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WinkAllKerb''

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Everything posted by WinkAllKerb''

  1. that's precisely why it's important to get some way out before it's too late ; ) xDr EDIT: thread rating lock @ current status
  2. banned because 5 + 1 + 1 is weak and that's &
  3. yup yup. that's why i tend to think something like that could be interesting at some point to be further enhanced & balanced (and totally aside from the voxel aspect): high distance // sort of grid intermediate rigid simulation @ intermediate distance /(& eventually tweakables here (@max/min dist & @on/off ) for thoose interested in)/ active non active vessel "very" close then full simulation was mostly thinking also to some part of existing code within ramon(&co.) and romfarer(&co.) (&othersalike) work related to active / non active vessel or body distance calculation to each other. EDIT: also in // with kraken(s) spotting , & smaller broken sim. and stranges trajectories results & etc. that happen time to time. This might/could allow to solve some of thoose aspects.
  4. If not may be MünKeyHighLand got a clue xDr
  5. tss tss this start getting old we need a new one xDr edit: http://imgur.com/5r8RqWo . png gmt&q=.img yup i removed the "oracle" thingies, and when i say removed
  6. they were once written once applied once changed/adjusted ... like often ... *grumpf*
  7. https://en.wikipedia.org/wiki/Strength_of_materials & after constraint overall shape, brightness/mirroring ... mostly yup ex: https://upload.wikimedia.org/wikipedia/commons/thumb/4/40/Failed_Concrete_Cylinder.jpg/1920px-Failed_Concrete_Cylinder.jpg and if not gold metallic @high ratio probably ... salomon ... salomon ...
  8. when you open some thread around the forum and think: why i m not surprised you(s) reacted to this topics ; ) xDr
  9. hehe just some thoughts around vrage, (grid approach), un/merging, sensor and a bunch of related updates like the (status switch one) // with some ksp already existing thing ; ) i wonder if some similar process could be applied/enhanced to/in ksp and unity in some way regarding thoose kind of memory consumption/structure & stability concern while switching scene, warping etc. (probably could be applied not limitative to base physics within the game at some point sort of handy workaround more or less regarding the fact ksp do not use grid based calculation engine ) station/small ship/large ship hierarchy* approach i mean My own bet is that it could be some good inspiration as a basis to explore for some potential further enhancement with some of the said "grid" related process translated/applied to ksp/unity ""non grid/nodal"" engine layers*. ; )
  10. i m not sure this is usefull at all, neither i do ; )
  11. https://en.wikipedia.org/wiki/Windows_3.1x ¯\_(ツ)_/¯
  12. more more and each day ; ) a way or another ; )
  13. dna is a language not a code exactly and it evolve the same way as languages does mostly ...
  14. banned because https://my.wikipedia.org/wiki/%E1%80%A1%E1%80%B1%E1%80%AC%E1%80%B7%E1%80%97%E1%80%BA%E1%80%82%E1%80%BB%E1%80%80%E1%80%BA_%E1%80%A1%E1%80%AD%E1%80%AF%E1%80%9B%E1%80%AE%E1%80%9A%E1%80%84%E1%80%B7%E1%80%BA%E1%80%90%E1%80%80%E1%80%BA_%E1%80%95%E1%80%9B%E1%80%AD%E1%80%AF%E1%80%82%E1%80%9B%E1%80%99%E1%80%BA%E1%80%B8%E1%80%99%E1%80%84%E1%80%BA%E1%80%B8
  15. i m not sure he will be aggree xDr (i'm holding this one since a few day seem to fit in here xDr )
  16. http://wiki.kerbalspaceprogram.com/wiki/Kerbal_to_Pro:_Modelling_in_3ds_Max mesh & collider
  17. nope but my home does have doors too tubm, do not often post in here ; )
  18. this you mean ? https://en.wikipedia.org/wiki/Igneous_differentiation ?
  19. mignon tout plein ; ) welcome ; )
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