[-] [email protected] 1 points 46 minutes ago

It has an impact. There was a case a couple of years ago about a large Russian contingent of new arrivals to the front line getting HIMARS'd due to a social media post revealing their location. SBU are efficient in this regard.

[-] [email protected] 2 points 51 minutes ago

Locking due to rule 6. Cudos to everyone for making the thread reasonably level headed anyway - All participants earn four points.

[-] [email protected] 3 points 2 hours ago* (last edited 54 minutes ago)

The poor have plenty of empathy, even more so than most. It just takes the back seat when priorities are to simply put food on the table the next day.

Poverty brain is weird. All mental strength is spent on ensuring one's own survival. And in this regard, acting on empathy comes with a cost. If not financial, it takes your focus away from your own needs. And those needs are so severe that every ounce of resources, monetary or mental, is spent wrestling against one's own impending ruin.

Source: Was poor, now I'm far from it. Focusing on living instead of just survival is a luxury I will never take for granted.

[-] [email protected] 13 points 2 hours ago* (last edited 1 hour ago)

Get rid of stuff you don't need.

Yes, you might save 20 bucks in five years by saving that plastic widget, but you'd have to pay loads more than 20 bucks to store that thing somewhere.

Also that "sparks joy"-lady has a point.

[-] [email protected] 13 points 2 hours ago* (last edited 27 minutes ago)

My dad was a dairy farmer. While I ended up in IT, a field he knew nothing about, he supported me the entire way. He did not understand my field of interest beyond the fact it was something I was interested in.

On the flip side, everything I know about machinery maintenance and repair I have from him. In my current field (an odd mix of It, industrial robotics and heavy machinery.... On ships), this background works well, as it gives me the diverse background needed for such a diverse work place.

I don't think there are anyone else in the company who can do VLAN and LACP trunks AND troubleshoot misbehaving hydraulics.

[-] [email protected] 2 points 3 hours ago

Again with an ANSI keyboard. Disgusting.

[-] [email protected] 3 points 3 hours ago

Including pretending to throw sticks and hiding them behind your back.

Best regards,
Dog

[-] [email protected] 9 points 3 hours ago

Any ship caught doing this crap should be impounded and repo'ed to pay for the damage with its bridge crew in lockup for sabotage.

2
submitted 1 day ago* (last edited 1 day 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.
7
submitted 3 days ago by [email protected] to c/[email protected]

Multimonitor users rejoice!

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

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

10
submitted 3 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]

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.

11
submitted 5 days ago by [email protected] to c/[email protected]

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.

12
submitted 6 days ago by [email protected] to c/[email protected]
4
Camera modes demo (dreifir.com)
submitted 6 days ago* (last edited 6 days 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
10
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

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.
7
submitted 1 week ago by [email protected] to c/[email protected]

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.

8
submitted 1 week ago by [email protected] to c/[email protected]

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.

14
submitted 1 week ago by [email protected] to c/[email protected]
10
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

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

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