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Alex Boshko

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  1. It's just something about programming approach and various tricks. Advanced LOD system and procedural workflow can make miracles. Space Engine handles entire universe Yep, Unity3D doesn't provide advanced low-level access to model meshes and general rendering pipeline, but certainly it's still capable to achieve required effect. Journey between planets can take YEARS of real time, but it doesn't stop making gameplay fun So why extra 10 minutes of flight can so abruptly make game extremly tedious? Again, it's programming issues with time acceleration and physical engine (to wich, I suppose, you have only high-level access), and, probably, some game-design ones. Ok, just to summarize: there was a gameplay problem, and you solved it in this way. I'm still not conviced that that's the only way to solve it, but let it be so I'm not going to argue anymore. Thank you for very detailed explanation, even though it seems not the first time you are doing it. Now it all is a little bit clear for me. And, by the way, before creating new thread I've tried to search similar disscussion with various keywords, but didn't find anything relevant. If this topic hurts your feelings, I'm really sorry. Feel free to block it and ban me, for the great justice Best regards, Alex.
  2. Like here? Really. My fault, didn't thought about it first time. Even planets with current size would take a heck of long time. So nobody model entire surface manually But still, all reasons for small planets listed here except technical ones don't look very convincing to me. I don't think the flight-to-orbit would take much more time - I didn't make any calculation though - but still, the atmosphere sickness doesn't seem to be scaled in a rate, as planet does. And atmosphere is a main predicament on a way to space. Still, even if that time is uncomfortably longer, there are ways to mitigate it. Like an option, why don't make two launching pads, on usual surface for hardcore simulation, and, for example, for casual players on some extremely high plateau or hill? I don't say that it is an ultimate solution, just something that first occurred to my mind. I'm sure with further brainstorm there could be a great deal of ways to solve issues like that Also, there is a time wrap. If you get bored of full-time launching, you can easily speed up process. But here comes the real technical issue: time wrap doesn't work well with physical simulation, and, as far as I understand, there never will be a solution of that
  3. Hi guys! First of all, I want to express my utter excitement about this game. It's really a masterpiece, and I spent dozen hours playing with my rockets and have no regret about it It's really amazing. But one question still bother me a lot. The game actually has a great arcade / simulator ratio, keeping realizm exactly on a level that enjoyable to play with, and still adhere to main physics and general rocket sciense laws. BUT... Guys, why all plantes are ten times smaller then their analogs? That's the only thing so far that dissapoints me a lot. It's a real glitch on a way to feel yourself a real astronaut. Just look on fotos of real ISS orbiting earth on 400 km height. The earth looks HUGE and magnificent... And in KSP on the same orbit it looks much less fascinating: just a small ball, even smaller than a real moon. So is there any hope to have in future real-sized palents? Or is it just some hardware / architecture / float numbers precision limit of the game that never will be solved? Maybe some plugins can mend this stuff? That's would be really great Thanks, Alex.
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