-
Posts
4,794 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NovaSilisko
-
centrifugal reaction drive (NEW ENGINE TYPE)
NovaSilisko replied to MC.STEEL's topic in Science & Spaceflight
Centripetal acceleration. Not velocity. Centripedal acceleration is the force of acceleration felt by the rotor at its outer edge. It's also not measured in m/s but m/s^2. So, 8035 m/s^2 = 819 g. In other words, if it was hollow and big enough to stand in, you'd be flattened in very short order. -
Still thinking of how the early release processes will work. Possibly will first make a ship construction demo that lets you build things then drive/fly them around on a test lot, just as an example of how construction works. Then later a full-up demo, with a single solar system and some parts to build with. For actual testing processes, I don't know. That part is still quite in flux...
-
Should KSP have a Delta-V readout?
NovaSilisko replied to bsalis's topic in KSP1 Suggestions & Development Discussion
My opinion for this would be to, for career mode, have an upgradeable line of pre-flight and in-flight software for your spacecraft. For example, the in-flight line could be: Level 1: no SAS, can only control manually with WSADQE and all that. Level 2: SAS, can still control manually Level 3: same as above, delta-v readout, rounded to nearest 100 m/s Level 4: same above, delta-v readout rounded to nearest 10 m/s, new component equivalent to SmartASS from MJ Level 5: same as above, delta-v now exact And so on. Similar story for the in-editor readouts, things like delta-v calculated, center of lift/mass/drag, center of RCS thrust, etc, etc. On sandbox, of course, anything goes. -
Also, just wanna say from experience: Every engine is terrible. Just choose the one that's least terrible for your purposes.
-
I've never really had an experience with unreal engine 3 that I could really call "high performance"... and it's not like a given engine is some magic pill that immediately solves all performance issues. You can make a disastrously inefficient game in UE3 if you like. You can make a hideous game in it, too, and you can make a very pretty game, and you can make a smooth-as-butter highly optimized game. But you can also make a beautiful game in unity* that's extremely well optimized and runs well, as well as a hideous unoptimized one! KSP's performance problem is, mainly, physics. Unity's implementation of PhysX is just terrible for what KSP wants to do. The majority of the lag in KSP is related to it - not only simulation of parts, but recalculating terrain collision meshes (changing collision meshes on the fly is VERY expensive to do!). As a related aside to that, my understanding is that mesh colliders in PhysX (or unity's implementation of them, unsure) are very very performance heavy... primitive shapes are light years faster to simulate, but PhysX only has three - boxes, spheres, and capsules. No cylinder primitive. Therefore, KSP has to make use of cylindrical mesh colliders for almost every part that's cylindrical. Considering it's a game about rockets, well... that's a lot of cylinders. If KSP could be somehow made to calculate physics on the GPU, though... that'd be a sight to see. *pretty blurby and ad-y but this has some good picture examples of cool visual things that can be done, especially with DX11 http://unity3d.com/unity/quality Also, refer to these two demonstration photos, both unity, for the wide spectrum of what things can look like: http://cdn.akamai.steamstatic.com/steam/apps/290750/ss_025431be7323997e90908a24d5b53af76298b46b.1920x1080.jpg?t=1397742606 http://upload.wikimedia.org/wikipedia/commons/b/bb/Gone_Home_-_TV_Room.jpg Unity 5 has a 64-bit editor. Not any changes that I'm aware of to how 64-bit support works.
-
Thinking of that, yeah. There's definitely some fun to be had in unleashing a horde of chickens onto an unsuspecting planet and seeing how the wildlife takes it.
-
You shouldn't make a game for the sake of just making a game, you should do it because you have an idea or concept or gameplay mechanic that you want to see made. Having the community decide everything for you is a recipe for a terrible result. Develop an idea yourself, refine it, try to see if it stands on its own merits, and only then inquire for feedback. Not trying to knock your first effort, just want to give a bit of a do-and-don't list to help you start off.
-
That's not how gravity works at all, the "deformation on a 2d plane representing spacetime" is a very simplified approximation, not everything in the solar system is on a flat plane http://en.wikipedia.org/wiki/2003_EH1
-
Saturn's moon, Methone - potentially artificial?
NovaSilisko replied to NERVAfan's topic in Science & Spaceflight
Yes, very much this. Methone is about 1.6 km in diameter (varies due to its shape), and the image was taken from 4,000 km away. It's very unusually round for its size though. Likely due to a thick layer of dust on its surface - it orbits very near to the rings and has very little gravity, thus a lot of dust hits it and just sort of sticks til you get this huge ball of fluff that we see today. Saturn's gravity then distorts this fluff into an oblong shape. -
Er, stars can orbit other stars. Binary stars are more common than individual stars, and they can have planets orbiting them. No special names involved, they're just called planets.
-
Yeah, that was my thought. Easier for your average person to understand that hitting air fast means drag, and also means heating up, than to explain the whole process of compression heating.
-
A Comparison of KSP Rocketry to Other Video Games
NovaSilisko replied to Tex's topic in KSP1 Discussion
I usually find it a waste of energy to try nitpicking sci-fi stuff, most of the time. I only really make a big deal of it if it's trying to say it's very accurate when it actually isn't. That doesn't mean I lack an extra appreciation for physical accuracy, though. Space combat in Frontier (Elite II) was really fun - it was like jousting, but with lasers. -
1. There will be a combination. Things like frames, some tanks, and some structural pieces will be constructable in the editor using raw materials, but more complicated things like rocket engines will either need to be bought in, or once you've acquired the necessary equipment, created yourself in the manufacturing wing. I'm still debating the extent to which you'll be able to customize parts. I'd like, for instance, interchangeable lenses for cameras, so you can have narrow-angle, wide-angle, maybe even fisheye lenses. The same rocket nozzle could be affixed to different combustion chambers for different propellants, and so on. 2. Each galaxy can be considered a separate universe, internally. The coordinates you enter into the transport device act as the seed for generating it, so entering the same coordinates will always generate the same galaxy. Solar systems are only loaded up once you actually get near to one, and then unload when you leave. 3. Haven't really planned much on that front. I'd like to avoid using the terms "alpha" and "beta" and all that, however
-
Not at the moment but that's pretty trivial to set up.
-
Just made a general purpose resizeable capsule-shaped fuel tank, can change in any dimension. Next up: calculation of its inner volume for fuel amounts. Edit: and done! Edit2: I have sinned... I spent a couple hours making and tweaking a partially realtime reflection system, this is the end result: Still has issues with seams on it though, but I'm enacting a self-imposed moratorium on superfluous visual stuff for the time being... On the bright side, it currently can handle an arbitrary number of objects that share the same material, without actually making a new material for each of them (it makes one material per set, then all chosen reflective parts have that material assigned to them)
-
SPACE X new Falcon 9 has landing legs on its booster stage - WANT!
NovaSilisko replied to Wooks's topic in The Lounge
They had a jet flying considerable distance away to capture the first stage descent of the CASSIOPE stage landing. That failed because the stage started spinning on its long axis, and centrifugal force took the fuel away from the engine and it shut off prematurely. Due to this failure, they didn't release the video. When CRS-3 does fly, NASA is going to have a plane flying in the area to record it. So, in this case, whatever happens with it we likely will see the footage. -
quite engines while out of atmosphere
NovaSilisko replied to JtPB's topic in KSP1 Suggestions & Development Discussion
No idea if this will work with 0.23.5, but it should do what you want. http://forum.kerbalspaceprogram.com/threads/50236-0-21-Audio-Muffler It muffles everything though, music included... -
SPACE X new Falcon 9 has landing legs on its booster stage - WANT!
NovaSilisko replied to Wooks's topic in The Lounge
The cost of getting the rocket back far outweighs the price of the payload lost. Or, so it's hoped. I believe the plan is to go through the whole landing procedure, down to a near-hover, then softly set down on the water. After that they're going to fish the stage out of the ocean and inspect it to see if anything screwed up. -
I bowled once. I'm horrifyingly bad at it and fell over once and had to stop. :v
-
what the new NASA Space launch system says to other rockets
NovaSilisko replied to comicbstudeo's topic in The Lounge
By the way, some of the publically known info about SpaceX's beast: http://www.nasaspaceflight.com/2014/03/spacex-advances-drive-mars-rocket-raptor-power/ If we're VERY lucky, a big fat probe to Europa. -
Proto chinese manned moon rover
NovaSilisko replied to xenomorph555's topic in Science & Spaceflight
So, uhh... do they just push it or something? Or maybe operate it Fred Flintstone style? -
Last night and today I made a galaxy generator. Currently only spits out elliptical galaxies of various proportions, but I'd like to add more complex shapes sooner or later. At present, it generates the general scaling of the galaxy's elliptical shape, the galaxy's age, and from there, star positions, temperatures, and radii. Star colors are calculated based off of a graph texture. The X axis of the texture represents temperature, and the Y axis represents radius. In general, the smaller a star is, the more saturated its color, and vice versa for large stars. The age of the galaxy then shifts the colors of the stars a bit, more blue stars for young galaxies, and more red stars for old galaxies. It also checks to make sure no stars are too close to one another (current buffer distance is 150 kilometers). Right now it just spawns some low poly spheres to represent stars, but that's a considerably inefficient method and is only temporary, especially as it has to make a new material instance for each individual star's color. Later, a specific apparatus will be made to handle all stars and star colors at once. Also to be added are nebulae scattered throughout - more for younger galaxies, less for older galaxies.
-
All planets in a system will affect your ship, if that's what you mean. There are likely points of balance in them, although they would be quite difficult to find, and certainly not very stable.