Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
:hesaid:
I remember that "teacher"... It would be funny if we weren't his students... He was a sad case. :lol:
But yeah, most "programmers" I know are limited to the very basics of programming logic 101... they have no concept of, nor will to try, anything more advanced than a ridiculously...
Cool. Thanks! :thumbup:
I'm gonna use 80%, since the Kerbal engineers aren't so good to make something more efficient ;)
Cheers
EDIT::
Well, that's that I think... fuel tanks are now stackable, and the SRBs and the Liquid Engines are overhauled :)
Now, I'm thinking I'm gonna add a new...
Yep. :thumbup:
And yeah, I assume the SRBs burn from the inside out... the fuel is laid out to form an inverted cone in the center, that directs the thrust downwards through the nozzle.
But how much (in percent) of an SRBs mass is the fuel?
Cheers
That's the thing, stacking fuel tanks doesn't make them into a big one... they're still separate compartments...
So it's a decision the Kerbal engineers would have made ;)
But yeah, top-down does seem better.
Cheers
EDIT:
top-down it is then! :thumbup:
I'm also recoding the engines now...
Ok, new quick update here!
I've started reworking the fuel tank and liquid engine logic (which were a mess), and they're much better now.
Also, I've added the ability for fuel tanks to stack onto each other. So a single engine can drain as many tanks as you can pile on top of it.
The tanks...
I haven't yet given much though to how R&D will function, but it'll probably be something like a tech tree I imagine. You can't discover the top-notch solid booster if you've only studied parachutes now, can you? ;)
Also, the plan is to include tech tree info in the cfg for each part, so mod...
Yeah, I can attest this being possibly very very useful. I remember from my flash projects, that each new feature came accompanied with a twice-large amount of hacks and unexplainable bugs, all due to flash's poor handling of, well, everything...
So for each feature added, on average you spend...
Hmm that is true. Have you seen the Wikipedia article on Design patterns? There are way more patterns than there are any possible uses for all of them.
But it DOES make you look busy and ramps up your line count, so I can see why there are so many out there.
A few patterns are truly useful...
I've got minecraft here, and yeah, it's pretty addicting... It doesn't take long before you want to start a really big project, and you start spending ridiculous amounts of time getting materials and building it.
It's more fun when played in MP... I used to be a regular on a server set up by...
Hmm there are a number of patterns I like...
The singleton pattern is a very good one. Although lately I've been doing it a little differently.
Instead of exposing the instance reference (which I always call 'fetch') as a public static member, I leave it as a static private. Only the class...
Yes, that's the plan. :thumbup:
Although it won't be so complex... but then again, that's the whole game for BARiS. In KSP managing is just a part of the game.
I guess the main difference is that there will be no programs. All astronauts will be visible from the Astronaut Complex Building...
Mine is the first concept drawing I did for the Kerbal Space Program... it's the only piece of concept art that is more than a doodle in one of the many pieces of paper that litter my desk ;)
I drew it in Photoshop, using my trusty tablet :thumbup:
It looks better at that low resolution...
Nice one on the @ sign! it's very self-explanatory...
Now, to make your head spin a little... have you considered what would happen if one were to declare an array of structs? ;)
Something like this:
struct Vector3{
float x,
float y,
float z
}
//and then, somwhere else...
Yeah, there will be an indication of what camera mode you're in. I reckon a print to console isn't much help when you're playing the build ;)
So, I've got the free cam, and I'm now coding the Chase cam, which behaves pretty much like the free one, but it rotates to always try and face the...
Hi again... new update:
I'm back to working on the camera code today... free-camera mode is ready, and I've started working on the other modes...
Then I got to thinking... does anyone at all use the Locked camera mode? it's the mode where the camera spins as the ship spins... I gave it a go...
Just a short update on this matter:
I've started working on the quadtree-based terrain, and I must say it's looking good! It's at least 50x faster than the old, stupid approach, which means it can run in real time, without any yielding. It also looks a whole lot better, since the quads can only...
That's not a bad idea. :thumbup:
I've been thinking about orbit instrumentation for UI for a considerable while now, but so far I haven't settled on a final design...
The other day Moach suggested I do something like a cross between a mini-map and an orbit MFD, by laying an orbital ellipse...
A quick update...
day 4: I'm rewriting the flight camera code from scratch... the old version was a mess of quick patches, fixes and kludges that were piling onto each other since version 0.1...
So out the window it went, and in comes the new camera code.
This one is completely jitter-free...
Well, here's a short update on what's going on:
This update is coming along in an unprecedented speed and efficiency. We're already more than half way through the tasks we predicted would take 3 weeks, and it's only been 3 days :thumbup:
So today I decided to step off the to-do list, and try...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.