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CaptainBlue

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    Rocketeer
  1. I had a taste of voxelFAR in 0.90. Now I have ksp 1.0 just sitting here, waiting to be launch. I can't do that without nuFAR.
  2. Watching Scott Manley videos over and over again and... the stock docking hype. Oh wow, I forced myself to learn how to do orbital rendezvous when it was released. Now it all seems so easy once I knew how to do a Hohmann transfer...
  3. Hi, I'm flying around with a slightly modified Aeris 4A (tail changed into a dual 45 degree tail, added two more radial attached intakes) with a single RAPIER engine in the middle. KSP version 0.90, AJE ver. 2.0.2 (no RealFuel, and no RSS, FAR ver 0.14.6) I get to around 18km at 900+m/s with the two P&W J58-P-4 and switched on the the single RAPIER in airbreathing mode, then got to 22km and switched off the two engines and changed the RAPIER mode to closed cycle, it instantly overheated and exploded. I can't figure out what I am doing wrong. Help!
  4. Wow, if you angle the wings a little, it will really look like the Normandy SR1! ( lol, I'm going to steal your design )
  5. Unity uses NVIDIA PhysX, Unreal Engine 3/3.5/4 uses PhysX. GPU offloading? Latency issues, for "non-interactive" physics like special visual effects only, due to having to swap around with onboard GPU memory(cause of latency). Even if not doing all that, since Unreal Engine 3, there has been latency issues when using multithread rendering even on high end hardware the input lag to viewable result is quite noticeably... horrible. Each engine has its own horribleness, Unity 5 looks great with finally having better multithread support in various things and looks to have finally proper 64 bit support for Windows and Mac OS X. So Squad can probably just port to that, cheaper/quicker.
  6. I came in here thinking Unreal 3 is announced and people discussing about a KSP-like mod for it... I was devastated to see it is not.
  7. Usually, the nukes are detonated a bit of distance away from the plate. Sudden G-shocks? Why, the bombs have timers you can adjust as required, or shoot out the bombs faster or slower to adjust detonation distance. Wow, so hard to think this up, it took me almost ten seconds.
  8. The Sony PS3's GPU is a slightly modified chip of the NVIDIA Geforce 7800 GTX. They didn't disable the Cell proc's eighth SPE to "improve chip yields", more like the chips that are printed out have poor yield so they had to disable one SPE. Btw, I would wager with a bit of currency that the Cell proc does have enough processing power "to do it"(30-60FPS physics), but first, Unity3d needs a complete rewrite to be able to do it properly though. And perhaps a new physics engine developed from ground up to be able "to do it".
  9. Hmm, what about adding a time required for a kerbal to move from one area to another feature? Also, the more parts between one living space to another the longer it takes?
  10. Replacement spaceplane parts. (They are long overdue for a fix up) Better aerodynamics. More tweakables. (Example: You can't start with reaction wheels on pods disabled in 0.23) Perhaps also think about 5m wide parts for later version?
  11. Hey angus, have you guys thought about working with this? http://forum.kerbalspaceprogram.com/threads/61717-InfiniteDice-ICE-An-alternative-Engine-Module-for-Atmospheric-Vehicles
  12. If KSP does get other star systems, and random generate ones. It would be great that you can discover/generate it via the Observatory interface. By "scanning" for them. Also, getting more science points(and perhaps some missions requirements for more funding) and discover more Kerbol planets by launching solar orbiting telescope sats...
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