Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
[QUOTE=Wavenarra;31056098]I think it's procedurally generated, not created from a flat texture map.[/QUOTE]
No, I think the map has been more or less identical for all of my launches, as well as the screenshots I've seen on the forum.
[editline]11th July 2011[/editline]
[QUOTE=TheTalon;31056364]Yet half of them were smiling[/QUOTE]
All of them were named Jebediah.
Could still be procedurally generated. Oblivion's forests are procedurally generated, yet everyone's is the same
[QUOTE=TheTalon;31056392]Could still be procedurally generated. Oblivion's forests are procedurally generated, yet everyone's is the same[/QUOTE]
Those were generated before they were added to the game.
[quote]Procedural Terrain delivers detailed terrain at a vast scale. The Kerbal Planet is 600km in radius![/quote]
Yep, it's procedural. I guess if you want a map fly round the planet and build one yourself.
[QUOTE=Wavenarra;31056468]Yep, it's procedural. I guess if you want a map fly round the planet and build one yourself.[/QUOTE]
There should at least be some sort of template, I mean the continent from which we launch from looks the same for everyone (Africa-ish), so couldn't we find the average or something?
I think this video perfectly describes what this game means to me. In a good way.
[media]http://www.youtube.com/watch?v=DvQwXOCKNLY[/media]
[QUOTE=Dacheet;31056506]There should at least be some sort of template, I mean the continent from which we launch from looks the same for everyone (Africa-ish), so couldn't we find the average or something?[/QUOTE]
Hnnnng, procedural doesn't always mean random. In this case the terrain is generated from the same set of starting data for everyone; so it will always be the same.
There is no 'template' beside the starting data, which would be code.
Or I'm wrong.
Oh my god i love this game so much.
Me when Ksp gets ready for sale:
[IMG]http://chanarchive.org/content/2_v/93460813/1303767657369.jpg[/IMG]
Seriously, these developers deserve big support.
Also: I finally built a rocket, that actually flys to space and doesn't crash at launch. :dance:
[img]http://i.imgur.com/UOlvW.png[/img]
[b]OH GOD WHAT?[/b]
[QUOTE=Dacheet;31056665][B]OH GOD WHAT?[/B][/QUOTE]
Space trees?
And now the crew photos disappeared. :wtc:
[QUOTE=Dacheet;31056665][img]http://i.imgur.com/UOlvW.png[/img]
[b]OH GOD WHAT?[/b][/QUOTE]
Por que????
12 and a half hours of orbit, the game crashes.
[img]http://i.imgur.com/Iu0KU.png[/img]
[editline]11th July 2011[/editline]
[QUOTE=Dacheet;31056747]12 and a half hours of orbit, the game crashes.
[img]http://i.imgur.com/Iu0KU.png[/img][/QUOTE]
If my math's correct, I went around Kearth ~60 times, or once every twelve minutes.
[QUOTE=Dacheet;31056747]12 and a half hours of orbit, the game crashes.
[img]http://i.imgur.com/Iu0KU.png[/img]
[editline]11th July 2011[/editline]
If my math's correct, I went around Kearth ~60 times.[/QUOTE]
You crashed into a space tree, didn't you?
[QUOTE=Dacheet;31056747]12 and a half hours of orbit, the game crashes.
[img]http://i.imgur.com/Iu0KU.png[/img]
[/QUOTE]
That's interesting. The same exact thing happened to my friend:
[thumb]https://lh4.googleusercontent.com/-mrVNXqMGPsg/Ths7A5b4gfI/AAAAAAAAAF8/yaOuS48DXP8/s1280/photo.jpg[/thumb]
[QUOTE=Dacheet;31056747]12 and a half hours of orbit, the game crashes.
[IMG]http://i.imgur.com/Iu0KU.png[/IMG]
[editline]11th July 2011[/editline]
If my math's correct, I went around Kearth ~60 times, or once every twelve minutes.[/QUOTE]
Your spaceship caused an anomaly in space time by actually managing to orbit the planet. Devs did not plan for that. :v:
[QUOTE=Wavenarra;31056850]Your spaceship caused an anomaly in space time by actually managing to orbit the planet. Devs did not plan for that. :v:[/QUOTE]
I think it happens whenever your game time exceeds 12.5 hours, for some reason.
so I tried to detach my control pod
[IMG]http://i.imgur.com/iSXfD.gif[/IMG]
[QUOTE=oldage;31056882]so I tried to detach my control pod
[IMG]http://i.imgur.com/iSXfD.gif[/IMG][/QUOTE]
What is the problem here?
[QUOTE=Dacheet;31056873]I think it happens whenever your game time exceeds 12.5 hours, for some reason.[/QUOTE]
Not true. I got to 17.5 hours and I was still going without any problem.
[QUOTE=T2L_Goose;31056909]Not true. I got to 17.5 hours and I was still going without any problem.[/QUOTE]
Hm. I'll do some speedhacking to see the times.
[QUOTE=Dacheet;31056919]Hm. I'll do some speedhacking to see the times.[/QUOTE]
...It looks like you simply ran out of memory.
[URL]http://forum.unity3d.com/threads/58746-Fatal-error-in-gc-Too-many-heap-sections[/URL]
[QUOTE=Zombii;31053914]Does that mean that the parts pack is going to be official in the next update?[/QUOTE]
Not necessarily. I just wanted to see how those parts were like.
I wouldn't add those parts anyways without permisison from the authors, but I don't even know who they are :v:
About pricing, that's still to be defined, but it will probably be around those figures you guys said: 5 -10 USD on the first releases, then 10 - 15 later on, and a final retail price of around 20 USD.
(Disclaimer: DO NOT TAKE THESE VALUES AS DEFINITE - had to say it ;) )
Cheers
You could just link them on your site, and say "Credit goes to whoever made all these" etc etc
[QUOTE=Wavenarra;31056850]Your spaceship caused an anomaly in space time by actually managing to orbit the planet. Devs did not plan for that. :v:[/QUOTE]
That looks like a garbage collection error. It's something from deep inside the engine... I get those too when I'm working on the dev version...
It's probably a Unity glitch... anyhow, the idea is that you won't need to keep the game open for 12 hours on end... there will be time warp features soon.
Cheers
[QUOTE=HarvesteR;31056986]Not necessarily. I just wanted to see how those parts were like.
I wouldn't add those parts anyways without permisison from the authors, but I don't even know who they are :v:
About pricing, that's still to be defined, but it will probably be around those figures you guys said: 5 -10 USD on the first releases, then 10 - 15 later on, and a final retail price of around 20 USD.
(Disclaimer: DO NOT TAKE THESE VALUES AS DEFINITE - had to say it ;) )
Cheers[/QUOTE]
While you're here, how is Kearth generated? What's the process by which the world is procedurally generated?
Edit: Also, I didn't keep it open for 12 hours in real time, but used Cheat Engine's Speedhack tool to speed up the game.
[QUOTE=Dacheet;31057038]While you're here, how is Kearth generated? What's the process by which the world is procedurally generated?[/QUOTE]
Ahh well, that's kind of a long story ;) here goes:
The planet is composed of several elements, at different scale levels. There is a small, miniature planet, and a camera that follows the motion of the main camera, but under scale (1:6000 IIRC). This gets rendered first, along with the visual atmosphere.
Then, there is the close-up terrain, on 1:1 scale, that follows the player around. It masks the surface of the planet, and conforms to 2 sets of heightfields.
The first heightfield comes from an elevation map, and it defines the contours of continents and oceans. Then over that, is overlayed a second heightfield, this time a numerical one, which is generated by LibNoise, which is an awesome numerical noise library that's open-source.
The LibNoise heightfield is based on the polar coordinates of each vertex on the surface of the planet. It's 3D noise as well, and there are 3 layers of noise generators to make the hills and plains.
Then finally, there is a terrain collider, which is a simpler mesh that also masks the terrain. The reason it exists is that processing mesh-based collision for the entire 19k+ polygon terrain would turn the game into a slideshow. So this mesh follows the ship, so it crashes as it should.
Now, all that is a major headache, and that's why I want to finish up the new terrain system. The new terrain is based on a hexcube quadtree approach, and it's much much faster and reliable than the current one.
That's pretty much it for terrain I think ;)
Cheers
[QUOTE=HarvesteR;31057164]Ahh well, that's kind of a long story ;) here goes:
The planet is composed of several elements, at different scale levels. There is a small, miniature planet, and a camera that follows the motion of the main camera, but under scale (1:6000 IIRC). This gets rendered first, along with the visual atmosphere.
Then, there is the close-up terrain, on 1:1 scale, that follows the player around. It masks the surface of the planet, and conforms to 2 sets of heightfields.
The first heightfield comes from an elevation map, and it defines the contours of continents and oceans. Then over that, is overlayed a second heightfield, this time a numerical one, which is generated by LibNoise, which is an awesome numerical noise library that's open-source.
The LibNoise heightfield is based on the polar coordinates of each vertex on the surface of the planet. It's 3D noise as well, and there are 3 layers of noise generators to make the hills and plains.
Then finally, there is a terrain collider, which is a simpler mesh that also masks the terrain. The reason it exists is that processing mesh-based collision for the entire 19k+ polygon terrain would turn the game into a slideshow. So this mesh follows the ship, so it crashes as it should.
Now, all that is a major headache, and that's why I want to finish up the new terrain system. The new terrain is based on a hexcube quadtree approach, and it's much much faster and reliable than the current one.
That's pretty much it for terrain I think ;)
Cheers[/QUOTE]
Are the continents set in stone (pun not intended) or can they vary? I'm wondering because I would love to make a map of Kearth, complete with little countries and such.
Passing directly over the launchpad after one full orbit
[IMG]http://i2.photobucket.com/albums/y37/SaborWolf/kerpalorbit.jpg[/IMG]
I was so confident that I didn't even pack a chute. Next step is to do this again, only with some fuel left to deorbit and land next to the pad
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