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Tuareg

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Posts posted by Tuareg

  1. Multithreading is one of those things that's not possible for Squad to fix, it's in the hands of the Unity developers. Same with 32-bit, which is part of the vector imprecision problem. They're not incompetent, they're just struggling to make the engine do things it wasn't really designed for.

    Hmmmm. Others solved it... weird. However they can't make the physics multi-threaded because its a built in, internally managed function in unity they could do EVERYTHING else in separate threads (like own high precision vector calculations using decimals) etc...

    I think if you dig a bit deeper you'll find that the physics under those hundreds of fully destructible parts involve some shortcuts that provide good performance and eye candy, but not full interaction among the objects or accurate physical simulation. When one of the big selling points of your game is physics, that won't cut it, even if it was available on Unity.

    nope, just they don't use an ancient technology...

    It's in alpha. The part list isn't complete or final. If it's insufficient for you, there are excellent mods out there that fill the gaps and then some.

    The general BS... bad excuse. If you already have a model, creating all the 3-4 size variants is to simply create an other config for the same object... would take ages to make it stock.

    Bad analogy is bad. Your approach only works if the modules don't interact and depend on each other;

    It's again just plain wrong. Exactly the main reason to do as I wrote because they interact and depend on each other. if they would be just separate things, it doesnt matter when you do the optimisation. Optimising the modules is important especially to make it easier to see what is wrong. If you build a bugged module on an other bugged module the outcome is chaos... if you build a bugged module on a tested module, you can find the problems faaaaaar easier

    if they do you have to do all your optimizing again when a new module requires changes to an older one. The way Squad is doing it is better, make all the parts, then optimize the whole thing. It's better because they'll only spend time optimizing the bottlenecks, and not waste time optimizing things that aren't performance limiting. Most games don't let you see all this because they aren't released until they are feature complete and fairly polished, early release software doesn't work that way.

    Well seen not a developer kind who knows how SW-s work from inside or if you are, sure you work for MS :)

  2. hmmm hmmm, i see not I'm the only one has problems with squad's incompetency :) the problem is that they seem to lack of a proper developer, somebody can write proper c# code and can solve things like multi-threading or could go around the imprecisity of vector calculations (none of these are impossible) and lacking of somebody can make animations. what they provide from patch to patch are things can be made of any amateurs. and no, i dont want them to polish the game to perfection in alpha, but SAS shouldnt play pendulum with my spacecraft, crafts shouldnt fall through the planetsurface, parts shouldnt wobble on eachother (especially wheels and landing struts) and 200 object shouldnt make the game run on 15 fps when a superdecorative game with hundreds of fully destructible physically modeled objects can run on 120+ fps. at least SOME polishing would be nice.

    also, what kinda logic moves them when they create different size object but they just miss some from the different sizes? of the things like one propfuel can be surface attached but the others cannot be? or why on the side of the wheel is the most stable position of a rover?

    also. for all those say they shouldnt optimize yet just fill with content and optimize later... do you have a shed full of tools? how you keep order there? do you just drop everything into the middle and at the evening you organise them or you put them back to their place where you took them from? its the same with the softwares too. its a lot easier to make a module, optimise it, add an other module, bugfix and optimise it etc etc etc... it will be a nightmare to add multithreading and/or optimise a full turd when it has 2 million lines of code

  3. Or perhaps a right click menu with a slider like the engines have for thrust limiting, except for the wheels where you set the max speed. << yes, this was my original thought too. it would be easy and great

    I wonder how easily this could be implemented... It can't be too hard since the developers could possibly just cut and paste much of the code they used for the engine's right click menu. Maybe a modder could take a crack at this and make something to suit. (*hint, hint* to any modders reading this)

    If your rover was simply popping wheelies and flipping over, I'd say try lengthening the chassis, redistributing the weight forward, or both. Another possible solution is to use Lack Luster Labs. It has counter weights in the control category (anywhere from 0.5T to 10T) for tackling just such a problem. This might not apply to your problem, but good to know anyway.

    One thing to keep an eye on that might be an alternate solution is the caterpillar tracks mod that is currently getting an overhaul. I've used these before in a previous version of KSP (0.22? 0.23?) and they can go rrreeeeeaaaallllyyyy slow.

    << i might check these tracks, this sounds good, i just hate mods... with the next patch they will just break my savegames :/
  4. I have often wished for something along the lines of what the original poster is describing. I believe Tuareg is wanting a throttle type control for his rovers and your suggestion is the closest I have seen, if not the solution itself. Thank you! I'll have to remember this the next time I want to test a rover.

    nope. the problem is that i dont need cruise control. i love to make my kerbals flying in their supersafe rover (last time i made them jumping into a crater with 50m/s, first i thought they will be set on orbit lol, and they survived the landing with just breaking 2-3 wheels).

    what i would need is to make my workmachines, which are rolling between my buildings, have to dock in bays and so, to go very slow, so they dont jump, dont break the solar panels etc... sure, i can do it with repeatedly pressing the forward for very short times, but its an ugly solution.. i need something like precision control for spacecrafts

  5. You do realize you can just use the speed option and do everything else yourself?

    no. what you've said means there is a rover autopilot which has an option to set up the speed it will drive your rover... but it doesnt mean it will limit the speed when i drive it manually. however if you say it does, it might worth a shot. still it would be nice in vanilla.

  6. it sounds cool, but i dont want autopilot, i want to work with those trucks on the mun, but its difficult to keep them going that slow, if i press the forward they jump like dragsters. (small truck big wheels). it would be neat just to have the option setting a max speed it can go with so if i press the forward for half an hour it will still go max with that speed instead of accelerating madly

  7. I would love to have speed limiter for wheeled vehicles. best would be just a bar like fuel amount or the color settings for the lights, same for wheels just max speed in 0.5 steps from 0.5 (i'd like to run my working machinery on this low speed on mun) - 50 (might be lower, higher, i have no idea)

  8. terrain details max render quality max, i give u a short video about it (15min to upload) but just try to drop a 2x2 struct panel or large docking port and it will likely fall into the middle of the mun

    here the video is, you can see the surface shaking and the bottom of the station stick through the surface what sometimes causing the stuff being lanuched into the sky

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