neidu3

joined 7 months ago
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[โ€“] [email protected] 2 points 2 hours ago* (last edited 58 minutes ago) (1 children)

Hockey. I have no real interest in the sport, but watching Shoresy has caused me to look up slang, rules, and tactics a lot.

[โ€“] [email protected] 8 points 2 hours ago* (last edited 2 hours ago)

None taken. I don't like us either.

[โ€“] [email protected] 1 points 2 hours ago

Never been, but I'm sure their tap water is great for the same reason mine is: Plenty of mountainous lakes, and not that many people around them.

I generally don't drink nk bottled water... It tastes... stale.

[โ€“] [email protected] 10 points 3 hours ago* (last edited 3 hours ago) (1 children)

1996, It was magnificent in its simplicity. Very few walled gardens, no cookie-pop-ups, and very few ads.

And the best search engine was HotBot. Fight me.

It took until early 1998 before I got my own modem and could start to really enjoy it. For those of us who enjoyed "testing stuff with telnet", it was scary how much sensitive stuff was unencrypted and openly available. Anyone who knew how CGI worked could bypass a lot of stuff and craft custom headers to retrieve things they weren't supposed to.

[โ€“] [email protected] 2 points 5 hours ago* (last edited 5 hours ago)

Guybrush Threepwood taught me the skeleton song. We don't have that here.

[โ€“] [email protected] 5 points 5 hours ago

Someone set him up the trophy

[โ€“] [email protected] 14 points 6 hours ago

Winamp. Because it really whips the llamas ass.

[โ€“] [email protected] 2 points 6 hours ago

Same, but for irssi

[โ€“] [email protected] 2 points 12 hours ago* (last edited 12 hours ago)

Brutal 6 - Todo en mis Manos.

Olivia Lufkin - Stars Shining Out.

Anna Tsuchya - Kuroi Namida

[โ€“] [email protected] 2 points 12 hours ago

Made me chuckle. Nice one.

[โ€“] [email protected] 3 points 18 hours ago* (last edited 18 hours ago) (1 children)

Contact TheDude or one of the other admins via Matrix, and they'll sort it out for you, I'm sure.

Source: I used what little charm I have and asked nicely if they could activate my account without a valid email address.

8
submitted 1 day ago* (last edited 1 day ago) by [email protected] to c/[email protected]
 

From Gravhoek on Discord:

While testing...other things, I captured this footage. This is 24 hours hanging over Hawaii (note that I turned clouds off so you can see the terrain better). I actually got into this orbit manually - even though it's obvious that geosynchronous orbits would work in KSA, it's still cool to see!

2
submitted 3 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]
 

It's mostly stuff I've already covered in my posts, but I'd say it's still worth a watch because:

  • He's a generally good source of info, and a lot of t better at presenting objective facts than I ever will be.
  • Interest in his channel leads to interest in KSA, meaning (hopefully) more contributions to the game when it's time for that.
  • There's an interesting nugget of information about Nate Simpson
    Tap for spoilerof KSP2-fame (or infamy) (redacted due to coummunity rules)
    ...and what he's been up to lately in there. I for one hope he succeeds, as I feel he got severely shafted by Take2.
 

Multimonitor users rejoice!

From Dean Hall a.k.a. Rocket on Discord:

you can now pop out instruments onto any window or screen!

 

From Gravhoek via discord:

Aerobraking passes at 1 week/second time warp. There is no trickery here - we are simulating all of the parts outside of the atmosphere with Kepler, and all of the parts inside the atmosphere with full physics.

We'll see if it remains as efficient and flawless once they've implemented a more robust and realistic drag model instead of the current spherical placeholder.

 

Gravhoek on discord:

I added a simple spherical drag model to our humble CSM. Here we are falling through Blackracks beautiful clouds at terminal velocity.

 
4
Camera modes demo (dreifir.com)
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

From Gravhoek on Discord:

Here are all the camera modes that are currently in the game. Each of them has their use, some more niche than others!

For those of you on mobile, the camera mode names can be a bit hard to see, but they are as follows, in order of appearance:

  • Parent
  • Stars
  • Chase
  • Surface
  • Orbit
  • (switched to map view, which seems to be a
 

Source: gitbot

gravhoek-rw

+ Added the ability for vehicles to collide with and rest on planetary surfaces. This is a very simple version to start which treats the vehicle as an analytic sphere and only collides directly in the radial direction. It also does not take the surface normal into account at the moment.
+ Added a symplectic Euler integrator which we use to resolve collision along with a scheme of sequential impulses.
* Major rework to vehicle state and update logic. We can now choose multiple different update methods within a single frame - for example, taking a Kepler step to the edge of the atmosphere, integrating with velocity Verlet to the surface, and resolving and impact with symplectic Euler.
* Added a minimum target framerate to prevent the FPS "death spiral" when there is too much work to get done in a single frame, so the target frame time increases exponentially each time. We will now scale back the time compression rate to try and fit within a reasonable frame rate.
+ Added a new Simulation tab to the game settings for various physics parameters.
* Adjusted celestial creation to be a full preorder traversal, meaning each celestial is fully baked before its children are instantiated.
* Lowered the minimum camera altitude to 0.5 meters.
+ Added some float3 extension methods and renamed DoubleVectorEx to Double3Ex.
+ Added a physics debug window.
* Changed the patched conics parent impact detector to use a direct calculation rather than a bisect search.
* Fixed attitude snapping using the wrong coordinate frame rates.
+ Fixed debug thruster arrows being drawn in the wrong location.
+ Added LC-39A to Earth landmarks.
 

From Dean Hall on Discord:

You can see the SDF font gauge is working great and there is almost no aliasing whether the gauge is large or small. Might be hard to wrap your head around, but in drawing these gauges no mesh or texture* is involved at all. (technically, a texture is used for the SDF font but not in a traditional texture sense). This has a lot of benefits I covered earlier. You can see animated mechanical rollers for representing numbers in this demonstration as well. These gauges are generated entirely from runtime "mod data" meaning the way we make them is the same way modders do. The shader itself is able to access a global shader binding that is very efficient when it comes to transfering data. Individual shaders/gauges don't need special bindings for data, they have access to all the data. Allowing gauges of incredible complexity, for only the per-pixel cost of the shader itself.

 

From Dean Hall on Discord:

This shows the early progress on multiwindow rendering, showing me "undock" the settings menu seamlessly. When the settings window is dragged outside of the main viewport, a new application window gets created. This has tremendous use for many situations, especially so when rendering different cameras such as when doing interplanetary transfers. Hopefully this video gives a good indication to people the power of this functionality.

 
 

From Dean Hall on discord:

A lot of progress has been made improving a lot of our rendering process for many things, and terrain is one of them. This video shows off progress that has been made, with a great demostration of the seamlessness we now have with spherical billboarding. It is important to remember this video is taken live, realtime, from within the simulation at realistic scales (although the height of lunar features is exagerated for testing).

This video on discord is at 30FPS and and HD only, for a 60FPS and full HD download at: https://drive.google.com/file/d/1bb6F98k1nTESsR0I3YJJDuRwZWC-q9E8/view?usp=drive_link

(content creators welcome to use as always. attribution is not required)

HD version mirrored here

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