and desire for this mod, it is heartwarming to see. Thank you all.
  7. Yes, it would be nice, but I'm afraid I just dont have the time and motivation to put into testing it anymore. I'm in college trying to get above 90 average, it takes a lot of my time, and right now I'm the only one working on this project. Like I said before, we need more expertise on the team before we can continue it further.
  8. I've been a bit busy on my end, and motivation to do much is lacking in my life. I don't need testers just yet. If anything we need more knowledge and expertise on the team.
  9. No, I do not recommend any attempt at compiling what we have. not only do we not have any weather effects showing, it isn't guaranteed to work, nor does it right now. Again, don't compile and run. Wait until a release.
  10. @Fengist 1) At no point in the sim is the weather controlled by us. It is dictated by natural law. 2)Far dependancy shouldn't come as mandatory for the next release That was rather easy. Nice looking boat you got there. I wonder how well it'll react with the sim's wind. It'll be interesting to model however... "How much am I thinking about weather?" Well idk, how much are you thinking about weather?
  11. Yes, working with 1.4x atmosphere will screw with things for now, I also don't know what exactly you're changing and if you're changing what you need to be changing and if things are updated properly because of it. However, that's a discussion for another time. Dev notes for the day: From the testing I've been doing there are some geometry issues we have to work around that are causing weird anomalies to arise. Ontop of this, we are still having wind issues, as this son of a poodle is a monster to tackle, and constantly giving problems. However, we should be able to get this bug free eventually...hopefully. Very Soon(tm)
  12. Yes, the sim can handle changes, but don't expect it to be as easy as one might think. Also the sim itself isn't fully complete, and we are mainly focusing on the aspects of kerbin and earth. There is a few things you would have to change, and all the stuff the sim takes in is under the BodyData folder and then under the planet you want to tweak. Again, there are only certain things you can tweak currently. But for now, that feature is mainly a focus of KWS 2.0+.
  13. @Kerbinidiel No, it does not change or alter contract types. It is a filter, as the name suggests. @Bishop149 It auto-rejects, and doesn't penalize you for it. It's like you never got them in the first place. (If you do get penalized for the rejection of contracts via contract filter, send me an error report.)
  14. Dev Update! Another day, another overlay. This time pressure. Going from Black, to Red, to Purple, to Blue, to yellow, to white. If you look closely, you can see the shape of a certain something
  15. 99% of weather phenomena should in theory be generated by the sim naturally as the conditions occur. (note: don't get liquided if you don't get a storm or strong winds or rain or anything at KSC for days on end, that's just how weather works.) colmo, all the visual stuff is coming later, and will be done via KWS itself. Also, the wind turbines and such already (when they were in the mod) reacted to the wind, they didn't really turn to the wind, but they spun and stuff. As per the extra core stuff, that won't come in handy yet, it'll only lessen the load KWS has each cycle. Soon enough I'll get KWS to be multi-threadable and that'll mean you can max out those cores all you want. Right now it's all about how fast one of your cores is. However on a dev note, we currently dont have a way of handling named quicksaves, as KSP provides no means to give me said names without breaking forum rules via dirty tricks. So hopefully the next version fixes this, if not, then you all will have to refrain from named quicksaves. Also as I don't have any timewarp handling i dont recommend going above 50x timewarp until we get a proper method sorted out
  16. uhhhh, direct access to KSP things for initializing the simulation, GUI stuff, the overlays, less code between the sim and ksp itself compared to the standalone version. Easier to write code for and manage it. this among other reasons I can't think of currently.
  17. We calculate every single cell, regardless of it being in physics range or not. This is by nature of the sim, as each cell relies on the data in the cell next to it. Half the simulation functions off of this. Mind you, these cells are also very large in terms of area covered. I couldn't go any larger in cell size without the area being too large to count as a single point. Anyways, all cells have to be loaded, and updated in the same cycle otherwise you mix dated data with new data and things are conceptually fcked at that point. Mind you, computers are also *really* fast. This entire planet can be done in 4.1 seconds with medium-heavy load on KSP, and 10.5 seconds with a much lighter load on KSP. taking only 0.0003 seconds, or 0.31ms to compute 20 cells every 20ms on my laptop. If you run a heavy install or dont have a decent CPU(>3Ghz) then 15 or 10 cells/tick will do you just fine.
  18. Yes there is an interface/API which is open for public use. I will have more details on that as it unfolds, but it will give you all you need to get started and some info from the sim. Like, temperature pressure wind, all those variables inside the WeatherCell class I have going. Any questions about this you can hop onto IRC and message me in the special channel I made for KWS: http://webchat.esper.net/?channels=kerbalweathersystems
  19. That's literally what this sim is, and will have in it. Satellite parts are planned, and the mod had a turbine part before, that will make a return later.
  20. Thank you! we appreciate the encouragement. However here at KWS we always expect crazy excrements to go down, because we're used to seeing the sim in a crazy state. However the fix for the horizontal winds *should* be an easy one, but ya never know. Anyways, if all goes well I'll have a very special announcement. Very Soon(tm)
  21. Dev Update! So I have been working on the saving and loading system for the past few days, and it's been one problem after the other, but I should have most of the problems fixed (for confignodes). However, good news so far, I let the sim run overnight and it lasted a bit over 2 hours in game(gametime->realtime was slower because I was running almost 2x the recommended cells, on a laptop, with 100% load already on the processor) before the sim reached an error. And even though it was winds this time, it wasn't the vertical winds as we normally have issues with. It was the horizontal winds. Which reached peak of 200km/h and was causing massive pressure drops (as so much wind was leaving the cell), which triggered a "pressure too low" warning. Hopefully we'll get this fixed soon enough.
  22. Dev Update! So far the sim itself is in the later stages of testing currently(Could be pulled back at any time's notice, so yeah), and I am focusing on getting some features down and ready for the release, however currently we are experiencing difficulties with how KSP does save stuff and config nodes are giving us a bit of trouble as well. Progress is being made, don't worry
  23. Dev Update! So recently we've been working on more of the wind, as that's a really touchy thing in the sim apparently, and it likes to excrements itself quite often. So we've been dealing with that . In the meantime I've also been going over saving and loading states, however a newer problem arises, in that time revert is a thing, and so is quicksaving and loading, both of which screw with the timing of the model. So i've been going over theories of how to deal with this in the best way possible. further updates to come!
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