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Everything posted by NovaSilisko
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Alternis Kerbol - Development thread
NovaSilisko replied to NovaSilisko's topic in KSP1 Mod Development
Nope. Just grabbing and re-arranging stuff that already exists. There's a lot you can find out with clever detective work via plugins! I'd like it to at least somewhat resemble something that could exist according to the laws of physics... That's actually the stock sun (although that WAS an artpass I snuck in around .18 I think) -
Presumably due to a mistake with the camera's white balance, or, if we're really lucky, a patch of orange soil like was found during Apollo. Either way, bring on the "wow nasa hiding moon's real color china giving us the truth, moon is orange wake up sheeple" nutjobs.
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Alternis Kerbol - Development thread
NovaSilisko replied to NovaSilisko's topic in KSP1 Mod Development
Honestly, in some ways exploration is generally easier with Kerbin around a gas giant. It's fairly easy to get on an interplanetary trajectory given Kerbin has an existing velocity around Jool, as well as the fact Jool has plenty of other moons to fly to, very close to kerbin (this also functions like interplanetary travel, but much easier and good for practice I would say) Very carefully. First I looked up every light in the level and found the gameobjects they were attached to. Among them were SunLight, IVASun, and ScaledSpaceSunLight. I got lucky for the in-space ambient light - while typing "Light l" to define my variable, the autocomplete came up with "DynamicAmbientLight", so I looked for a gameobject with that attached, found one, and just looked at the public members, then experimented with them. The planet ambient light levels are easier, just celestialbody.atmosphericAmbientColor (or something along those lines) -
Alternis Kerbol - Development thread
NovaSilisko replied to NovaSilisko's topic in KSP1 Mod Development
Don't see why not. Although, the trimmed versions probably will come after the master version. Easier to get it done, then snip away bits, than to split it early and then update 3 different versions at the same time. Also, random tidbit. I found a good way to make any object in Unity spew all its components, useful for mods like this that modify existing things... string s = "Listing all components! \n"; foreach (Component c in desired_gameobject.GetComponentsInChildren(typeof(Component))) { s += (c + " \n"); } print(s); That'll print out a list of every component, and which child object from the parent it's attached to. Very useful for planets, then you can inspect whatever component it comes up in whatever IDE you're using for your plugin. Edit: bonus, Ike has a nice view at perihelion If only I could get its damn tail working. Anyone know how to load meshes via plugin? -
I've been hearing UTC 13:40. http://www.planetary.org/blogs/emily-lakdawalla/2013/12130915-change-3-landing-tomorrow.html
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Manned (Kerbaled) flights in career mode...
NovaSilisko replied to richiespeed13's topic in KSP1 Discussion
I loathe the "oh kerbals are just really dumb and don't know unmanned is a thing until later" explanation. The tech tree sort of mirrors how the game developed, which doesn't make any sense whatsoever, neither for realism or gameplay. I could write page after page of rant and suggestion on what's wrong with the tech tree and part progress, and how it could be improved, but I don't think it would do a bit of good... -
I'm not a programmer. I'm an awful programmer, I just type quickly and am good at backspacing my mistakes
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Why don't we see more multi-national space programs?
NovaSilisko replied to Yru0's topic in Science & Spaceflight
That's what I mean. By "nations", I mean those that are running the nation, the politicians and bureaucrats. -
Alternis Kerbol - Development thread
NovaSilisko replied to NovaSilisko's topic in KSP1 Mod Development
Terrain LOD can easily be increased, it's just a parameter in the PQS controller for the planet. I'm doing this for Tylo, now. No reason it can't work for stuff even bigger. The problem comes in when you have the heightmap. Beyond 4096x2048, it starts getting prohibitively large - and you really need that much to have a decently detailed heightmap on real-world planet scales. So, the procedural noise would be fine, but the heightmap would be pretty bad. -
Alternis Kerbol - Development thread
NovaSilisko replied to NovaSilisko's topic in KSP1 Mod Development
I could describe the difficulties in a series of anecdotes, but I think I can sum it up in one phrase: Terminal velocity on Tylo is faster than the speed of sound. Also, it's really really hard. Took 3 layers of 3.75m heat shields to get through it, and even then, manned landings are practically out of the question given DRE simulates deaths due to G-loading, and there's no shortage of G-loading. -
This thread no longer serves a purpose, just use the release thread here instead! Alternis, God of Change and Difference decided to smite the hell out of the Kerbals' home solar system, and this is what happened. I've posted about this on another thread (and reddit) but considering that thread wasn't actually mine, it's probably better to make my own. Long story short, I've been on and off working on a mod that grabs and re-arranges the existing bodies in the solar system, as well as changing some of their surface features, atmosphere shades, the sunlight and ambient colors, and so on. I would hope to eventually make a series of mods on this premise, with varying degrees of change - from a total re-arrangement as the current version is, to just changing the colors of the existing planets. Maybe even going as far as completely removing all default celestial bodies and starting you in a totally alien environment. Update 1: Now with comets! Release thread Current list of changes, probably missing many: Jool: Moved to Kerbin's original orbital position, blu-ified, ships overheat before they can reach the surface Kerbin: Now orbits Jool at the same point Tylo used to Laythe: Redone entirely, now a jungle moon with varied terrain, more land, and, eventually, alien trees (panspermia's a hell of a thing) Minmus: Orbits Jool beneath laythe, now 29km in radius (from 60), and deep reddish orange. Tylo: orbits the sun a bit past Duna's original orbit, radius increased to 1103 km and surface gravity is 4g, plus an atmosphere 50% the density of Kerbin's. Duna: Orbits Tylo, completely new terrain Eve: Atmospheric density reduced a little, but scale height increased, radius reduced to 585km and gravity reduced to 0.901g, orbit scooted inward a bit to be farther from Jool's SOI Moho: Orbit moved inward and made more eccentric Gilly: Small comet, shrunk to 8.5km radius Ike: Fat comet, shrunk to 17.5km radius Mun: Relocated to Jool orbit, replacing Vall, enlaged to 253km radius Vall: Now orbits Eeloo, shrunk to 99.8 km radius Eeloo: Moved outward (myehehe), increased to ~500 km radius, less eccentric and inclined orbit Dres: First moon of Tylo Sun: Mesh scaled up to actually match its radius Lighting: Ambient light now nonexistent in space, dimmer on planet surfaces. Sun is slightly reddish-yellow. Atmosphere colors tweaked to simulate the effect of a slightly redder sun. General: Most orbits have at least some inclination and eccentricity now, as opposed to being perfect circles like the Kerbin system Timewarp: All body timewarp limits now follow one universal rule: everything up to 10,000x is allowed below 200 km, 100,000x allowed above Stuff to do, in general: Make comet tails that work Figure out what to do with the Mun and Vall (could swap the two, vall doesn't make sense as close to the sun as it is now) Change sun surface color somehow, to match new reddish color (maybe) Delete all easter eggs and replace them with new ones (maybe) Redo Duna to be more mars-like in color Change up Eve in some way (maybe, considering making it red) Return Moho's burning atmosphere (not to the same extreme as before though) Redo all science multipliers to suit the new layout (maybe) Rewrite science reports to better suit the system (maybe) Biomes for altered bodies (maybe) Anyway, I know what you want. You want pretty pictures. New gas planet texture by Winston. Going to rename the planets eventually, too. Also want to release a cfg-configurable version of the atmosphere shifter. That'll probably come a lot sooner than the rest of the mod. I don't know when this will be released. Probably not soon, most definitely after .23 to make sure it's not entirely screwed over by some unexpected change. Also note that I could very well run into some insurmountable obstacle, end up having to give it up. Although, nothing stopping me from just tossing it to the wild and letting someone else have at it if that's the case. We'll see.
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Kind of strange that there's actually an argument about this, to me... You're building the vehicle, you're fitting tanks and bolting stuff together, routing wires through stuff, etc. It's just not really visually shown ingame. As such it stands to reason that the kerbals are also capable of altering the interior dimensions of a fuel tank, to allow it to hold just oxidizer or just fuel. That's what I was expecting of tweakables, not some "oh we just leave that part of the tank empty" deal...
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Why don't we see more multi-national space programs?
NovaSilisko replied to Yru0's topic in Science & Spaceflight
"Why don't we see more multi-national space programs? " Simple. Because nations inherently don't like each other. Any appearance of blissful cooperation is, no matter how friendly, always at least somewhat begrudging. -
Unity operates its materials and textures through what it calls "drawcalls" - usually, one per material/texture per object. Given the ridiculous number of objects in KSP, I expect that it would have multiple tens of thousands (when most games would have <1000 probably). With unity 4.3, it now is better at batching those drawcalls, resulting in a lot of savings there. I also would expect the optimizations to simply come from restructured and more efficient code in a lot of places.
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There was a good post on NASASpaceFlight about why asparagus is very impractical. Mostly because piping fuel around a really, really, really non-trivial matter IRL, and Falcon Heavy's using of it is still only a concept. The shuttle was much different, that was just the same as if the tank were above the engines - the piping just went through a detachable truss, whereas FH requires a split in the lines and has to make sure that the right amount of fuel gets to all 27 engines at the right time... fuel starvation, or even just a bit of a slack in the amount of fuel coming in to the engine is a bad thing to have happen. Also, I just want to say... fuel flowing from one thing to another is NOT the same as asparagus. Asparagus staging is when you have at least two pairs of boosters, with the second pair feeding into the first, and the first feeding into the core. So neither FH or the shuttle really qualify IMO Sorry, I kind of have a peeve about all this. In some ways I feel like KSP has given a lot of people the impression that real-world spaceflight is much easier than it really is... as an example, I seem to remember seeing someone say we should "just" send up a Soyuz to go fix Kepler, for instance. Even if Kepler was in earth orbit (it's not), soyuz would have no way of docking to it, or grappling it, or conducting an EVA, or storing the required replacement gyros, etc.
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KSP committed to multiplayer career and sandbox modes
NovaSilisko replied to blizzy78's topic in KSP1 Discussion
To be perfectly honest, I'm not sure how it could be pulled off in a way that works smoothly, efficiently, and reliably. Given the tremendous mountain of code that already exists, going back down and sticking stuff back underneath it probably would go as well as playing jenga with mittens... KMP sort of accomplishes it but it's forced to tack stuff up on top, and is not without its issues as a result. The way I remember hearing it way back (before I was on the team, even, people have been asking for this forever ) when was if multiplayer were ever to be considered, it would definitely have to be for a new game, designed from the beginning to support multiplayer, otherwise it would take so much effort to do properly that it wouldn't be worth doing. We'll see how it goes, though. Would be great to see this happen... especially if there's an in-ship or mission control mode (one player in IVA, one player on map view with ship telemetry). And here's hoping the idea doesn't simply recede back into the ether after a while. Regarding all the possibilities of griefing and what not... presumably there would be some means to host a private server just to play with friends, and some means of administrating a server - and thus, the ability to avoid or kick griefers. I don't see it being an issue. A debris cleanup tool for use by admins would be an excellent feature as well, if the game's getting too cluttered. -
Let's see... for me, it's pretty much just the same cabal of mods I always have installed: deadly reentry, a flight computer (something like MJ's delta-v stats and smartass, or kerbal engineer), joint reinforcement (arguably my favorite mod along with deadly reentry), audio muffler (which I made cause I wanted that sort of thing in the game in the first place, actually), some form of life support (I don't actually have one of those installed yet, although always sort of pretend whenever playing - no interplanetary trips in just capsules, need to give kerbs a hab module or two), and lastly some form of new aerodynamic system.
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Quite easily. I'm considering making a configurable lighting mod as a precursor.
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Well, to be fair, there's still a RAM hit from mine too. I have some ideas of how to reduce that, but for now... Also, the same can be said about mine. They're just not clones - they ARE the stock worlds, edited a bit
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Nah, not using planetfactory. Just re-arranging existing stuff, tweaking, changing. Kerbin's relocation definetely makes things... a bit weird. Interplanetary stuff is trickier since you have to take into account Kerbin's orbit around Jool as well as Jool's position in the solar system. Kerbin also has a fairly substantial SOI, so inter-moon stuff is also interesting and a bit weird - to the point I may actually try lowering kerbin's radius and gravity, to see how that works. Tylo is a nightmare to land on, especially with deadly reentry. I strongly recommend using that for this, it makes things so much more interesting. Biomes would be neat, but I don't know a thing about how they work internally.
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That's kinda what I was thinking. IIRC the last time a date was announced ahead of time, everything just collapsed when the clock hit zero and it got pushed back a day, or something else bad. Not sure which it was, or if that was even the case though, so we'll see how it goes this time.