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I thought the world's hottest pepper was the Ghost chilli (According to Man vs Food at least :lol:)... It also rates above a million on the Scoville scale, which is about 10,000x stronger than a Habanero.
Never tried any of those though... I haven't reached that level yet.
But anyhow, living...
I like C#. Yes, it's managed, but it's a managed language done right. You can bypass all the management if you wish, and work as if it were C++, with the pointers and whatnot, just open an 'unsafe' context, and the GC won't go there... Or you can let the GC do it's thing... It's not like Flash...
Yes, symmetry is a must-have feature now... the problem is that it's not a trivial one, and it will take time to get it working correctly.
But yes, when we do get symmetry in, you'll have to option to use 2, 3, 4, 6 and 8 sided radial symmetry
Right now we're focusing on eliminating all bugs...
Ok, it's the end of day 1 here, and we already have a number of features in!
This was a very good day here! In one day we went through an amount of features estimated to take 3 days to complete! :D
Namely, saving and loading ships is in, toggling SAS with the T key is in, the capture...
Downloading right now!
But yeah, I myself am not perfectly happy with the current part attachment setup... But doing anything different at this point would require starting all over again. So I'm doing the best I can to make the editor easy and fun to use. I reckon that once there is simmetry...
Hmm, true, I hadn't considered the Tricoupler (and other similar parts to come)... A long time ago, on the very first builds, it wasn't necessary to have the pod before everything else, but we decided to have it like that because it made structuring the ship that much easier.
But yeah, If...
This could also work... In fact, I'm thinking that the best way to preserve a part of the stack is to simply not delete it when it's dropped outside the ship.
There are two ways of deleting a part actually... One is to click on open space with a part selected, and the other is to return it to...
Hi again!
yes, the attachment thing is a little ugly right now, these normal-aligned attachments are causing a major problem, in that it's very frustrating to get parts to be aligned to each other.
This will be solved when we get a symmetry mode in. With symmetry mode, each part you place also...
I've got ArmA2 here, and the entire series, since the original OFP for that matter ;)
It's an amazing game (although I shouldn't call it 'game' since it's more of a mil-sim)... It IS power-hungry though.. you need a serious rig to play it with graphics on high. But it's the best MP experience...
Hmm, this is kinda weird, it shouldn't happen like that, because the physics engine acts much more globally on the ship than that... each part is being simulated as if it were a ship on it's own... there are no mass interchanges happening...
My guess is that for some unfathomable reason, the...
Hi,
@Fabri91: Yes, the liquid engine should have a fuel indication. In fact, it isn't the engine itself that should indicate fuel, it's the fuel tank above it. All it needs to do that is a couple of lines of code, but in the rush to get everything working for the first release, it got...
IT depends really, with the shuttle (and most commercial rockets anyway) the SRBs fire together with the main liquid engines, to boost it along... IDK of a present-day rocket with a first stage composed solely of solid booster engines.
You can do parallel staging by strapping SRBs to those...
Ahh yes, when you hit space for the second time, the decoupler will fire off, and the capsule will fly up a little. The stack below then has enough time to start rising under the lessened load. Then it meets up with the capsule again, but since it's already going, it keeps on going...
I...
Well, it seems that stack is too heavy for that single booster to lift it.
Try strapping some more boosters radially along with it, they should pack more oomph when used together :thumbup:
Cheers
EDIT: :ninja:'d!
That's awesome! I made a number of those as well when testing... If you add a rudder (just a winglet further back from the CoG), it will actually fly like a plane :thumbup:
Planes are a tricky build however, to get a plane that's maneuverable enough, you have to place the winglets exactly...
Hmm, about the time warp, I have an idea... A few months ago there was a Trajectory Prediction system I had setup, in lieu of a Keplerian Orbit visualization... I found it to be a better solution, because it could integrate ahead of time, and predict your coasting trajectory, even with multiple...
First of all, a great big Thanks to everyone for the incredibly warm reception of the game. I can't tell you how many times I lost sleep over not knowing how people would react to it. I call it Developer's Syndrome... you're so close to it, you can't see how it really looks as a whole anymore...
Hmm, true. I suppose I should average out this value across a couple of frames... to get a "Max. Sustained G Force" or something...
Well spotted!
Cheers
If this were a hobby project of mine, it would surely be free... but it's work actually, so we have to make money eventually ;)
And no, I hadn't seen that paper... really interesting stuff, I'll definitely check it out. Might get some ideas out of it :stirpot:
Cheers
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