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Themohawkninja

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Everything posted by Themohawkninja

  1. How does one edit the distance at which the physics of a craft come in to play?
  2. Now that we can make crew-able parts by editing the .cfg files, it has come to my knowledge that you can\'t designate the parameters for a hatch in the ,cfg file. I assume that the hatch is another layer that you would add in blender (or another modeling program), but I am unaware as to how you do it.
  3. Yes I know it\'s not specifically marketed for kids, but it sure isn\'t T or M rated.
  4. It would be nice to see a nicer 'sky' at night. Personally, I would like to see a greater variety of objects that you see. Instead of just the little white specks, there should be red, yellow, and blue specks. Along with small nebulae, and distant galaxies, there is a lot that Squad could do to the sky.
  5. Than why did they procedurally generate them? Was it in preparation for actual randomness?
  6. I don\'t think that Damion is a dev. At least I\'ve never seen him post something to the effect of 'what I worked on for .16 today is...' posts.
  7. You beat me to it! Now to go check out that game you mentioned...
  8. It\'s been proven to work with areas up to 30,000,000 m2. That was with the game filled with hundreds of objects at any given time. It should work on an even grander scale, because in KSP there is much less occupying that same space.
  9. 100,000 systems? DAMN! But yeah, if they made something that was like twice the size of the Solar System, than I\'d be fine with that. I just wander how many systems we will get, because I highly doubt that Squad would put in an FTL drive when we only have one star system.
  10. That would be pretty cool. They would have to promote Kerbol to a blue super-giant in order to keep people from yelling at Squad for making a system that is way to large for a red dwarf to gravitationally hold. ;P
  11. I know it\'s not easy to program, I\'m just saying there are ways to make it easy/less taxing on your processor.
  12. I wouldn\'t think it would be too difficult considering the vast amount of games that use texture streaming, but I have only ever programmed in 2D.
  13. You start out small, and you grow from there. Thereby, you can find the issues early on, and find any limit in the size before the values go nuts. That, and you progressively generate it.
  14. A: We don\'t need to make it THAT big. Who said that Kerbin is in a Milky Way style galaxy? Maybe they are in a really small galaxy. B: The whole galaxy doesn\'t need to exist at any given time. Only the area within a certain radius, and all other stars would simply appear as the 2D spots that they do now, until you get close enough to them. C: Way to go with the Monty Python reference! Correct, Spore has very little in common with KSP. That doesn\'t mean you can take parts of a game, and put them in another game.
  15. To be perfectly honest, Spore is the answer. There is a galaxy of star systems, and proto-stars. It is not all generated at once (as that is probably completely impossible with current PCs). If you switch out the Galaxy->System->Planet->Surface, with Galaxy SOI->Star SOI->Body SOI->(current KSP texture streaming as you try and land).
  16. Random Number Generators people! They make everything easier/faster on huge scales!
  17. I understand what it takes... but I also know of a psuedo-cheat way of making stuff like galaxies. It\'s called a random number generator.
  18. The way KSP is now (in terms of streaming), is that all the objects in space always exist. If we had a Spore sized galaxy, than (unless they changed the object streaming), the computer would have to load all the planets and stars at once. Even if they are just on-rails, that many 3D objects seems like it might take a toll.
  19. How processor intensive would a Spore sized galaxy filled with on-rails systems actually be? Wouldn\'t the game have to cease processing a lot of stuff outside of a certain distance to make sure that the processing requirements don\'t get out of hand?
  20. So... I decided to copy the part folder for the stack decoupler, and increase its\' ejection force to 3500. It was designed to be a very crude 'bullet' of sorts. I then placed a rocket on the launch pad, and drove a small vehicle with the 'bullet' mounted on it. When I fired the bullet at the rocket, the rocket completely exploded, killing the Kerbals inside. When I looked at my crews\' faces... they were ALL smiling. KSP may be for kids (by this I mean it\'s not bloody or vulgar), but the devs did not make them very caring of what happens to their companions.
  21. I got bored today, and tried to suicide bomb a small plane into a rocket that was on the launch pad. After a failed suicide bombing, I noticed that I had 'damaged' one of the winglets on the target rocket. Upon switching to the rocket, I noticed that the winglet was still attached, and I could still move it. The winglet appeared perfectly fine even though it was 'damaged'.
  22. Mmhmm. I\'m surprised I have never noticed it throughout all of my plane testing. I guess it was due to how damn small it is. Oh well, I FOUND AN EASTER EGG! So that means that there are three monoliths then. One on Kerbin, the Mun, and Minmus?
  23. I have recently learned that cloth in near impossible to create in Unity. I was in Unity, and I noticed that there are three buttons in the physics menu to create cloth. If it is so easy to get to the cloth physics menu, what makes cloth so hard to make in Unity?
  24. So there is another set of paranthesis. Which makes 1c time dilation 0. To set things straight, the answer is how much time passes for the object(s) moving at the given velocity, right?
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