-
Posts
577 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by OdinYggd
-
It's not so much a matter of ripping notes as that's largely the same concepts that have been circulated for some time. A number of well known mod authors were involved in coming up with those methods, as well as the input from a lot of people over time as they have been discussed. Warping is initiated by requesting warp. All players have 15 seconds to click deny warp- which would allow someone who is close to a maneuver or in an unsuitable situation to refuse the warp, triggering a 2-5 minute cooldown. Assuming nobody refuses, after all players have pressed accept or timed out, the players who pressed accept are taken to a screen where they can select warp duration, with shortcut keys to SOI change, apoapsis, periapsis, and maneuver nodes. Players who timed out are presumed to be afk, and are not prompted for warp parameters. Once everyone has entered their settings, warp then takes place as a function of the lowest common denominators of speed and duration followed by a 2-5 minute cooldown so whoever reached their destination first can perform their maneuver. I do like the idea of having an observation mode, but it should be an opt-in feature so that people who don't necessarily want to be watched can fly without being observed. From my perspective of it, I don't think multi-vessel physics is even relevant. Each client calculates its own physics and provides that information to the server. Same thing with Krakensbane. The challenge is converting the resulting coordinate stream into objects on other client screens, and having those objects being updated while on rails. Already the KLF plugin is lightyears ahead of other multiplayer systems, as it shows moving markers on the map where other vessels are. But at this time it doesn't actually put a vessel at that location, it merely draws a moving market on the map view.
-
Time out just a second. Before you get carried away, you should probably get in the habit of using the forum's edit button when nobody else has replied since your last reply. I'll merge your previous posts, but please avoid double posting. Also, you would do well to equip yourself with a C# compiler such as Monodevelop or Visual Studio .net, and learn to make simple plugins with it before undertaking something as complex as this.
-
Most of the issues have been solved in terms of UI and general process behavior. What you posted is the same compilation of notes that I had been distributing for some time now, collected from what was perceived to be the best features suggested each time someone brings up the multiplayer subject. The real technical hurdle remaining is the ability to move multiple vessels simultaneously. So far nobody has made any progress in that, due in no small part to KSP rendering the effective 'universe' as a 2.5km radius sphere with the active vessel at its center. All objects outside that radius are on rails, with some like planets never leaving their rails. I wish you luck in this endeavor. Aside from that unknown of how to control multiple vessels, the amount of code required to make this work properly will be quite significant and take a long time to implement. You should really start right out with a SVN or Git system for development so that other people can help, because doing it all by yourself is going to mean taking a very long time.
-
Granted. I see your trolling and raise you a banishment. I wish I was in space.
-
Closed by request.
-
Copenhagen Suborbitals joins KSP
OdinYggd replied to Copenhagen_Suborbitals's topic in Welcome Aboard
Welcome aboard. -
The Tzar was detonated but once, with half of it's charge replaced by lead to reduce its output to 50 Megatons- at the full rated yield it would indeed have incinerated the launching plane. You can find videos of the event on youtube. It literally rocked the world from the magnitude of the shockwave, being detectable worldwide for multiple passes.
-
Pretty much. I was just using a simplified example, the hub of a helicopter's rotor is incredibly complex and precise in order to make the craft controllable. The wright brothers flew with an engine that produced 12 horsepower, with the engine weighing 175 pounds and pushing a craft that fully loaded weighed 750 pounds. This gives a power to weight ratio of 62 lbs per horsepower. My current car, with a curb weight of 2100 pounds and a 200 horsepower V-6 engine, has a power to weight ratio of 10.5 lbs per horsepower. So really, if you could attach the shaft power of the engine to a propeller and provide an appropriate wingspan, you probably could make a car fly at a decent speed. But all that aside, cars aren't meant to fly. Though it has been done before. And rockets are not meant to be cars, at least not cars driving on public roads.
-
It's a re-do of the thread that existed that got eaten in the forum rollback. Keep it clean and there will be no problems.
-
Yeah but you still have the glaring problem of the pellet detonating within a few nanoseconds/picoseconds of the lasers hitting it. The pressure increased caused by the lasers heating the pellet will pop the pellet long before any fusion takes place- in fact it is the shockwave of the pellet popping that is being exploited in order to trigger a fusion pulse. Plus the power requirements of those lasers and the supporting equipment- though not impossible, could be impractical. And using the same system to produce fusion power won't yield much in the results department, OMEGA reports that they barely get any energy at all out of a shot while using tons of power to charge up the lasers.
-
Granted. But so does your inspiration to do anything. I wish I had a working transporter.
-
Thing is though our solar system will have long since boiled over and be on the way to burning cold by the time that happens. Plus it is kind of a natural process, it's not something we can really control.
-
Probably 4/10. Among people that have known me, I kinda don't get forgotten easily. But I usually aim for a low profile too, so not many people know I'm out there. And I'm watching.
-
Granted. But now you must express everything in terms of Pi, and cannot explain anything any other way. I wish people would behave so that moderator powers weren't needed.
-
Sort of. You'd need to attach a prop to the car's engine, and the 'fins' would have to be more like wings with enough lift to carry a car's heavy frame. Alternately put the fins on a stick and make the engine spin that, for a helicopter. But cars don't fly very well. Despite having a power to weight ratio better than the engine in the Wright Flyer, they are just plain too heavy. My car in the driveway right now is over 2100 lbs, it would take quite the wingspan to get it off the ground.
-
You know, if Hitler and Stalin had actually completed a superweapon and had it work, history would have taken a totally different course. But since they didn't, can we please refrain from insulting each other? They have their places in history, and it is not appropriate for them to be referenced when insulting people.
-
All the style and grace of a drugged elephant.
OdinYggd replied to ThePyrateCaptain's topic in The Lounge
Yeah that's enough. People are getting way too hot tempered. It is human nature for people to enjoy seeing some destruction, but not everyone has the same interests or enjoys it to the same level. The fact that video games show such diversity in the multitude of ways that the characters in them could get hurt or the world of the game gets ripped to shreds is a testament to that fact. However, I am seeing issues here with what looks like people trolling and/or flamebaiting, and with people responding to it I must shut this thread down. -
Pretty much. Racecar fins are very different from rocket fins or airplane wings. Their purpose is to provide additional downforce on the body of the car to compensate for a lack of traction when moving at high speed. For the most part they have no controllable surfaces and do not produce significant lift.
-
All the style and grace of a drugged elephant.
OdinYggd replied to ThePyrateCaptain's topic in The Lounge
To me its always bad news when a rocket explodes, exept when it is a rocket designed to explode. Such as craft that are launched to measure acceleration effects and such before being deliberately destroyed. -
All the style and grace of a drugged elephant.
OdinYggd replied to ThePyrateCaptain's topic in The Lounge
Keep it classy folks. Not everyone really liked the way the shuttle handles, but there's no need to get upset like that over it. I'm honestly not terribly fond of it either. It would have made more sense to modify the launch pad so that it is already oriented correctly to eliminate the half-roll maneuver, and although the SRBs were designed to be recovered a good many of them weren't. At the same time, the Shuttle was still one of the few effective launch vehicles out there for a number of decades. Excepting a few accidents, it was always under the complete control of either its crew, its onboard guidance equipment, or ground control. -
Move over. I've got a rocket to launch from this hill.
-
Not really. See my above post with the link to the OMEGA laser. They're hitting a pellet of deuterium with a 40,000 joule laser pulse, and when it doesn't go flying and impale the chamber wall it sometimes detonates to give useful results.
-
You might be interested in the OMEGA LASER By the way, that's a real thing. I took a tour of the laser hall where the required MEGAWATTS of laser power are accumulated by sequential amplification followed by frequency conversion. The pellets were plastic-coated deuterium, suspended in the massive chamber by a piece of spider silk. Thing is, more often than not the pellet would fly off and impale the chamber wall at some fraction of relativistic velocity without detonating. You wouldn't be able to precharge a pellet for later ignition, the instant that laser hits the pellet it either flies off and smashes the side of the chamber or detonates on the spot. Why not just find a comet made out of dry ice- frozen CO2. Mine this comet and launch the resulting blocks of dry ice into a perfect column aligned with your intended planetary target allowing for orbital mechanics and the speed of light. You then shoot this column with a small laser first to form it into a column of CO2 vapor, and then immeadiately hit it again with a much more intense light source operating in the self-destructive range. The result is that the gaseous column of CO2 focuses the second impulse into a coherent beam, creating effectively a laser on an unheard of scale with output magnitudes limited only by the amount of energy used to excite it. Slicing a planet in half? It could skewer several of them and keep going. As seen in Star Trek. Yes, but your bussard ramjet should also retain a small amount of fuel on board and an ignition source for it. If it looks like you might miss and you still have a little time before impact, burn either radial or normal to adjust your trajectory for a certain impact.
-
KSP's implementation of aerodynamics is very minimalistic and horribly flawed- such as control surfaces being capable of producing infinite thrust in the so called infiniglide phenomena. You'll probably be much more comfortable flying using the Farram Aerospace Research (FAR) mod, which revamps the stock drag model and aerodynamic behaviors with one that is much more realistic. Center of lift behind center of mass usually works, although the control surfaces are too aggressive and lack of good feathering support means the craft will usually overcorrect and show symptoms of a fugoid cycle when flying- although this disappears on heavier craft because the increased mass helps dampen it out. I've yet to notice any benefits from diehedral on my craft, but KSP does seem to respond best to canard and delta type wings over conventional arrangements. Biplanes and triplanes fly well in KSP too.