just want to point out that running programs in the cloud has a cost attached to it. As for what that cost could be in the concept above, i'd imagine something like 3-5$ a month... Bear in mind that with the structure above, the possibilities in terms of multiplayer are quite wide and could even approach the scale of MMOs, which almost always have a monthly fee for (and usually much higher than a few dollars a month)
The main server side concept here is scalable use of cuda cores. This could potentially be done but would likely demand a dedicated GPU which would have a relation to the multiplayer capacity.
The subscription is to cover the costs of running processing in the cloud. Could you design a game with local servers like minecraft? Sure, but that’s not the idea here
@EnceladusDynamics Not by default, you would need to measure the 4 corners of the runway, and record their positions in the code. If you measure it close enough, and the launch complex is the same layout, it should work just fine
@theUSSR nobody needs this. But if you want to automate land tasks at the launch complex, this gives you the a lot of the important taxiway, launch pad, and runway positions.
@AstronautPlanes thanks!
Colours are just for visibility during testing. Much easier to pick the yellow out against the background of the water. The official release will have a replica livery
@PorkyClown3 I plan to do that, however this was more a proof of concept and a few people said they’d like to have an external map so I just ripped the map part of the code out of the larger project and put it together.
Currently working on a powershell based panel system which could be (I think) completely customizeable from vizzy, provided you have the SR2Logger mod enabled, and an operating Orange Black Box.
I’ll make a newer map ‘Panel’ as part of some built in panels in the project, and that version will be where I put any improvements
Full credit to WNP78 for the SR2Logger mod which made this addon possible and provided plenty of support whenever I had questions
Would have linked to the mod in the gallery but it is not yet visible
@TopSecret2 Thanks!
Not sure if its that simple. There are some significant omissions such as terrain/biomes. Which were done due to complexity/benefit at the moment. The main properties (such as radius, orbit details, etc) were what seemed immediately useful.
I've posted the powershell script to generate all the vizzy files in the github link above. Anyone who is inclined is welcome to contribute the terrain/biome part. The script is pretty self explanatory
I can imagine those parts becoming more valuable once we have more solid ways of localizing / direction in relation to different objects with vizzy.
@rickgamer0503 Thanks! It was actually automated with a script I wrote in about 45 mins. I just had to take the time to post the crafts and make the forum post etc.
It provides ready made/populated variables with a lot of specifics about the planets/moons/star that are not currently dynamically accessible in Vizzy (I'm sure that will change in the future)
@crowxe well create variable is one thing. What I am explaining is that I maintain a seperate 'thread' that is dedicated for updating all the variables in the program, on a predetermined interval. This helps flatten/frame the input data for the whole program, and avoid some pitfalls in the process
@crowxe just means that you’re have a system to maintain variable values, and that I use those variables than the craft attributes/properties for example
Being able to set fixed physics ticks / sec would be a very nice addition. Having the ability to create x timers as needed with a very generic base object would be ideal (branching off with instructions/broadcasts where needed)
Some welcome vizzy updates - thank you Jundroo!
2.6 years agojust want to point out that running programs in the cloud has a cost attached to it. As for what that cost could be in the concept above, i'd imagine something like 3-5$ a month... Bear in mind that with the structure above, the possibilities in terms of multiplayer are quite wide and could even approach the scale of MMOs, which almost always have a monthly fee for (and usually much higher than a few dollars a month)
4.0 years agoThe main server side concept here is scalable use of cuda cores. This could potentially be done but would likely demand a dedicated GPU which would have a relation to the multiplayer capacity.
4.0 years agoThe subscription is to cover the costs of running processing in the cloud. Could you design a game with local servers like minecraft? Sure, but that’s not the idea here
4.0 years ago@Probreyene
4.3 years agoYou need to convert them with the expression first. The sphere coords are in lat/Lon/ASL not AGL
@EnceladusDynamics Not by default, you would need to measure the 4 corners of the runway, and record their positions in the code. If you measure it close enough, and the launch complex is the same layout, it should work just fine
4.3 years ago@theUSSR nobody needs this. But if you want to automate land tasks at the launch complex, this gives you the a lot of the important taxiway, launch pad, and runway positions.
4.3 years ago@AstronautPlanes thanks!
4.5 years agoColours are just for visibility during testing. Much easier to pick the yellow out against the background of the water. The official release will have a replica livery
@Bmcclory ill make sure the final tests explosion is epic, just to meet your standards, bmc lory
4.5 years ago@PorkyClown3 I plan to do that, however this was more a proof of concept and a few people said they’d like to have an external map so I just ripped the map part of the code out of the larger project and put it together.
Currently working on a powershell based panel system which could be (I think) completely customizeable from vizzy, provided you have the SR2Logger mod enabled, and an operating Orange Black Box.
I’ll make a newer map ‘Panel’ as part of some built in panels in the project, and that version will be where I put any improvements
4.7 years agoFull credit to WNP78 for the SR2Logger mod which made this addon possible and provided plenty of support whenever I had questions
+1 4.7 years agoWould have linked to the mod in the gallery but it is not yet visible
@AnotherFireFox couldn't do that dynamically. This reads data directly from vizzy, so in principal, the active craft...
+1 4.7 years agoStellar update yet again!
+1 4.9 years agoVery excited to try the new features, thank you so much for the fantastic work Andrew!
@TopSecret2 Thanks!
Not sure if its that simple. There are some significant omissions such as terrain/biomes. Which were done due to complexity/benefit at the moment. The main properties (such as radius, orbit details, etc) were what seemed immediately useful.
I've posted the powershell script to generate all the vizzy files in the github link above. Anyone who is inclined is welcome to contribute the terrain/biome part. The script is pretty self explanatory
I can imagine those parts becoming more valuable once we have more solid ways of localizing / direction in relation to different objects with vizzy.
4.9 years agoHi All, the craft has been released and link inserted into original thread post
4.9 years agoPost limit hit for the day, will finish the remaining bodies tomorrow
4.9 years ago@rickgamer0503 Thanks! It was actually automated with a script I wrote in about 45 mins. I just had to take the time to post the crafts and make the forum post etc.
It provides ready made/populated variables with a lot of specifics about the planets/moons/star that are not currently dynamically accessible in Vizzy (I'm sure that will change in the future)
+1 4.9 years agoWell, break the problem down
Start with a basic structure like that, and methodically start breaking down each problem into smaller and smaller problems.
+2 4.9 years ago@crowxe well create variable is one thing. What I am explaining is that I maintain a seperate 'thread' that is dedicated for updating all the variables in the program, on a predetermined interval. This helps flatten/frame the input data for the whole program, and avoid some pitfalls in the process
+1 4.9 years ago@crowxe just means that you’re have a system to maintain variable values, and that I use those variables than the craft attributes/properties for example
4.9 years ago@pedro16797 please share the post with me and ill use the same one with anything that comes to mind for me :)
4.9 years agoBeing able to set fixed physics ticks / sec would be a very nice addition. Having the ability to create x timers as needed with a very generic base object would be ideal (branching off with instructions/broadcasts where needed)
4.9 years agothe physics tick rate is understood to be variable.
4.9 years agoSo it is very likely to change based on settings, as well as what is currently happening on screen