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.

Suggestion Done Fixed in 0.9.610.0

21 Comments

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    @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.

    3.9 years ago
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    15.7k Hylo

    @Insanity oh okay

    3.9 years ago
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    10.9k Insanity

    @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.

    +1 3.9 years ago
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    15.7k Hylo

    @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

    3.9 years ago
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    Vizzy? @Doublehsh

    3.9 years ago
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    15.7k Hylo

    @AndrewGarrison any way to make a craft stabilization program? Or is that a bit too complicated?

    3.9 years ago
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    15.7k Hylo

    @KellyNyanbinary whoa nice :D

    3.9 years ago
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    @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.

    +5 3.9 years ago
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    Also I’m turning 17 in a month. Could I work as an intern at Jundroo during the summer school break? @AndrewGarrison

    3.9 years ago
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    We'll see what we can do. Might be an XML only option.

    3.9 years ago
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    @AndrewGarrison hi?

    3.9 years ago
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    What about 50 km? @AndrewGarrison

    3.9 years ago
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    Crafts would likely jitter so badly they would tear themselves apart at that range.

    3.9 years ago
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    @AndrewGarrison please at least consider this :3

    +1 3.9 years ago
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    @AndrewGarrison please implement this! I've written AIs to do aerial warfare but the physics range is hampering me a lot.

    +1 3.9 years ago
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    you can increase it in the settings file, I did that for a reusable rocket (still didn't work though)

    4.0 years ago
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    1,666 Marssmmm

    @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

    4.0 years ago
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    1,857 Alais

    @MirazAerospace Mobile users can take care of this or developers can also not allow this in mobile. Just like mods

    +2 4.1 years ago
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    But it can cause serious performance issues in mobile devices

    +1 4.1 years ago
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    8,557 McDuetchVan

    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.

    +3 4.1 years ago
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    15.7k Hylo

    I really hate it when my plane just dies after 5km

    +7 4.1 years ago

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