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KSP2 Release Notes
Everything posted by NovaSilisko
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Started something new. Things going swell. We don't talk about 2019.
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My current baby, Badgerton-on-sea: To hell with flat maps!
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Strangely I don't really feel any satisfaction or pride from the over-one-million-sales revelation, despite my contributions to the game... I don't get it.
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Too bad I was busy on the first, I wanted to do something for april fools... Maybe by next year Disco Mode can be added.
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Has anyone done a real-time mission in KSP before?
NovaSilisko replied to DarthZazen's topic in KSP1 Discussion
I did a real-time mun mission once. As soon as I crossed the boundary into the mun's SOI, the game broke horribly and sent me onto a solar escape trajectory. I have never crossed an SOI boundary at 1x timewarp since then. -
What is it?
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Sorry. Have been busy, and haven't found the time to give it final proofreading and edits.
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Last one is concept art. The others have been screenshots.
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It's critically important to change your eating habits as you start an exercise regime. Most organized diets are kind of silly, the fact here is simple: you will lose weight if you expend more calories than you take in. Simplest advice I can give here is more protein, fewer carbs. Carbs make you feel tired and therefore less willing to exercise. And just less food in general. I'll tell you from experience, don't ever exercise on a full stomach. It's not pleasant.
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I will concur. I am personally not fond of the "moar explosion"/"kerbals can't build things that don't explode" family of memes, since I've always felt the game does better when it presents an easily accessible way to show people the wonder of rocketry and space exploration.
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Quick and dirty 2d simulations of planet formation Need to find some sort of fluid dynamics solution to run similar simulations on to determine where and how atmospheres form.
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I will be in northern Wales during the eclipse, and will be doing my best to catch sight of it. At that location, the sun will be over 90% covered, so hopefully the weather decides to be very non-British on the 20th.
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What is Kerbal Space Program in your perspective?
NovaSilisko replied to Columbia's topic in KSP1 Discussion
Why do I have to pick only one? It's a moderate-light simulation of spaceflight where players design and assemble their own crafts to explore planets and moons, and learn about orbital mechanics and engineering in the process. -
Harrison Ford injured after crashing in a P-22
NovaSilisko replied to gooddog15's topic in The Lounge
The universe is developing some sort of vendetta against Ford. First he breaks his leg filming the new Star Wars, now he crashes a plane. What's next, surviving a nuclear terrorist attack inside a fridge? -
I began playing on my birthday, July 21, 2011, version 0.8.5 (or was it 0.8.3? Can't recall which). Joined the forum two days later.
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KSP 1.0 General Thread + All the new features
NovaSilisko replied to Daze's topic in KSP1 Discussion
The most you'd get visually is from the new standard physically-based shader, but it's not like it's going to magically improve the existing shaders/textures/models/etc. You still would have to go through every new shader in the game and update them. All of them. Every single one. I've been playing around with Unity 5 since it released and am finding a huge amount of stuff common in old versions has been made obsolete. Every reference to those functions will have to be redone. Honestly? I wouldn't be surprised if they decide not to upgrade to U5 at all, because it will be an enormous undertaking by any standard. -
Well, it gained so much grass because there was a recent update to Unreal that brought with it a lighting method specifically for foliage, so I took the opportunity to put in the amount of grass I originally wanted on that planet. At the same time, I added in vertex animation in the grass shader to make it sway, and made the thorns flash. So yeah, just changes over the course of development. I have some ideas on that front...
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Initially caves and overhangs won't be possible. The terrain engine works just by deforming a sphere with noise, not unlike what KSP does, just on a smaller scale. Later on this will be replaced with the voxel terrain engine you mentioned, which will indeed allow all sorts of terrain features, like caves/cliffs/steep canyons/overhangs/etc. However the demo planets, being handmade, more emulate the final terrain engine than the interim. So that means between the demo and the alpha game, there will actually be a bit of a step down in terrain fidelity since it needs to go to the sphere deformation method, which as I mentioned doesn't allow as much freedom in landforms.
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It isn't. Thinking about it, I believe someone found it a long time ago when they were poking through recombobulated MBMs, but I can't remember for sure.
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Oh thank god, somebody finally found it. I forgot I put that there, actually.
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There should be, Unreal seems to be very flexible.
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Unlikely != impossible. Given the engine's open-source, we should be able to make it quite scalable to work on lesser hardware.