I'm making a cell automation pandemic simulator with unity that runs on the GPU and can handle as many as 50 million people on my laptop but I stopped recently lacking motivation to continue developing it. Should I continue?
@Gozinya I actually don't know how many devs there are, because active community members join the dev team all the time
EDIT: I've counted on the users page, we have 7 devs. And only three of them have posted at least one dev note.
Just found out that you could change maxCallStackSize in xml. The default is always 100 but for some reasons the actual value is always 2-3 lower than the value set in xml. @sflanker
@Antoni0 I think the point is warhead instead of homing. My missiles hit the target reliably but the only way to destroy the target is with kinetic energy. And small missiles that could have enough explosive power just don't have enough kinetic energy. I think what we actually need is a way to effectively destroy stuff other than collision.
@SelectAKey This method can only speed up calculations so if your delay is not caused by intensive calculation this will not help. However if you can xml modify your craft it is better to just change maxInstructionsPerFrame instead.
@CodeCaptain My missiles don't work well when frame rate (or execution speed) is low. In fact, any vizzy program that require precision theoretically does not work well with low speed.
It might also be something about the sensitivity of the program. If sensitivity is too high, the missile would be unstable and lose control; if too low, the missile might not hit the target. And the sensitivity might be dependent on execution speed.
First u need to be able to put hundreds of tons of payload into orbit, so u have enough delta-v to go to places u want to reach. If that's not enough, u might need to use orbital mechanics to ur advantage (like oberth effect and gravity slingshots). If that's still not enough, try using non-combustion rockets, which have higher impulse.
@NathanMikeska just one more question: the script I attached to one of the game objects under prefab doesn't seem to work. The mesh renderer and colliders do get loaded, so I guess my script is not at the right place. So what should I put the script in?
Finally the multipurpose display!
+3 4.1 years agoTime to make Doom run on it...
When is this update going to be?
+3 4.2 years agoGood luck
+2 3.6 years ago@DoublehshAircraftinc
+2 4.3 years ago: (
I'm making a cell automation pandemic simulator with unity that runs on the GPU and can handle as many as 50 million people on my laptop but I stopped recently lacking motivation to continue developing it. Should I continue?
+2 4.6 years agoimo there should be a system limiting how many suggestion posts one can have based on points or something so ppl don't spam it
+1 2.6 years agoFinally.
+1 2.6 years agoit's time for missiles go brrrrr
+1 2.6 years agoBrilliant
+1 3.1 years ago@Insanity Agreed, I'm looking at Pedro's default program to learn how to use the new functions.
+1 4.1 years ago@Gozinya I actually don't know how many devs there are, because active community members join the dev team all the time
+1 4.1 years agoEDIT: I've counted on the users page, we have 7 devs. And only three of them have posted at least one dev note.
@Gozinya Maybe the update will be when all of the devs have released at least one devnote?
+1 4.1 years ago@Ker0 Just find <FlightProgram/> and add maxInstructionsPerFrame='1000' between 'FlightProgram' and '/'
+1 4.4 years ago@Ker0 it is a property of FlightProgram and it should work if you add it there. If you are using overload mod, you should have it already there.
+1 4.4 years agoJust found out that you could change maxCallStackSize in xml. The default is always 100 but for some reasons the actual value is always 2-3 lower than the value set in xml. @sflanker
+1 4.6 years ago@KitKart Is it only me or has anybody encountered the situation where the search button doesn't give any results?
+1 5.1 years agoSo now we have customizable jet engines, are there plans for customizable rocket engines?
+1 5.8 years ago@TweedleAerospace I should probably delete this post
3.3 years ago@TweedleAerospace Nah this was a long time ago. I don't have any time to play SR2 now and even if I do, I've still got other projects in priority.
3.3 years agolink to the total power page
3.6 years agoTwo betas in a row? that's new
3.8 years agoNice job on the new SSAO! (Though I still prefer the RTGI from reshade.)
3.9 years agoNow that everyone can make cockpits... Should I give up on my wasp upgrade project?
3.9 years ago@theUSSR Sorry I didn't make myself clear. I meant left click on the screen and right click on parts
4.1 years agoI'm on PC and both LMB and RMB appear to be working.
4.1 years agoWill you add the spikes that point out of the back of the engines?
4.1 years agoAlso, will we get documentation for Vizzy? At least cover the new UI widget part.
4.1 years agoAlso after physics range has been increased I can finally make missiles work at range!
4.1 years agoNow SR2 is going to be Scratch 3.0 lol
4.2 years agoWill there be a screen part to display these?
@pedro16797 How do you add structures in a mod? I can't find that option in mod tools.
4.2 years agoCan't wait! The resolution of the pictures is kinda low though.
4.2 years ago@Antoni0 I think the point is warhead instead of homing. My missiles hit the target reliably but the only way to destroy the target is with kinetic energy. And small missiles that could have enough explosive power just don't have enough kinetic energy. I think what we actually need is a way to effectively destroy stuff other than collision.
4.2 years agolooks like I'm legit over 2500 now...
4.2 years agoLooks like I'm done with making cockpits
4.3 years ago@Ker0 yes because that number determines the total number of instructions per frame, meaning the sum of instructions in every thread
4.4 years ago@NathanMikeska Also wiki for the mod APIs!
4.4 years ago@NathanMikeska Maybe I should check all the changelogs before I ask a question like this next time...
4.4 years agoLet's wait for fully interactive cockpits...
4.4 years agoOr just make one!
@SelectAKey This method can only speed up calculations so if your delay is not caused by intensive calculation this will not help. However if you can xml modify your craft it is better to just change maxInstructionsPerFrame instead.
4.5 years ago@CodeCaptain My missiles don't work well when frame rate (or execution speed) is low. In fact, any vizzy program that require precision theoretically does not work well with low speed.
It might also be something about the sensitivity of the program. If sensitivity is too high, the missile would be unstable and lose control; if too low, the missile might not hit the target. And the sensitivity might be dependent on execution speed.
4.5 years agoFirst u need to be able to put hundreds of tons of payload into orbit, so u have enough delta-v to go to places u want to reach. If that's not enough, u might need to use orbital mechanics to ur advantage (like oberth effect and gravity slingshots). If that's still not enough, try using non-combustion rockets, which have higher impulse.
5.0 years ago@NathanMikeska just one more question: the script I attached to one of the game objects under prefab doesn't seem to work. The mesh renderer and colliders do get loaded, so I guess my script is not at the right place. So what should I put the script in?
5.1 years agoAlso, if I want to modify the velocity of the part, should I use something under ModApi or just UnityEngine.Physics ?
5.1 years agoSo... What about black licorice?
6.1 years ago