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NeoLegends

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Everything posted by NeoLegends

  1. We can do exactly that without leaving KSP with the new subassembly mode!? No offense, it's nice you made a tool for it, especially using WPF, but we don't really need it?!
  2. Amen. Graphics are NOT a problem in KSP, 90% of the computers can run KSP just fine, it's the physics that kill most of the user's PCs, not the graphics. My four year old GTX 460 can still run KSP on FHD with maxed out settings at 45FPS (small rocket). And you completely forgot about the existence of graphic settings, Squad could break down the shader and texture complexity as they already do now. There definetely is no barrier in getting some fancy graphics into KSP at the moment, except money and time. They gotta hire some guys from Crytek, no, better, they shall hire YOU. Serious now, what's the problem in generating planets with WorldMachine? They should be just fine in KSP, assuming the planets are huge meshes and not procedurally generated at runtime.
  3. What's wrong with .NET? The physics engine CAN be multithreaded, in fact, the modern version of PhysX even uses the GPU to do the processing. However, Unity uses and old version of PhysX which had no threading and they still hesitate to upgrade. Using a different core for the rest of the processing wouldn't help much as the rest is relatively cheap compared to the physics. Unity itself is fine, in fact it's the only engine I know to support such a game (huge world) "out of the box". It's just the physics engine that needs an upgrade. And also, changing the game engine would mean a rediculous amount of work. It also is listed in the list of things not to suggest.
  4. I actually had real problems getting my crafts around the girder in the middle, or getting the girder out of the way before 0.21, but those quad-couplers just work wonderful, they bring that U-shape into your craft with only three parts. That reusable design is totally what I'm aiming for, however those engines do not have enough fuel for an actual takeoff, (TWR of 9, but only 15s burning time) so I'd have to mount the modules somewhere else to take them with me. At some point, I'd also consider an entire redesign of the cargo & crew module, probably when I'll try landing that baby on Laythe. Unfortunately, I didn't add counterweights to my rover. (As you can see two times in the video where it just tips over and "lands" on the module) I really should've tried out my design before I was heading to Duna with it, but I didn't figure out any way to try out my craft without messing with the launcher part. The arm is not made of RTGs, instead it's a 1m steel beam with four RTGs attached. Admittedly, your idea of using RTGs is brilliant, it's gonna save up some parts and reduce the lagg a little (that's also why I used 1x1 plates to mount the docking ports for the modules on instead of multiple small girders). I'll give it a try as soon as I get my next mission launched. Yeah, I already know that cockpit from Scott Manley's reusable space program... It's AWESOME. And I'm not directly iffy on B9 Aerospace, I just don't like having houndreds of parts in my KSP part list. If I uninstalled NovaPunch2, I'd install B9 for sure. I'd really like to take a closer look at your packaging tool. What language is it written in? I think it'd be a really nice idea to put that features onto a website at some point.
  5. That is exactly what annoys me, having to click through tons of part pages and finding the exact right part out of houndreds. (I'm assuming you have little to no knowledge in programming, I apologize if I'm wrong ) Those laggs are a common problem in KSP, it's not because of the mods, it's because how KSP and Unity process the physics: It's not threaded / computed parallely but processed part by part, one by one. That is what makes KSP lagg when you go over ~150 parts. (KSP will be "blocked" until the calculations are done, that's what you experience as laggs) Parallelizing the calculations would remove the laggs, but that won't be possible in the near future as it's not safe to use Unity's API in parallel, so the devs would have to write LOTS of code to bypass the problems. This is a common topic over in the Unity developers community. Sadly, the Unity devs are relatively silent about that topic. :/ I redid my cargo flight: The vehicle standing by for launch on the KSC: Burning my way to Duna: Aerobraking in Duna's athmospehere, burning a little: Dunabase management: The finished base:
  6. For landing on Duna, those engines are enough as the TWR already is somewhere around 6. They only burn for something like 15s, but that's enough to slow you down enough to prevent the parachutes from getting ripped off. I actually only used half of the fuel available in those little newly added (0.21) tanks. Other than that, I'm not a fan (I actually am, but it kinda annoys me) of such big mod packs that add ALOT of parts to the game as most parts just double over time (like there's multiple engines which all have similar ISP, thrust and weight) and mess up the known part layout you got used to. (I do have NovaPunch installed, but I'm kinda unsure about B9 Aerospace and KW Rocketry) I really gotta make a website at some point that allows you to customize your part packs using checkboxes and custom .zip generation. If anyone could point me to a free ASP.NET hoster, please. For the ship design, I actually used quadcouplers, you just can't see it in the screenshots. My biggest problem with getting the whole package as tight and compact as possible was that you can't bend the hinges from DR in the editor. If I could, would've gotten the rover into a much better position than it is now. I'm still amazed at how kateochi got his ship so tightly packaged.
  7. I really like the way you did your mission and how perfectly planned it all was. Thanks for sharing that amazing video. Some results with my own crafts: The lander doesn't look as good and compact as yours, almost broke on landing, but other than that, it works perfectly fine. Some side shot A closer look into the part section ... unfortunately the rover's front hinge didn't work properly so I'll have to refly the whole cargo mission tomorrow. I'll share more pics then. :/
  8. Hello, I'd really like to see some sort of basic backgrounding for every craft so that it can perform basic tasks (eg. scanning for / mining kethane, etc) even when it's not actively flown. Of course this should only be implemented as seperate thread (like one for all crafts) to prevent game slowdown. Cheers.
  9. Yes, I'm having quite long (~10s) loading times as well. At least compared to the previous version (~3s).
  10. Definetely like that idea of conditional staging, however, explain what you mean with branched staging, please.
  11. But then you'd have a change of repairing it (and completing the mission). If it, like it is today, just pops off, there is no chance of completing the mission anmore. You can still turn the fuel pumps to that engine off so that you can balance the thrust again. (If they're not broken as well ofc)
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