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You're on the right track using doubles already to hold precision. The problem is, the underlying graphics API is still 32-bit based (not sure what you're using, but unless you're rolling your own starting at DirectX level, chances are you're stuck with 32 bit).
There were a number of solutions...
Relativity is the name of the game when writing a solar system simulation. Every coordinate, be it position, velocity, rotation or whatever else you can think of, must be relative to something.
This was something I struggled with as well in the early days of building KSP's simulation. Back...
I've got a blue 2013 Mazda 3 now, hatchback version. About 155hp, and I have to say, it's the most driving fun I've ever had. Pretty fast and the steering is razor sharp.
It also feels rock solid, which is a marked improvement over my old Pontiac G3, which as much as I loved it, I can't say...
Some parts moved around in the recent updates, so those would have been marked as 'purchased' on their original nodes, but will be seen as new entries on saves from older versions now. The automatic purchasing for parts inside a node only works when you first unlock the node on the tree.
Cheers
Reading World War Z now, for a welcome change of pace after binging way too much on LoTR and the Silmarillion before that... It was high time to get me something new to read.
Tolkien is awesome, but after a while you start to long for some nice strings of dialogue between characters.
Next up...
This was done a long time ago, so I'm not 100% sure if I'm right here, but IIRC, the scaleFactor parameter in the cfg will affect not the mesh itself, but rather the scaling of cfg-defined coordinates. That parameter, if set to 10, for instance, will place attachment nodes and fx sources...
Having done those DVCs for Flight Simulator (wow, that was 10 years ago now... now I feel old), I can tell you first hand just how much work goes into making even a basic one, let alone one that lets you interact with it.
The problem with virtual cockpits is that, unlike an external model...
Welcome to my world. ;)
Drag is, *puts on sunglasses*, a drag to implement. Short of a complete fluid dynamics simulation, you'll have to settle with some sort of approximation.
The standard drag equation is probably your best option for a simulator, but it requires one key value which isn't...
Fixed the images in the OP, it's been a while now and the images were hosted on the KSP site, so they got lost somewhere along the site overhauls.
I replaced them with some of my favorite screenshots, hopefully no one will read it from the start and think that's what the game looked like 6...
Hmm, it's been a while since I last checked... Let's have another count.
Keep in mind though, that line of code count is an almost meaningless metric for a software project... It's like counting brush strokes for a painter. Also mind that this number includes code from 3rd party libraries...
There's no DRM in the Steam version anymore. We felt that it was overly restrictive compared to the KSPStore version and removed it.
If you bought the game before Steam was an option, you should have the option to transfer your account to Steam for free.
Cheers
BIS is certainly stepping out of their comfort zone with this one (which is always good). Very interested to see how it turns out. :)
Looks like it's very new, there isn't even a forum for it yet.
Cheers
Couldn't agree more. If I had it my way, a DVCS would come pre-installed with the OS, and children would be taught to use it in schools.
I use Git myself, but any will do. Once you learn to use it (it's really not that hard at all), you'll see that it's something every project, no matter how...
Well, I don't think KSP will ever replace Orbiter. I wouldn't like it if that happened either.
Orbiter is unique in that you can find yourself thinking about a derivative of pressure for triggering parachute deployment on shallow entry trajectories. KSP isn't meant to give players that sort of...
We're having issues with our forum/spaceport server now. It's getting fixed, but might be a while yet before it's back to normal.
As for the question there, if that engine there uses a standard Engine module, you can change the propellant types on the part.cfg file for it, so that it pulls...
That's the right way of thinking for html. After the content is all set down, you make it look good using CSS. That way, the content and the visuals are nicely separated and you can tweak one without breaking the other.
Cheers
Yeah, that's the sort of thing I'm thinking about. Of course, before doing anything we need to add in a good way to visualize this heat process... If you don't provide feedback, it just looks like the game decided to randomly start exploding bits of your ship off.
In fact, instead of having...
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