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SpaceMonkeez

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  1. I bring forth an update: 03/10/2025 I was able to get the CPU faster than expected (huzzah) and now am happy to say.. I have a test version available. Newton’s Apple: N-body Origins aka. NANO NANO has been revised to not do as much to bodies as it does vessels. The game will run “small” gravitational equations that have been added in alongside the stock system to simply expand it. Running on the simple formula N·m²/kg² and (G * body.Mass * otherBody.Mass) / (distance * distance) Currently orbits are mostly unchanged. This was done to make sure it doesn’t break anything major when trying it alongside other mods. I simulated 180 years with no changes to actual celestial orbits. The mod mostly handles long distance flights and breaking free of SOIs at the moment. An example would be a flight to Jool will have a pretty easy time once you break away from Kerbin by being able to slingshot. However returning from Jool will be much harder, or easier, depending on how you do it. We would love to expand upon this with true mechanics and realism, but we may have an easier time when Redux drops so vessels are good for now right? Flights to Moons or other Satellites will be riskier on your fuel as will sustaining an orbit for long periods of time under certain circumstances as the Planet will ALWAYS exert a force. This leads to our next section Bugs. Yes there are many ranging from the physics rolling you like a rug kind to the “I don't feel anythi.. oh no we’re doomed” kind. It seems to be with non stock vessel parts mostly. Sometimes chutes need an extra friend to help slow descent. Most common occurrence is constant starboard rotation (rolling like a rug). Only one version did I have the issue of celestial collision and this shouldn’t happen anymore. I didn’t actually change anything in the test release version I simply reverted to a non complex equation for small objects. If it does happen we have a serious problem Look for the mod release page soon (I want to make sure I do it right for the moderators lol )
  2. Wouldn’t have thought otherwise but still happy to hear. I look forward to watching the progress as it releases.
  3. Anything is possible with a keyboard buddy.. and lots of time and stress lol I know they will get something to us and it will only snowball from there. It’s a good team of people that’s involved from the looks of it.
  4. Around how far along will we be able to test using our mods within the redux? I’d hate to dive too deep into something just to have it break. Redux would obviously take priority for most people understandably. I wouldn’t try to change that with a minor addition to the game.
  5. Coming to a Star System near you we are proud to try and accomplish… N-Body Mechanics. Stay Tuned Kosmosnauts. This Message sponsored by West Tek Current state 03/05/25: Kerbin, Mun, and Minmus have proper gravity and pull. Setting all objects to orbit the Sun with proper mechanics is in process of testing. Currently Kerbin swallows both around 80 years in before diving into the Sun. Hilarious but not usable
  6. I had an issue where I would eventually get an infinite load screen when going to launchpad. It persisted across all saves and only a complete reinstall of the game would fix it. I narrowed it down to this mod by only installing it and its dependencies. Everything worked flawlessly until it happened and the galaxy I made looked phenomenal. I should note it wasn’t immediate but only when I had actually researched something capable of reaching interstellar locations. Creating a sandbox save wouldn’t let me do it all. I believe it was either the tracking station upgrades or researching more capable vessels. Either way I had to uninstall to be able to play and I’m hoping you can come across a fix as it looks so good
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