#Multi craft loading
1 messages · Page 1 of 1 (latest)
Would require this for KWP when multi craft control gets added with the tracker part.
I also need to know this
I don't think this is possible at a fundamental level, because this would require multiple physics scenes. Which exists in unity, but there is no sign of that being implemented in KSP.
Why would this require multiple physics scenes? it would more likely be a different position in the physics scene octree for the solar system. It would have to be possible as this is seems fundamental for multiplayer to work
the answer to this is yes you can do multiple crafts.
sweet lol
Have you gotten the answer yet?
I am still in need of this information lol
what do you need to know?
If you can have multiple ships loaded in at one time
they are always loaded
you control everything through the universeModel
in that you will find all active vessels
so far the answer to this seems to be yes and no. im having problems with position
Once you get it working could you send me a github or something.
Because physics are done with 32 bit FP precision, which isn't enough to simulate things so far apart. The physics scene is always centered (ie, "floating origin") on the active craft for that reason.
I thought they where using 128 bit precision? At least that's what i thought i read in one of the devlogs
Certainly not. The orbit integrator and custom coordinate system are backed by 64 bit floats, but everything in the local flight scene handled by PhysX is 32 bit : part rigidbodies, joints, forces and torques...