DJDoesKSP Posted September 11, 2022 Share Posted September 11, 2022 This might be a pretty far out idea, but I think it would be cool if crafts with enough speed/mass crashing into a planet/moon would leave a crater (although I wouldnt be surprised if this were quite janky). Link to comment Share on other sites More sharing options...
Pthigrivi Posted September 11, 2022 Share Posted September 11, 2022 (edited) 12 hours ago, DJDoesKSP said: This might be a pretty far out idea, but I think it would be cool if crafts with enough speed/mass crashing into a planet/moon would leave a crater (although I wouldnt be surprised if this were quite janky). I believe, unfortunately, terrain deformation is out of scope at launch for KSP2. Maybe in mods or future expansions? Edited September 11, 2022 by Pthigrivi Link to comment Share on other sites More sharing options...
darthgently Posted September 11, 2022 Share Posted September 11, 2022 (edited) If it were done, it would be good to do it right. Like maybe upon impact the crater would be a complex "craft" made of terrain parts, but upon scene unload the mesh for the body would be permanently altered to simplify the rendering and get rid of the complicated temporary solution. Maybe a prompt right after impact for the user to decide if they want to reload the scene immediately with the optimized version. Just winging it here, but something like that Edited September 11, 2022 by darthgently Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 11, 2022 Share Posted September 11, 2022 (edited) 12 hours ago, Pthigrivi said: future expansions? Breaking ground 2 lol Edited September 11, 2022 by Rutabaga22 Link to comment Share on other sites More sharing options...
tajwo Posted September 11, 2022 Share Posted September 11, 2022 41 minutes ago, Rutabaga22 said: Breaking ground 2 lol Making Ground Link to comment Share on other sites More sharing options...
TLTay Posted September 11, 2022 Share Posted September 11, 2022 Devs said nope, if I'm not mistaken (I'm not). Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 11, 2022 Share Posted September 11, 2022 2 minutes ago, TLTay said: Devs said nope, if I'm not mistaken (I'm not). when? Link to comment Share on other sites More sharing options...
TLTay Posted September 11, 2022 Share Posted September 11, 2022 1 minute ago, Rutabaga22 said: when? Sometime since the August 2019 announce. I can't keep track of every comment Nate made on every convo here, but I distinctly remember terrain deformation was a no, at least as a launch feature. He gave some brief technical explanation of why it would be a giant pain in the rear to do with heightmap differences or something. Link to comment Share on other sites More sharing options...
pandaman Posted September 17, 2022 Share Posted September 17, 2022 On 9/11/2022 at 2:54 AM, DJDoesKSP said: This might be a pretty far out idea, but I think it would be cool if crafts with enough speed/mass crashing into a planet/moon would leave a crater (although I wouldnt be surprised if this were quite janky). This is one of those not bad and nice to have ideas that would most likely prove impractical and not worth the drain on resources. Both to implement/program and run if it was. Saving a crater as a 'vessel' may work, but how often do most of us crash things? To look believable it would need a decent amount of detail which would just eat up operating resources. Link to comment Share on other sites More sharing options...
magnemoe Posted September 19, 2022 Share Posted September 19, 2022 On 9/11/2022 at 5:48 PM, TLTay said: Sometime since the August 2019 announce. I can't keep track of every comment Nate made on every convo here, but I distinctly remember terrain deformation was a no, at least as a launch feature. He gave some brief technical explanation of why it would be a giant pain in the rear to do with heightmap differences or something. Yes, now another more practical use would be to make flat ground for bases, especially runways, the terrain modifying feature in games like sim city. Link to comment Share on other sites More sharing options...
kerbiloid Posted September 19, 2022 Share Posted September 19, 2022 Voxel Sand Emulator Rearrange the sand particles to make a flat embankment. Link to comment Share on other sites More sharing options...
darthgently Posted September 20, 2022 Share Posted September 20, 2022 On 9/17/2022 at 1:58 PM, pandaman said: This is one of those not bad and nice to have ideas that would most likely prove impractical and not worth the drain on resources. Both to implement/program and run if it was. Saving a crater as a 'vessel' may work, but how often do most of us crash things? To look believable it would need a decent amount of detail which would just eat up operating resources. As I understand it, terrain generation is fairly automatic based on pseudo random processes that are seeded with a persistent seed once the terrain is first generated. Any permanent deformation would need to be a secondary modification to this mesh. I could see a deformation being simpler than a craft, and more like a separate bubble of terrain generation that replaces a subsection of the main mesh using is own pseudo random process. The parent mesh would need to accommodate it and rendering would have an extra step. Performance would be affected. What is not likely to happen is somehow magically change the seeds to the main mesh to magically create deformation as an integral part of the body rendering without changing the rest of the body terrain also. This would be vaguely akin to creating an encrypted packet with the same fingerprint but different data. Tough problem, and not good if solved Link to comment Share on other sites More sharing options...
pandaman Posted September 20, 2022 Share Posted September 20, 2022 (edited) 20 hours ago, kerbiloid said: Voxel Sand Emulator Rearrange the sand particles to make a flat embankment. That should work by placing a local regolith coloured 'scenery tile' on top of the existing terrain. In the same way as the KSC runway and building surrounds etc are applied. That way the underlying terrain mesh won't be altered. My guess is that is how the road sections etc for colonies we have seen will work. Creating an indentation in the mesh for craters is a much more difficult proposition. Edited September 20, 2022 by pandaman Link to comment Share on other sites More sharing options...
Vl3d Posted October 14, 2022 Share Posted October 14, 2022 I've been advocating for this for a while. Having spacecraft graveyards where others have tried to land and failed, leaving behind crashed ships and craters. Fun to visit! Link to comment Share on other sites More sharing options...
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