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Kialar

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Posts posted by Kialar

  1. I feel a little forced to give my 5 cent in.

    I think, the OP is referencing to this post: http://forum.kerbalspaceprogram.com/threads/94774-What-s-the-secret-feature?p=1438984#post1438984

    So I'll try to justify my guess a little:

    Until (including) v0.24.2 we had these types of objects:

    dynamical (not on rails) and destroyable - Vessels (including asteroids and Krebals)

    statical (on rails) and undestroyable - "undetailed" Planets and Moons, "hard" Objects (like Easter Eggs, KSC, Island Buildings etc.)

    statical (on rails) and undestroyable - "detailed" Planet and Moon - Kerbin and Mun (I take them out, because Kerbin has KSC and detailed landscapes and the Mun has a procedural surface)

    semi-static (because slider in settings) - visual (no interaction besides looking at it) - scatter objects (trees, rocks)

    With 0.25.0 two change occured.

    1) Obvious change

    Some statical objects are now destroyable, hence dynamic in at least one dimension. There must be a query that askes "Is this first object beeing hit by a second object that has a speed times mass greater than x? If yes change the state of the first object."

    This code is certainly reusable for other interactions between dynamic objects (e.g. vessels).

    If this is the case, it must be possible to ask "Is this planet hit by a Kerbal? If yes, change the state of the surface and add footprints". I leave open if the result is modelled by a texture change or by applying a change in the collision and surface mesh.

    2) not so obvious change

    The textures of two planetary bodies have changed in visual behaviour. First Kerbin, second the Mun. I guess, those both static objects are the only objects that have different surface implementation than every other body, as Kerbin is the oldest and most detailed body, and Mun is the only body with procedural craters.

    I theorize, that the change in the texture behavior has something to do with the behaviour of other static objects like the KSC.

    If this hypothesis is true, than this behaviour is a result of the implemented collision behaviour, thus it migth by reasonable to claim: billateral interaction between all objects in KSP is possible, and a static object can react and change to actions from dynamical objects, which may open the way to features like I guessed in my post, referenced above and by the OP.

    I admit, that this is hypothetical, but from a software architectural view, my conclusion seems valid for me. Even if I leave open the precise solution or possible ways of implementation.

  2. I absolutely insist, that we are barbarians! Culture is for the weak! :D

    That's why our so called language sounds like a declaration of annihilation even if we tell our pet rabbit to eat up all of the carrot! ^^

  3. ("Ich lerne deutsch." would be correct but ... booring)

    So isses! :D

    They change into their regional dialect of german pretty fast and *this* is the really nice way to talk german. Its also where the fun comes into play, since "Hochdeutsch" is not the best language of all to tell a dirty joke.

    We would never tell dirty jokes. Really. N E V E R. We don't even have humor. ;)

  4. Here is a funny text by Mark Twain about the German language ( it's in english ) http://usa.usembassy.de/classroom/Mark%20Twain/Mark%20Twain%20Awful%20Broschuere.pdf

    Dieser Text in großartig! - This text is great!

    Ich hab an der einen oder anderen Stelle anders korrigiert, liegt in der Natur der Sache, aber den Satz mit den Ferien hab ich auch erst auf Nachfrage verstanden. - I corrected a little different, that's the nature of language, but the hiliday sentence did not make sense to me after asking Science-Recon. ;)

  5. My opinion on this: The more workarounds and addions SQUAD has to do to make a Unity 4 x64 playable, the more workarounds and additions are potential error sources as soon as Unity 5 arrives and a port has to be done. I understand that memory is an issue for players with mods here and there. But that doesn't change the overall situation that Unity 4, KSP and 64 bits are not the best software mixup in the world.

  6. The more the game is going into completion the bigger the need for x64, Squad please recognize this.

    What is SQUAD supposed to do? Take over Unity and press them to release Version 5?

    A wait. Just port KSP to another engine.

    No wait more. Just design and implement a own engine. PhySQUAD.

    I some finds sarcasm - keep it. *sic*

    I admit this is a kind of troll post, but folks, this whining about an issue, that is not under SQUADs controll is really annoying.

  7. On the first glance this feature looks unneccessary, but fun to a certain level. You use to drop additional tanks during lifting payload? Take care where you hit the space bar, or your VAB might be gone, on your return....

    But take a second view on that. What does it mean? It means bilateral reaction between vessel and environment. Not only your vessel can be damaged, but the environment too.

    And that opens up a lot of developement opportunities. Impact craters. Landing marks. Rover trails. Foot steps. Dust clouds from landing enginges. The code behind "destrucible KSC" is in fact a feature that might open the way to a new level of game feeling.

    I am looking forward, what SQUAD will end up with here.

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