silverfox8124
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@theonegalen CPU usage can be easily managed with my sim. You can set how many cells per tick you want to update, and how long until each update. In time there will be more advanced settings you can set to further adjust your resource usage. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update!: New video out showing progress made on Unity simulation! This one shows wind with a coriolis-like force being applied to the wind: -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update!: I've been taking a bit of a break from coding, I'm coding on and off, but do know that progress is slowly being made. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Errol, KSP water physics are non-existent, I cannot do much with it, and I don't really plan on doing much with it, right now I'm focusing on numbers, calculations, and simulations and it's taking awhile to get right, I want to give you guys something that does no less than it's supposed to do. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev update!: So far I've been working on a re-work! That's right, I'm rewriting the simulation so that it runs in unity, mainly for faster testing and debugging. This will also make way for a true weather API of sorts, where coders can access and input values into the simulator. It's been tough and it just grows and grows and grows. Update will probably not be sometime soon, I apologize! ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@AngelLeStat, Wooh this is a long one: 1) You can offer help currently if you wish, if you have previous coding experience that's beautiful. go onto IRC and go into the #kspmodders channel from esper.net We can talk more there on the matter of atmospheric composition. 2)Yes, the heat capacity of oceans are quite large, and they play big role in weather because of evaporation, that's how the heat gets transferred. 3)Current model I'm working on has no means of heat transfer from cell to cell, it can go upwards and downwards in the layers, but not from cell to cell. 4) Clouds haven't been properly implemented yet, those will come after heat transfers are set up and humidity is added in properly. 5)Winds are really crazing because there are high pressure differences in the neighbouring cells. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@ddrab01, I am unsure, but do not have the time to test that currently. If Astronomers pack has code that references EVE's specific files and locations, then yes, it is not supported and is incompatible. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@AngelLeStat, I'm actually currently working with an Atmospheric Scientist, Nertea, on the advancements of KWS. And the winds I said earlier are not ones you'll see in the live version. The winds are driven by the Pressure-gradient forces. Essentially f = dP/dd. The change in pressure is becoming crazy because things aren't updating/receiving values as they should, or are not the correct value. It all comes with testing and tweaking. Also, on the note of the kite, yes, KSP parts are really heavy actually. On the note of atmospheric composition, I've been wanting to do that for awhile actually, and will be trying my best to add it in at a later date. On your note of me not taking into account oceans, that's wrong, I'm working on getting the albedo and emissivity values for oceans, again, it all comes with tweaking and messing around with numbers. EDIT: On the note of your first paragraph, it's wrong, almost entirely. The winds are slower at the surface because of surface friction for one, another factor is the density of the air, the higher the density, the lesser the winds because the air is better at transferring heat. Which brings me to the second point: The oceans are .... at transferring heat, air is significantly better at transferring heat than water is. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@AngelLeStat, Yes, it's on the OP iirc, under community creations. It's pretty neat and I want to see someone make a parasail. On Note of current progress: -More realistic heating model is in place, working on daytime heating and nighttime cooling, the sun does heat up the planets though, and each layer dissipates and absorbs just like the real thing. However, don't expect temperature like that of earth for kerbin, because kerbin's properties aren't like that of earth's. -Winds are spectacularly high, reaching several hundred thousand km/h on surface! (Don't worry, it will be tuned down for release!) -Simulation can be throttled, and even paused so you can admire the weather around you without it changing. That's all I can think of currently, have fun with the winds! ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@ss8913, a "ton" of clouds? there are 3 layers of clouds iirc.. how well do you handle regular EVE installs? Also, if you're wanting to tone down the clouds, I suggest deleting cloud layers in the CloudLayer.cfg file. And also, what are your machine specs? EDIT: How big was the framerate drop? From what amount of frames to what amount of frames? ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update! Thanks to the generous help of atmospheric scientist; Nertea, I have been able to get better equations for the weather modelling, more accurate ones too. It's been great learning from him/her and it will most definitely benefit you guys soon! -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@mfkdso, try taking a look at Kerbal Wind, it's on the release forums, and is based off of the earliest version of my mod, there you can set direction and speed. Other than that, download an earlier version of my mod. -
@DaMichel, You took the earliest version of my mod and went from there, all these problems, wind direction being some F***ed up local thing, wind direction being backwards, that was all fixed in quite early versions. Imho, it was a bad choice to take from 0.0.2.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@tofox, currently the only thing you can customize, is the clouds. If you need to raise the altitudes on the clouds, you can do so in the CloudLayer.cfg file. If you are talking about custom configs for a new planet you created, yes. I will need key information, such as atmospheric composure for one. I can't think of much off the top of my head that I couldn't grab from code... but do know that there will be a good chunk that you as a user will need to know and input accurately in order for my mod to interpret it right, and lead to very unexpected results. I apologize this update has been taking a few months, it's been a challenge the entire way and I want to make sure I'm not putting out half-working .... to the community. I want to get this done as right as I can make it. I am however getting close, I just need the equations and to get them working right. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@tofox, I like to post notices on the thread sometimes giving dev updates, so take a read through the past page or so of the thread. Other than that I've had a bit of a break for the past two days, might start up on it again. Currently I'm working on getting the temps right where they should be and to try and factor in global warming, as it accounts for ~30C of our global average temp, bringing us from being -19C to around 14C. However the current challenge is with the equations I use and just how finnicky they can be... Edit: I'm also trying my very best to make it so that even you guys can add planets into the game through whichever mod does it now, and have the weather act with as much accuracy as it would if that planet were real, rather, with as much accuracy as my mod can handle. Point being, I'm trying to be as forumulaic as possible, but there are some numbers you as the planet makers are going to have to give my mod in order for it to function properly. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Doctor Axel, I'm going to need a bit more detail, which mods are installed? I'll try this out on my dev install in the mean time. Are there any errors that pop up on the Debug log during this event? - - - Updated - - - @DoctorAxel, I have tried to replicate this, and my pod just sits in the water being pushed lightly by the winds. I parachuted a capsule into the ocean and it was fine, the "water" of ksp doesn't act like water so yeah... ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update! Just fixed the NREs that pop up for you guys when going from Main Menu to Space Center, this should improve performance and loading times in the tiniest fraction. Also, I re-added in pressure calculation updates to my cell updater, and winds are happening! That means that wind is now happening as it should (moreorless) and all that's left to do is do daynight cycles so that they can be calculated and dealt with as necessary~ ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update!: After two days of bug tracking, darklight and I have found a way so that you guys don't have to worry about FAR versioning with the next upcoming release of KWS. If you want to use the previous FAR, then so be it, and newer versions of FAR that come out shouldn't require me to make an update. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Doctor Axel, The wind box isn't a thing anymore, the wind happens automatically as of the current live version. Read the OP and changelog, that should answer some of your basic questions. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Doctor Axel, No, Whimsical weather is NOT something I want to do. Weather should be predictable, follow patterns, laws and rules, you should be able to track it with accuracy and knowledge and experience. On the topic of weather on other planets, it won't be as accurate on say Duna than it is on Kerbin, mainly because we don't know as much about the climate of Mars as we do Earth. Some of the same concepts are still hanging around, but the atmosphere is highly different in it's molecular composition, and it makes it extremely hard for me to work with, given some of my formulas use the mass of dry air in moles. *Choo choo* Hype train, there WILL be dust storms on Duna, in time I can promise you that that is one of my end goals of this, is to have dust storms like they do on Mars. Laythe will be quite interesting to do, but I'm still working on ways of making my code better and TOTALLY NOT THROWING NaN AT ME ALL THE TIME ARGH. ~SilverFox8124 -
@Everyone, the way I see this mod, and I could be wrong, but it's close to what you'd get if you were testing a craft in a wind tunnel. It's to show you the effects a certain direction of wind, and strength of wind, would have on the craft. Author please correct me if I'm wrong.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Astrofox, I'm debating whether to add in stock drag as well, it'll be great to have, but it'll be a challenge to get right. I'll look into it, but no promises for the next release. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@DaMichel, yes, multi-threading has gone through my head, and will eventually be thing I will do, in some form. I also found out that my grids aren't using much memory at all, but it is the textures that are using more memory than I'd like, with kerbin's being ~28MB each layer... So I will do some tweaking on that, and there should be less RAM usage by my mod. But going through and doing a bit of optimizing on my cells has brought down the memory usage a bit, which always helps. EDIT: I have tuned down the resolution on Kerbin's cloud maps, this has freed up ~300MB of RAM, expect performance updates to come! -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@NO2, I'm not sure about the custom textures, as long as they have the same file name and are in the same place as my own, it should work. Try it out and give it a see, I haven't experimented with custom textures and such just yet. @DaMichel, It's fine by me if you release the code, as I've stated before, I am concerned about giving credit where credit is due (And I'm not saying you don't do it, I'm just re-iterating my concerns on the topic in general) As long as you link to this thread and have that license line I supplied you in with it, I'm all cool with it, and would be glad to help you if you have any more requests in regards to how about I went things, or how a certain aspect of my code makes sense, or how else it could be utilized. I'm quite glad to help when I can. And yes, you have my permission to put your code under MIT and add a clause that gives credit where credit is due. Also, on a more general note. What kind of Memory space do you all have for KSP (windows 32 bit, Linux whatever), as I'm looking into making my code better and the such and sometimes the mod can take a few hundred MBs of RAM. If you all are tight on RAM space, then are you guys able to sacrifice CPU usage to make up for it? This is the kind of balancing I need to do the entire time to make sure that it's as optimal as can be for you all. Sorry for the delay in releases, this update is going to be tricky to get right, and is already quite massive tbh. ~SilverFox8124 -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@NO2, yes, you should uninstall EVE before installing my mod, otherwise there would be two cloud layers in one layer, or more layers than necessary, and that will poop on your computer's performance.