HotVector
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Developer Insights #11 – Engine Exhaust Visual Effects
HotVector replied to Intercept Games's topic in Dev Diaries
Why does the plume expand exponentially outwards in a vaccum? I do not think that is how rocket exhaust behaves in a vaccum. It should be more akin to the transitional exhaust. Here's a picture of the Falcon 9 first stage at ~40 km -
I would like to add to this discussion, with my experience as a Unity dev and a VR player. One of the biggest challenges in making a *good* VR experience(not just a functional VR experience) is implementing input that supports all the controllers currently on the market and is extremely intuitive. A good example of this is the input in Half Life Alyx - it's not challenging to remember VR actions in Alyx and the actions are repeatable and you can perform those actions without thinking about them. This came after years of research by Valve, so it won't be easy to implement input that's as intuitive as Alyx in Kerbal Space Program, and it's most certainly not as straightforward as others on this thread are making it out to be. As for actually displaying KSP on a VR headset, the only constraint is performance, and optimization is not an easy topic in computer science by any means, especially when working with a game engine such as Unity which still has a lot of it's optimization features in beta(such as the Unity DOTS system). Even when it comes to a problem as simple as moving parts around in the VAB, it's not easy to translate an experience with a mouse/keyboard to a VR controller. How would you handle easily changing between all the various different modes, such as snap and mirror, for example? There's a reason that not every CAD designer uses a VR headset even though they have become affordable. And the challenges only get harder when you start working on other interfaces, like how would you operate a ship from IVA, or how do you position the exterior camera in a way that doesn't give every player severe nausea? There are even challenges with things like seamless switching between VR and normal monitor, which could make or break the VR experience in a game like KSP. Implementing even the most seemingly basic features in VR needs a lot of thought put into it, so I wouldn't be surprised to find out that the KSP 2 developers didn't want to go through that effort, at least for the initial launch version. However, I am most certainly looking forward to flying crazy spaceships in VR
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Is it possible to increase the size of the cargo starship in this mod as per the SpaceX Starship user guide? https://www.spacex.com/media/starship_users_guide_v1.pdf It is currently way too small for anything more than a single space station module.
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Shouldn't surface TWR be higher than 1 for the second stage on launch with full tanks?
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How do the landing legs work? Also isn't the body made from one sheet of metal instead of stacked rings? Is that part going to be omitted due to aesthetic considerations?
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I'm trying to build a SpaceX Starship replica in KSP, and to do that, I used 4 hinges(2 on top, 2 on bottom) and attached aerodynamic surfaces to them, to replicate the Starship wings. I added 3 KSP controllers, for Pitch, Yaw and Roll that moves the wings to change the amount of drag they have to induce those movements. I set them to the Pitch Yaw and Roll axis groups in the Absolute Control Mode. However, when I try to use them in game, only the roll works. How can I make this work properly?
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The fairing's still very janky. It sometimes collides with the payload after separation and always tilts back after separation. It doesn't keep its rotation after separation. Maybe try using something similar to procedural fairings instead? It is when each pixel has its light traced for more accurate light
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Are there any specs for how much each launcher in this mod can launch into LKO(100 km)? Or a graph for each altitude level...
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I think its time for you to bring out those backups, you said you are going to put all the BFR and ITS versions in the game...
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@damonvv The problem I used to have with the fairings was if the payload was wider than the bottom of the fairing: when the fairings deploy, they pitch up and collide with my wide payload... Maybe making it so that they cleanly eject and just fall without pitching will fix this. I don't how you would achieve this, though.
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The main problem I am having with landing is the landing legs getting all wobbly(even with auto struts) when they touch the ground.
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I finally got around to posting these awesome pics: Also, @damonvv, the CKAN version doesn't appear to be updated yet. Is it managed by you, or is it some third party?
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Yeah, you are right. That does seem impractical. Well, when worse comes to worst, you can transfer them to whatever you need using KAS/KIS.
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Why can't I fly the BFS without any Kerbals in it? Isn't it supposed to have a probe core and an antenna, like the real BFS?