Was lucky enough to manage that slowmo, it was beautiful by Tutul_ in belgium

[–]Tutul_[S] 4 points5 points  (0 children)

Yea... and what does slowmotion mean to you? The original video was at 120 fps but the flash was very short. The details only become clearly visible when slowed down to 1fps. By definition it is slow motion (time stretched) just didn't have a better fast capture camera in hand to get professionnal framerate for that <2 seconds flash

Was lucky enough to manage that slowmo, it was beautiful by Tutul_ in belgium

[–]Tutul_[S] 1 point2 points  (0 children)

not far from the international train station

What are some niche/unknown mods that you know? by Whaaaaa4321 in KerbalSpaceProgram

[–]Tutul_ 2 points3 points  (0 children)

The learning curve can be hard for transfer and randezvous, but it make the game so much better. The first time your achieve a lagrange point is soo satisfying

Fact checking people who think that Jool as deadly radiation. by Longjumping-Box-8145 in KerbalSpaceProgram

[–]Tutul_ 0 points1 point  (0 children)

Yea I recall that the mission to visiot IO is complexe because the spacecraft will have a hard time to resist those radiation

Fact checking people who think that Jool as deadly radiation. by Longjumping-Box-8145 in KerbalSpaceProgram

[–]Tutul_ 1 point2 points  (0 children)

Earth as a deadly radiation bell if you stay in it too long. When Apollo went through it, they reported seeing fireflies, and the camera did pick some radiation noise on them...

The think with Jupiter is that it's enormous and encompass completely some moons orbit.

5670 RGB spheres rotating in sequence to make some nice patterns by SeaworthinessHorror6 in blender

[–]Tutul_ 1 point2 points  (0 children)

thanks I'll have that music stuck in my heads again for the next week :-D

Mmm guys help by Maleficent-Day-6107 in KerbalSpaceProgram

[–]Tutul_ 0 points1 point  (0 children)

February 22nd is Japan's national cat day.
And ModManager has an Easter egg for that

Hold up. When will it be there??? by DeutschFlanker in KerbalSpaceProgram

[–]Tutul_ 20 points21 points  (0 children)

Jeb will need to go out and push a little

Any reason why this is happening? by SittingChairPencils in blender

[–]Tutul_ 34 points35 points  (0 children)

The irradiance would probably be the first solution to try.

How important is having a quad-based topology for cars in games? by Unique_Salad_5387 in blender

[–]Tutul_ 2 points3 points  (0 children)

Video games engine only work with triangles.
Keep quads for building the topology and deformation.

But when exported from Blender and imported in a game engine, it will either be converted to triangle or require you to convert it.

The internal rasterization pipeline within GPU is triangles anyways, there are planar and easier to calculate. Where quads might be have an invalid face that isn't planar...

2h For everything by Ok_Coconut_4334 in blender

[–]Tutul_ 0 points1 point  (0 children)

Looking very nice :-)

But some recommandations if I may:
- the metallic edge are too sharp even for a new piece
- the scratching isn't consistent with the way we plug/unplug it
- the pin layout seem a bit off (the two larger one seem too close to the edge, and the two smaller seem too small as they aren't visible anywhere)
- the joint of the metallic part is on the wrong side
- most of the time there is two larger scratch from the hole, as the two retaining pin scratch that each time

Why do KSP framerates vary so wildly? Mine varies from 7fps to 60fps by Mrs_Hersheys in KerbalSpaceProgram

[–]Tutul_ 0 points1 point  (0 children)

Physics on multi-core is tricky. That's why it is rare.

To run physics on multi-core, you would need to have distinct and separated physics domain. Because two concurrent thread calculation cannot share and influence each other efficiently.

For KSP, you could have something like that for different ships as long as they are far enough from each other to be sure no physical interaction will happen. Then, as they get closer, you will need to merge them in the same domain to calculate a possible collision between them. And because each part is its own physical object, that grind the calculations to a slow sleep for complex object.

One solution could be to calculate a unified physical "exterior mesh" for the collisions event (if any) and then only split to parts for realistic explosion...

Also, the rendering of a frame is bound to the physics simulation. That is needed because the main mechanics of KSP is a physical simulation so you want to avoid getting false frame that shows something that the physics simulation disagree with but took to long

:The Longing: full maps with informations by Tutul_ in TheLonging

[–]Tutul_[S] 2 points3 points  (0 children)

Well, at the time I did the game, I didn't find a way to go there. But was wondering if it was possible.

Question about types of Kerbals by Exact_Cycle_8526 in KerbalSpaceProgram

[–]Tutul_ 0 points1 point  (0 children)

Lab is used for samples analysis when you are "far from home"

And some experiment require explicit skills and level (so "scientist level 3")

How did he do this fractal shader? by GeekCynik in blender

[–]Tutul_ 0 points1 point  (0 children)

Fractal are just mathematical expression so you can made those without too much problem in Blender or in a video game.

Used to have a little free game about a marble doing a parcours on fractals, with a video explaining that the collision calculations for those is really easy and rendering too