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Everything posted by colmo
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Maritime Pack & Submarine Pack 2.0 Dev Page
colmo replied to BT Industries's topic in KSP1 Mod Development
Welcome back @Fengist. You'll want to check out the weather simulation dev thread for your sailing. For leveling the sub, you may want to consult the Hooligan Labs airship mod, which has something similar (and Hooligan Labs did at one time use it to create a sub mod). @SpannerMonkey(smce) and @Azimech are also working on boat mods fyi. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
Nothing to stop part-based and static-based turbines both. Having them as destructible parts introduces a maintenance aspect, could be fun. @blackrack has looked into making waves interaction with vessels for Scatterer. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
Statics (e.g. Kerbinside) wouldn't react to physics so would need some custom animation reliant on wind direction. Wondering where the Kerbin analogue of Ireland (Land of the Long Gray cloud) will turn out to be? Oh man, we're missing axial tilt - seasons! And then there's oceanic hydrology as well... -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
If the KSC is caught in a squall, I'll happily go on patrol with a coastguard boat. We want more challenges Visuals too? Stunning. At this point, I've got to suggest you consider taking this commercial as a standalone game (once perfected in KSP, of course!). We've had planet, farm, goat and rock simulation games, why not weather? -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
Will extra CPU cores be helpful in Unity 5? I built an Intel i7-5820k 6-core late last year in anticipation I'd need them! I believe U5 spreads the load across multiple cores, unfortunately bugs and memory leaks in 1.1.2 mean I've seen all 12 virtual cores at 100%, which I had to exit X windows to escape. The biggest winner of the API is surely the visuals guys. Rain, cloud, whitecaps on waves, wind (think how it would look in a desert biome!), fog, snow, tornados (does the sim create those?), all visually generated and moving on the fly. Statics could react to the live data - wind turbines could point into the wind and change spin speed (turbines made of parts could be simulated physically, which would be more costly to performance). -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
Wow, ambitious. Will there be an API? There's bound to be other modders who will want to create add-ons. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
We need a dynamo part, to build wind turbines... Or a windsock part, using chute code... Maybe @AlphaAsh might be interested in a few weather-related statics (weather station facilities, light houses, wind turbines) We'd be able to build weather satellites to monitor conditions. Someone could build a meteorology mod. So many possibilities. Love it! -
For those complaining about physics issues when boats enter physics range, Kerbal Joint Reinforcement's physics easing does mitigate the problem somewhat.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
This sounds like FAR country to me. You might want to have a word with Ferram. I see no problem using one of the several procedural wing mods to mock up your wingsail. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
Are you working on a sail part based on parachute code? -
Check out the Fundament part in Keridian Dynamics, an EPL expansion. It's a concrete foundation for EPL structures that works like a launch clamp (so no issues with terrain clipping), but also has a node to attach to permanent structures.
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I think the next step is to make a normal map to add depth and details to the parts? I'm no modeller, sorry, just what I've seen discussed before. Stock parts are hand painted, the original boat parts textures weren't much different from this.
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Will do, though I'm AFK for a day or more (sorry, @NotAnAimbot, never got to it today). My general observation is that many Kings are on the portly side with too many guns, more fuel than necessary and thus rather large profiles. My plane isn't quite what we called a 'peanut fighter' (cockpit, 1 tank, engine for minimum profile) in the Top Gun AI contests, but it is nearly half the weight (a smidge over 8.5T) of most of these and doesn't use reaction wheels to increase manoeuvrability (we banned them in TGAI). With limited thrust prop engines, weight will be a more obvious performance constraint for ASC-III.
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I have a legal design which pretty much eats the current king (and the Battlewing) for breakfast. Inigma went and ended the challenge before I got round to entering! I'll do a video of my own.
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They do, the CFG of the part has the radar module code, I think the same as the nose radome. My testing against the F-2X SP is going even better than the Battlewing Duo. I'm getting some weird bugs, with battle aftermaths finishing on a stuck camera angle, unable to switch or leave the current craft.
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Hi all, I've been meaning to have a go at this since inigma came up with it. I have a beefy Linux PC (built a Haswell-E i7-5820k machine last year, and the move to Unity 5 means the extra cores are paying off!) too - I may be able to help on the hosting front now and then. A question - do the Mk22 cockpits count as a BD Armory part towards the 20 part cap? As they're equipped with a radar, that would seem fair. I'm currently looking for the most recent version of the current king - the Draconiator on the OP doesn't seem to have the right settings, it flies like it's on LSD, has no flares and crashes often?
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The Maritime parts team have a marina in development also. Edit: link added.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
I'm sure @blackrack and @rbray89 will be salivating at the chance to hook Scatterer and EVE into this mod. It's perhaps the most ambitious mod for KSP (or tied with the n-body physics one). -
@Nightside, check out the BAD-T Arenas by @tetryds
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I'm not a static maker, or modder at all, I just write ideas in places people might find them useful. I can confirm the performance hit with KS - I have a beefy i7-5820k PC running Linux (I haven't overclocked it...yet), but the GPU is 'only' a GTX 660. I note framerate (with EVE and Scatterer) drops from 30-40fps to 20-30 fps the moment the Kerbal Kampus (extra buildings around KSC) becomes visible. I thought it was Scatterer at first (it has a performance cost of its own) but it still happened after it was removed. A new GPU is on the wish list...
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For those requesting test terrain for rovers, @InfiniteDice made a Baja tace track: And @Justin Kerbice made a rover proving ground: They were made for Kerbtown so I have no idea of their current functionality.
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I believe the issue is that you can't have resources with negative mass, and the simulation doesn't extend to simulating lift adiabatically. This is why boats can't have a resource like DisplacedWater and why airships with very light Hydrogen or Helium wouldn't float.