SpaceFlightNut
-
Posts
2 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by SpaceFlightNut
-
-
Hi everyone,
I've been following these guys for a while now - they finally have a free demo for the Prepar3D flight simulator. Looks nice, I'm gonna download and try it out in the next few days. Looks like it's quite capable, although only one launcher for now (SLS)... Here is their web site and a YT Channel.
Couple of screenshots from their P3D forum post: -
18 hours ago, YNM said:
I think it was referring to the ability to build rockets from the ground up. This FSX 'Space Edition' will be closer to Orbiter in that regard, you can only choose from a list of premade rockets.
No, not pre-made. You can assemble variations of launcher family from the components. Orbiter doesn't let you do that, AFAIK.
Found this link on their STEAM page:
https://steamcommunity.com/sharedfiles/filedetails/?id=1386859957
-
Again - I MEANT granular, as it applies to technical terminology:
gran·u·lar·i·ty/ˌɡranyəˈlerədē/noun-
1.the quality or condition of being granular.
-
2.TECHNICALthe scale or level of detail present in a set of data or other phenomenon
If you are unsure of what I meant, just ask me - please don't try to correct me.
Anyway - What I meant was, in KSP, we are allowed a high level of creativity - we are allowed to construct "what-if" launchers. We can choose from hundreds of components to assemble our own creations. I would call that very "granular".
This title, however, doesn't seem to allow such level of detail or, ahem, GRANULARITY (for definition, see above ) This title seems to allow for modular construction of different variations of a launch system, much like in the real life, but from set, established components. For example, I would assume that they would provide all parts necessary to construct all variants of NASA's SLS, be it crew, cargo, blocks 1, IB, 2, solid rocked boosters, upcoming advances liquid boosters, etc.
-
-
1 hour ago, YNM said:
*modular
Wow.
So, do we get all the insane FSX:SE physics or will the mod improve it (and in which direction) ? XD
No, I meant granular. Looks like you can have, say, a component, a rocket stage, but the engines are fixed, you can't change them.
re: physics, LOL, I am a long-time FSX user, and you do get this behavior, but only when you "tweak" with the original flight model. Default aircraft do not behave like this.
From their web site:
QuoteFSX SpacePort does not rely on FSX's flight model - instead, it completely replaces it with its own physics engine which implements a sophisticated deterministic physics solver to precisely simulate spaceflight in real time.
...
Along with the physics engine comes a sophisticated, high-fidelity collision engine, completely user-definable through FSX's SimObject container expanded with spacecraft-specific functionality.
-
Ooops! Sorry! and thanks!
-
Has anyone seen this? Thoughts? Still in development, but it looks promising. Their web site promises a lot... looks like you can assemble your own space craft, although it seems to be limited to current and historic hardware, and much less "granular" than KSP.
They are on steam as well, "FSX SpacePort"
PEGAS - Powered Explicit Guidance Ascent System - devlog
in KSP1 Mod Releases
Posted
Hello!
I am examining your code, and I was wondering one thing: What is the purpose of the launch vehicle descriptor file, such as
PEGAS/kOS/boot/AtlasV-532.ks
It contains parameters (such as massTotal, massFuel, isp, thrust), that can surely be obtained from the vehicle itself, correct?
It seems as if they are redundantly specified in there, unless I am missing somethng.
Thanks!