BALSA Model Flight Simulator

BALSA Model Flight Simulator

Lulzwhat 8 Aug, 2020 @ 4:45pm
"From the creator of KSP"...
Yeah, sure...
And KSP still dont have native procedural wings:steamfacepalm::steamfacepalm::steamfacepalm:
And even KSP 2...
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Showing 1-7 of 7 comments
WhiskeyJim68 9 Aug, 2020 @ 8:46am 
Not really sure what your point is here...
Ryu 17 Aug, 2020 @ 1:54pm 
Wat?
JtDarth 9 Sep, 2020 @ 11:14pm 
It's almost like you don't know how much of a pain in the rear procedural generated objects are to implement in a heavily real-time physics based simulation without dropping the level of detail of the simulation.

Much more sensible to just let players make their own and define values themselves, rather than deal with the flood of complaints because 'procedural generated items have problems with the physics' that tended to be worded much less nicely.


Procedural generation of ANYTHING aside from visual terrain noise, that doesn't use strict module chimeraing rules, is a pain in the rear from the programming side, and will make damaging errors to its own functionality unless you load it down with a ridiculous number of 'this cannot happen' states, which itself will slow generation down a lot. Where we then have the complaint of 'why does X take so long to generate'.


Just saying, man.
Lulzwhat 10 Sep, 2020 @ 12:20am 
Originally posted by JtDarth:
It's almost like you don't know how much of a pain in the rear procedural generated objects are to implement in a heavily real-time physics based simulation without dropping the level of detail of the simulation.

Much more sensible to just let players make their own and define values themselves, rather than deal with the flood of complaints because 'procedural generated items have problems with the physics' that tended to be worded much less nicely.


Procedural generation of ANYTHING aside from visual terrain noise, that doesn't use strict module chimeraing rules, is a pain in the rear from the programming side, and will make damaging errors to its own functionality unless you load it down with a ridiculous number of 'this cannot happen' states, which itself will slow generation down a lot. Where we then have the complaint of 'why does X take so long to generate'.


Just saying, man.

Check B9 Aerospace and Adjustable landing gear mods for KSP.
It was already exists in 2013-2014
Now 2020.
JtDarth 10 Sep, 2020 @ 1:28am 
Originally posted by Lulzwhat:
Originally posted by JtDarth:
It's almost like you don't know how much of a pain in the rear procedural generated objects are to implement in a heavily real-time physics based simulation without dropping the level of detail of the simulation.

Much more sensible to just let players make their own and define values themselves, rather than deal with the flood of complaints because 'procedural generated items have problems with the physics' that tended to be worded much less nicely.


Procedural generation of ANYTHING aside from visual terrain noise, that doesn't use strict module chimeraing rules, is a pain in the rear from the programming side, and will make damaging errors to its own functionality unless you load it down with a ridiculous number of 'this cannot happen' states, which itself will slow generation down a lot. Where we then have the complaint of 'why does X take so long to generate'.


Just saying, man.

Check B9 Aerospace and Adjustable landing gear mods for KSP.
It was already exists in 2013-2014
Now 2020.
That's not procedural generation though. I only checked on B9 aerospace, but it is, by it's descriptions and images, not doing actual procedural gen. What it is doing is user customization of existing base mesh via strictly controlled variables. Basically, the module chimera thing I mentioned. Where even then it has limitations and the mod maker admits he had to basically go back to the drawing board to implement a new method of handling them completely separate from normal parts.

Furthermore, Balsa is focused on simulating in atmosphere flight, which is a lot more complex than the types of simulation focused on in vanilla Kerbal, with more factors to keep in mind.

It being 'possible' to do something, doesn't mean it's something the developer needs to do, or that it would integrate well with the existing structure and design intent. It doesn't mean it would be efficient at doing things, nor that it would be worth the time for the developer to add.

Additionally:
It's not needed/can be added later/modders will add if enough call

The developer does not have to go to the extra effort to manage such a system. Maybe they don't intend such a system to be used, in order to maintain more rigid control over system requirements and reduce potential for bugs. Maybe multiplayer/balancing might be a factor. Maybe they just want to control the size of their workload in order to prevent scope creep/burnout.


Developing a game is not easy. Especially when one is making a simulation style game. Even making a functioning calculator from scratch is a lot harder than most non-programmers really understand. Making one that's efficient and doesn't eat 6x the resources it really needs? That's a whole nother multiplier on difficulty.
Waggy 29 Sep, 2020 @ 6:32pm 
Flight Simulator 4.0 had a custom fuselage and wing editor with pre-set parts from year 1989.
Speeder 26 Dec, 2020 @ 6:33am 
So, I will explain what the goal of this game probably is.

I went to college with the author of KSP and this game, and was at the time a close-ish friend of his (he disappeared after he started making KSP).

One day while we were waiting for a teacher, he called me to the whiteboard to explain to me his dream game.

He explained he was a veteran MS Flight Sim modder, one of the most popular mods for example was his very detailed recreation of one of the boeing planes (I forgot what one, I believe it was the 767 or 737, one of the two).

Then he explained that creating the flight model for flight sim was a pain, that the editor was cumbersome, that a lot of things had to be created manually, lots of manual aero calculations, and the thing was just nuts and bad.

Then he said, his dream was to create a game where you could just choose a random shape, and the game would calculate the aerodynamics of it on its own, one catchphrase of his was: "Anything is a ship, if it has enough thrust.", he would then take the whiteboard eraser, and point out if the holes (to fit the pens) were thrusters, it would fly.

I am often skeptical of many things, so I told him that no, it is impossible, he will never pull off such game.

Then he made KSP... and proved me at the time, "half wrong", the game still needed some precalculated stuff but was better than MS Flight Sim, Ferram Aerospace mod + B9 Aerospace got the game much closer to his dream (he didn't cared much about rockets to me honest, he probably started with them because it was easier, he is really an airplane enthusiast, kept talking about airplanes all day every day).

I suspect thus, that this game, that now is truly his (KSP he created his dream game while being an employee of Squad, meaning he didn't get anything except his wages, as far as I know), he is trying to do what he promised me he would: a game where you draw the shapes, and the game itself calculate the lift surfaces.

HarvesteR if you read this, and finish this flight sim game in the way you said you would: You were indeed right, and I was wrong, my hat is off to you, congratulations :)
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