Jump to content

WarriorSabe

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by WarriorSabe

  1. The SL pressure doesn't increase the rate at which pressure builds underwater, only the value it starts from. The rate of pressure buildup is driven by the 70% higher gravity and 50% denser oceans, which account for the majority of the crush depth reduction.
  2. I don't think you'd even need to use the surface normal; if you can get the parts' projected area via raycast that'll do the job for you. And, yeah, while assuming the particles are in a circular orbit may not be the most accurate, it should be accurate enough. As for direction though, I vote that we fudge that and pretend it's coming from prograde (but still use the relative speed given the correct velocity vectors) so that you can use an SAS lock to align yourself with it. Edit: another thing that just came to me, the dps would actually be proportional to the cube of relative velocity - not only is each particle imparting more kinetic energy by the square of velocity, you're running into more of them as you plow through faster
  3. Yeah, Kerbalism does a raycast for solar storm shadow shielding, which is basically the same thing but with a different direction vector and effect, so it should be doable
  4. For debris, I wouldn't use random vectors - it's generally directional. Damage would scale with the vector difference between current velocity (orbital frame) and circular orbit velocity. The raycast should come from this vector as well, but for simplicity it should come from the prograde direction I think - that way an SAS hold can be used. During railwarp it'd just remember the orientation from when it entered, the way Kerbalism does for solar panels. I also wouldn't treat them like impacts at all - it'd be thousands of micro-impacts, too many to treat as individual ones. It'd just be a general abrasion, like by a sandblaster
  5. Yeah, I just need to figure out what actually goes inside one since the post you linked still doesn't explain that part (I know literally nothing about licensing)
  6. No, that's some github bug I haven't figured out the cause of. It's only present in the repo though; the download itself should be fine Alright, that's mainly what I wasn't sure about - the actual legal stuff of what license is what
  7. No, it's a system replacer just like they are I haven't really figured out how licenses work yet; at its current state it doesn't have a huge number of original assets I'm really worried about people stealing. I will have to work that out fairly soon though, as I move back towards asset work with much of the main config stuff done now.
  8. Alright, 0.15 is out now. In addition to the previously mentioned stuff, I also reworked the asteroid spawning to hopefully generate them in each group more reliably. I had intended to also add multiple possible asteroid compositions, but for some reason doing that breaks comets, so until that gets fixed (I'm have a feeling it's on the Kopernicus end) they'll just be normal asteroids still. Also, EVE no longer works, but hopefully it won't be too long before I can fix that
  9. 0.15 is well on its way. It will bring an update to 1.10, and implement OnDemand Loading (which should help performance). Also, custom sunflares. Not much else flashy, but 1.10 will bring at least bring comets, and probably its own performance improvements. There's also a few other small things, like loading screens, and an even faster spinning and more oblate Typhos. It should be ready in a few days, barring any significant issues cropping up.
  10. Is there any eta on FFT? Externally at least it seems pretty close to complete. Also, I'm curious, which form is your NSWR? The unenriched one with a few thousand seconds Isp or the highly enriched one with a few hundred thousand seconds?
  11. No, it's planned to remain two small moons. Cerberus being easier to get to than Duna and having several moons should compensate though.
  12. Apparently it's been long enough for this to get the "thread is old" message. I do hope that this hasn't been forgotten about.
  13. The beta is now on version 0.14.2 Highlights of the update: Added a setting for 2.56x rescale (using Sigma Dimensions) that does the necessary adjustments for the rescale Added a setting to optionally change the homeworld to Prometheus (not canon, and is definitely going to be considered a secondary option) Added a moon to Achlys Started work on all new terrain for Prometheus; currently has general continent and ice layout, and some major islands and mountains near the alternate KSC if the homeswitch option is enabled Added custom loading text Added support for MPE, rearranging the orbits of MPE's minor planets to fit in the system (no, I do not plan on doing the same for OPM; whole gas giants can't be made to fit in the way dwarf planets and asteroids can) Various other tweaks and fixes
  14. It was removed at some point because the way Kopernicus currently handles those shadows is really buggy for most users. The screenshots are from when they were still present.
  15. It already does; it's on the Poodle and if you look earlier in the thread you can see it being applied to other multi-nozzle engines (though it appears that it might be a little harder to configure multiple nozzles)
  16. Nuclear smelter? Does that process nuclear fuels, or smelt normal stuff with the power of a nuclear reactor? Or both?
  17. Well, I can go get them; I was really just curious if there was anything different about the Goldfish and Angora
  18. I can't seem to get anything to apply to the NFLV Rutherford analogues. I tried copying the whole EFFECT {} from the Merlin plumes I did get to work to it, but they don't show up. The editor has everything there, it's just invisible for some reason; do those engines need the parentName to be something other than thrustTransform or something?
  19. Alright, I can check those for the materials and shaders. I had already gathered how you removed EFFECTS{} node and added a new one sans engine plume, my problem was with the Cheetah (as in, the Making History engine): it has no EFFECTS{} node to remove, looking at its config, but it still makes particles somehow.
  20. Alright, I'm actually going to start making some configs now, but there's some stuff I can't find on the wiki. What are each of the models and materials, and what do I use for what? e.g., which one do I use if I want mach diamonds or what have you? Also, how do I remove the particles from the Cheetah? It has no EFFECTS node
  21. I was going to start making some configs of my own for the engines I was using, and I noticed something: your Mainsail patch modifies liquidEngineMainsail_v2, but the actual Mainsail engine seems to be liquidEngine1-2. That's the only one I can find in the Squad folder, and only the latter shows up in my .craft files. Edit: I just realized I'm on 1.8 and v2 is probably the 1.9 (or was it 1.10?) one, never mind
  22. For most engines (at least outside of a couple external mods that may have updated to use it), yeah. There is an ingame editor though, so you only need to set up the basic frame of a config, then you can go ingame and edit it visually.
×
×
  • Create New...