Enable increasing the physics range to 100 km. Probably include a warning about floating-point precision.
Also craft switching still only works under 1 km. May that be increased to be the same as physics range, or have a separate slider for this.
Enable increasing the physics range to 100 km. Probably include a warning about floating-point precision.
Also craft switching still only works under 1 km. May that be increased to be the same as physics range, or have a separate slider for this.
@Doublehsh i dont think that that would work, the problem is that the position values, stored as floats, of the individual parts become really inaccurate at large values, causing them to move around randomly, most likely breaking the joints or exploding.
@KellyNyanbinary yes, or maybe even in unity
It could model a simple model of the plane/rocket in a different (sub)program and change the physics slightly according to the exact position of the craft. It might not be effective beyond the SOI of a planet but for atmospheric flights and flights inside the celestial body's SOI it could work
Please correct me if I don't understand the situation correctly
@AndrewGarrison any way to make a craft stabilization program? Or is that a bit too complicated?
@KellyNyanbinary Thanks for your interest, but we are not looking to add any additional team members or interns this year. I did get a fix in for this so you can increase your physics range above 10km now but it has to be done by manually editing the Settings.xml.
Also I’m turning 17 in a month. Could I work as an intern at Jundroo during the summer school break? @AndrewGarrison
Crafts would likely jitter so badly they would tear themselves apart at that range.
@AndrewGarrison please implement this! I've written AIs to do aerial warfare but the physics range is hampering me a lot.
you can increase it in the settings file, I did that for a reusable rocket (still didn't work though)
@Exo200 their are ways to do mod support on mobile, the easiest way is to pre install some mods, or do it like craft sharing, convert it into a image, and import to game, then it converts into mods
@MirazAerospace Mobile users can take care of this or developers can also not allow this in mobile. Just like mods
It'd work better to be a variable setting though, don't wanna mistakenly load in 10,000 parts from orbit and watch my computer catch fire.
@Insanity For me, they explode on average at a distance of 20-25km. Out of curiosity, I set physics to 60 km. For a larger range of physics to work, Craft would have to be treated as a coherent object by the game. If it can be done somehow, it will take a lot of work.