• 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=fskman;31056721]Por que????[/QUOTE] Porque.
[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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