Finally the multipurpose display!
Time to make Doom run on it...
When is this update going to be?
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?
@Insanity Agreed, I'm looking at Pedro's default program to learn how to use the new functions.
@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.
@Gozinya Maybe the update will be when all of the devs have released at least one devnote?
@Ker0 Just find <FlightProgram/> and add maxInstructionsPerFrame='1000' between 'FlightProgram' and '/'
@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.
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
@KitKart Is it only me or has anybody encountered the situation where the search button doesn't give any results?
So now we have customizable jet engines, are there plans for customizable rocket engines?
@TweedleAerospace I should probably delete this post
@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.
link to the total power page
Two betas in a row? that's new
Nice job on the new SSAO! (Though I still prefer the RTGI from reshade.)
Now that everyone can make cockpits... Should I give up on my wasp upgrade project?
@theUSSR Sorry I didn't make myself clear. I meant left click on the screen and right click on parts
I'm on PC and both LMB and RMB appear to be working.
Will you add the spikes that point out of the back of the engines?
Also, will we get documentation for Vizzy? At least cover the new UI widget part.
Also after physics range has been increased I can finally make missiles work at range!
Now SR2 is going to be Scratch 3.0 lol
Will 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.
Can't wait! The resolution of the pictures is kinda low though.
@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.
looks like I'm legit over 2500 now...
Looks like I'm done with making cockpits
@Ker0 yes because that number determines the total number of instructions per frame, meaning the sum of instructions in every thread
@NathanMikeska Also wiki for the mod APIs!
@NathanMikeska Maybe I should check all the changelogs before I ask a question like this next time...
Let's wait for fully interactive cockpits...
Or 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.
@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?
Also, if I want to modify the velocity of the part, should I use something under ModApi or just UnityEngine.Physics ?
So... What about black licorice?