[QUOTE=CardBoardBox;37431008]it is 2048^2 remember that there are other parts to normal map :P be happy it has one at all.[/QUOTE]
Remember that UV optimisation is a thing and you can allocate more space to more detailed bits of the texture.
I should probably reserve judgement until I've seen it with a diffuse over the top.
You might be able to get away with making the normal 1024^2 depending on how it looks in game.
[QUOTE=Chubbs;37430957]That normal looks fairly low res.[/QUOTE]
once there is a diffuse on there it should look fine.
edit:
I must say adding explosives to a launch sequence looks awesome
[img]http://s10.postimage.org/4vwabybcp/KSP_2012_08_27_15_46_13_64.png[/img]
[QUOTE=CardBoardBox;37430941]so then I thought I would model the Dragon heatshield for a normal map. So I did. Then i baked it and.... I was in love.
[IMG]https://dl.dropbox.com/u/1417259/kerbal/Dragon Capsule Shield.png[/IMG][/QUOTE]
I'm looking forward to this thing just don't make the solar panels break off at the slightest movement this time.
Does anybody have links to fixed cameras mod and that spotlight mod?
[quote]
Scaled Space: Now with 100% more Floating Origin!
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by HarvesteR , Today at 21:00 (0 Views)
Hi,
Time for another progress update here.
One big issue we came across when we added more planets into the game, was that objects in the Scaled Space subscene were still subject to floating point jitter, and that was very noticeable in the Tracking Station and the Map View.
Scaled Space is a "scene within a scene", of sorts, that contains scaled-down representations of the solar system objects. You can think of it as a 6000:1 scale "miniature" of the solar system. This scaled space is rendered as part of the main view, while you're in flight. When you're at Kerbin's surface looking at the Mun, what you're seeing is the scaled-space representation of the Mun. The actual surface of the Mun only comes into existence when you approach it.
As you can imagine then, Scaled Space is a very important part of how KSP simulates and renders the solar system.
The issue then, was that objects in scaled space would update their positions by simply taking the actual worldspace position of the real-sized objects, and multiplying it by the scale factor. That worked fine, but there was a big problem.
While you're flying the ship normally, the scaled space camera is slaved to the main camera, and follows it around (applying the scaling factor to itself). When you're in the Map View though, you are controlling the scaled space cam directly, and it no longer needs to remain centered on the active vessel. It can be focused on any other celestial body in the system.
What that means is that the floating origin system, that keeps the active vessel always near the origin, is completely ineffective if the camera decides to go very far away from the vessel. That meant if you focused a planet other than the one you were orbiting, chances were you'd see a good deal of jittering, because the camera itself was very, very far from the scene origin.
What needed to be done then was simple: The scaled space camera needed to have its own floating origin system, that operates independently of the true-scale one. And that's what we set out to do now.
The Scaled Space Floating origin system works in very much the same way as the other one, however, because there are no physical objects in scaled space, things are simpler. Instead of waiting for the target object to leave a certain threshold before moving the universe around it, the scaled space floating origin recenters the target on every frame, which means the map camera now is always locked to the scene origin, and the planets and moons move around it.
[img]http://i.imgur.com/J1QHU.png[/img]
The new Scaled Space Setup: The camera is always at position (0, 0, 0), and the scaled universe is moving instead.
This required a pretty large amount of refactoring though. A lot of different bits of code were doing their own scaled space coordinate transformations, and all of them needed to be upgraded to use the new transformation procedure. A couple of hundreds of ocurrences had to be tweaked in the end. It took some doing, but it worked out nicely in the end.
Now, the Map View and Tracking Station scenes are completely jitter-free, regardless of which planet you are viewing and where your own vessel is. Another issue down.
Cheers[/quote]
[QUOTE]Dear Turnip199,
rumblefish has reviewed your dispute and released its copyright claim on your video, "A Tribute to Neil Armstrong". For more information, please visit your Copyright Notice page
Sincerely,
- The YouTube Team[/QUOTE]
Yes...
[QUOTE]Dear Turnip199,
IODA has reviewed your dispute and released its copyright claim on your video, "A Tribute to Neil Armstrong". For more information, please visit your Copyright Notice page
Sincerely,
- The YouTube Team[/QUOTE]
[I]Yes...[/I] :dance:
[QUOTE]Dear Turnip199,
BFM Digital has reviewed your dispute and reinstated its copyright claim on your video, "A Tribute to Neil Armstrong". For more information, please visit your Copyright Notice page
Sincerely,
- The YouTube Team[/QUOTE]
[I]GOD DAMMIT[/I]
He got the Center of Mass, Drag and Lift displays in too.
[QUOTE=Dacheet;37433147]Yes...
[I]Yes...[/I] :dance:
[I]GOD DAMMIT[/I][/QUOTE]
Why the hell would they have a claim to public domain audio?
[QUOTE=joshjet;37433711]Why the hell would they have a claim to public domain audio?[/QUOTE]
It was sampled in a song by some famous rapper, and now every recording company has ownership of it...
[QUOTE=Nutt007;37434763][IMG]http://i.imgur.com/u4TH2.png[/IMG]
[url]http://kerbaldevteam.tumblr.com/[/url][/QUOTE]
That's actually really great of them to include an in-game memorial at the Tranquility Base site. It should be fun visiting it for myself!
13 19' N 169 9' W
Oh god why do I have that memorized.
[QUOTE=-Xemit-;37433090]That's cool and all, but reading about floating point inaccuracies and floating origins a couple times every update gets a little stale. He already explained that many times, it would be much more exciting if he wrote about something else, like maybe the display of the centers of gravity, lift and such.[/QUOTE]they just want you to know when they do this update they actually did something grand.
Is there any mod that allows to me use solar panels to create fuel for ion engines?
Does anybody know; I want to limit the availability of RCS fuel until certain times. I have a problem where my lander's RCS fuel is getting eaten up by the rest of the ship during ascent, leaving none for manouvering on the surface of the Mun
It is consumed based on stages, so if you have an RCS in an earlier stage it will be used up before the one in the final stage.
[QUOTE=Skwee;37436547]It is consumed based on stages, so if you have an RCS in an earlier stage it will be used up before the one in the final stage.[/QUOTE]
Ah
That makes a lot of sense. Thanks mate
Hey guys, I've been away for two weeks, what have I missed KSP-wise?
Aww yeah. MechJeb is the best addon ever. I got a couple guys onto minmus! That moon is a giant clusterfuck.
I really prefer not to use Mechjeb. I get why others use it, but I prefer to learn how to do something such as Mun landing and then keep on learning how to do it better by repeating the lesson as I try to get new systems or tech to the Mun. For me, getting stuff to where it needs to be manually is a big part of the game =D
[QUOTE=Maloof?;37438864]I really prefer not to use Mechjeb. I get why others use it, but I prefer to learn how to do something such as Mun landing and then keep on learning how to do it better by repeating the lesson as I try to get new systems or tech to the Mun. For me, getting stuff to where it needs to be manually is a big part of the game =D[/QUOTE]
Same here, except getting stuff to places [I]is[/I] the game for me, so 'Mechjeb' is a no no.
I only use mechjeb rarely, and when I do I use it to get things into Kerbin orbit and do it manually from there on.
All true, but I know I wouldn't bother attempting something like a Full coverage GPS network without it.
[img_thumb]http://3.bp.blogspot.com/-zzdl1_fusHw/T2PUSYzKSEI/AAAAAAAABIM/_-GR6i5Ezu4/s1600/Shield.png[/img_thumb]
(From [url=http://kerbal.blogspot.co.uk/2012/03/kerbal-shield-password-is-1-2-3-4-5.html]here.[/url])
[QUOTE=subenji99;37440067]All true, but I know I wouldn't bother attempting something like a Full coverage GPS network without it.
[img_thumb]http://3.bp.blogspot.com/-zzdl1_fusHw/T2PUSYzKSEI/AAAAAAAABIM/_-GR6i5Ezu4/s1600/Shield.png[/img_thumb]
(From [url=http://kerbal.blogspot.co.uk/2012/03/kerbal-shield-password-is-1-2-3-4-5.html]here.[/url])[/QUOTE]
holy shit
Is there a way to use mechjeb to get a circular orbit in the oppose direction? So I can rendezvous.
I don't think mechjeb has a function for that, but if you burn retrograde, you'll kill your horizontal velocity, if you keep burning that way (which won't be retrograde after you're kill your HV), you'll regain it and end up in a reversed orbit.
[QUOTE=Canary;37440169]Is there a way to use mechjeb to get a circular orbit in the oppose direction? So I can rendezvous.[/QUOTE]
You can go 360 degrees. The oppsite of 0 is 180, do 180 in heading in the ascent thing.
[QUOTE=brainmaster;37440433]You can go 360 degrees. The oppsite of 0 is 180, do 180 in heading in the ascent thing.[/QUOTE]
It's working but when I looked in map view my satellite was gone! Only my two failed orbiters are still up there.
[editline]28th August 2012[/editline]
False alarm, KSP for some reason just pulled up the wrong name I guess, I just passed my satellite but our combined speed was nearly 5Km/s, I'm not sure how to fix this, but I'm gonna retro grade like Niall said.
[QUOTE=Canary;37440169]Is there a way to use mechjeb to get a circular orbit in the oppose direction? So I can rendezvous.[/QUOTE]
You're going to crash into your poor target at orbital speeds! Rendezvous doesn't work like that.
Have a tutorial:
[video=youtube;QXOBe-CG4cw]http://www.youtube.com/watch?v=QXOBe-CG4cw&feature=youtu.be[/video]
Turns out I overlooked an option for mechjeb to launch in time to rendezvous with a target but I accidentally selected a past orbiter which smugly passed me then the fucking troll somehow passed within 50km of the satellite! But it had no fuel to get closer.
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