- Note taken on [2026-03-21 Sa 20:56]
local pressure C_p = C_p,s sin^2 θ where C_p,s is stagnation point pressure and θ is surface inclination angle convective heating at stagnation point: q_c,s = k ρ^N1 V^N2, N1=0.5, N2=3, k=1.83e-4/sqrt(R_n), R_n is nose radius - Note taken on [2026-02-06 Fr 22:46]
F-35 cockpit https://realsimulator.com/f-35-cockpit/ https://msfsaddons.com/2021/09/29/indiafoxtecho-shows-first-images-of-the-f-35-cockpit-in-msfs/ - Note taken on [2026-02-01 So 15:48]
Thrust vectoring: If they downthrottle the chambers on one side, they can pitch; if they downthrottle on opposite corners, they can roll. A combination of pitch and roll can produce whatever attitude control you need. source https://forum.kerbalspaceprogram.com/topic/188379-is-a-gimballed-aerospike-possible/ thrust vectoring with aerospike - Note taken on [2025-08-26 Tue 09:21]
- Links by Substantial_Marzipan about linear aerospike:
- Project by ertugrulcetin u/ertucetin
- Note taken on [2025-08-25 Mo 21:26]
- Note taken on [2025-08-24 So 20:58]
- add thrust: 3,010,000 lbf
- weight: payload 25000 kg. vehicle 100t-135t
- fuel: LOX 723900 kg, LH2 126000 kg -> 849900 kg
- max thrust: 13.4 MN
- Note taken on [2025-08-14 Do 12:19]
- MSFS keycoard commands
- gas flame
- flame thrower
- launching rocket with mach diamonds
- mach diamonds with vibration
- reentry flame
- blender cone
- volumetric engine exhaust?
- blender animation
- space shuttle virtual tour
- X-33 Venturestar
- Dreamchaser
- KSA volumetric exhaust
- https://freesound.org/people/craigsmith/sounds/479498/
- use deferred rendering and depth-aware upsampling, also see https://bartwronski.com/2021/02/15/bilinear-down-upsampling-pixel-grids-and-that-half-pixel-offset/
- Shuttle Primary Avionics Software System (PASS) https://www.ibiblio.org/apollo/Shuttle/PASS%20USER%20GUIDE%20-%20OI32.pdf https://www.ibiblio.org/apollo/links-shuttle.html#gsc.tab=0 https://news.ycombinator.com/item?id=45145794
- Lockheed Martin F-35 Lightning II Stealth Fighter Cockpit Demonstrator Hands-On
- nominal angular RCS accelerations according to Gemini: 1 degree for roll and pitch, 2 degrees per second square for yaw
- [ ] reinforcement learning launch physics
- [ ] terminal rewards
- [ ] terminal reward for altitude (160km)
- [ ] terminal reward for good velocity vector (circular orbit, correct inclination)
- [ ] shaping rewards
- [ ] reward for increasing energy
- [ ] small reward for inclination alignment early
- [ ] penalty
- [ ] exceeding maxq (lambda * (max(0, q - qlimit)))
- [ ] fuel consumption
- [ ] angle of attack in atmosphere (lift?)
- [ ] simulate propellant weight
- [ ] terminal rewards
- [ ] schemas for model, planet, and atmosphere geometry renderer
- [ ] reentry physics
- [ ] Can still use small simulation steps but large control steps
- [ ] Start state curriculum: start with training runs near the landing site
- [ ] Reward agent for following a reference energy profile (potential plus kinetic energy)
- [ ] Augmentation using symmetric training data to prevent a preferred side
- [-] controlled reentry should be possible
- [X] add aerodynamics tests for control authority (pitch rate)
- [ ] get new AoA vs speed profile or optimize AoA as well
- [ ] add pitch up moment at high speed (and positive angle of attack)
- [ ] add moment counteracting roll at higher AoA and high speed
- [ ] add aerodynamics tests for trajectory (bank angle to control vertical lift component, tolerable g-forces and heat)
- [ ] reentry flame
- [ ] look at instruments of X-Plane space shuttle and Orbiter 2024
- [X] increase start distance of audio volume falloff
- [X] use compact formatting for text
- [ ] use 0.5 threshold for thrusters
- [ ] full testing of saving/loading configs and retrieving values
- [ ] scale menu according to screen resolution
- [ ] add video resolution and fullscreen/borderless/window options using glfwGetVideoModes
- [ ] add graphics quality options
- [ ] key to secure main engine
- [X] hide mouse cursor
- [ ] show radar altitude
- [ ] the camera is sometimes stuck in the wrong direction when the shuttle returns to Earth
- [ ] finish tidying up core
- [ ] simplify recording and playback code
- [ ] allow setting of heading in location dialog
- [ ] thrust vectoring
- [ ] cloud segment with full attenuation and cutoff (take front layer rgba “incoming”?)
- [ ] copy alpha values for up-to-date cut off, use correct cutoff for all rendered layers when rendering front to back
- [ ] animate control surfaces and air brake
- [ ] physics and animation of nose wheel steering (apply difference of two animation time stamps)
- [ ] post on r/linux_gaming
- [ ] use different dead zone for RCS thruster joystick control
- [ ] yaw stabilisation
- [ ] kill rotation
- [ ] safe time lapse inside and outside of atmosphere
- [ ] block gear up when on the ground
- [ ] Radar altitude
- [ ] Elevator trim
- [ ] nav lights, strobe lights, landing lights, blinking beacon/position lights
- [ ] moon landing physics (hover thrusters), hover thruster locations
- [ ] docking physics
- Note taken on [2025-08-14 Do 12:58]
airport lights, spot lights, decal render intro, render roads - [ ] deferred decals for rendering runway
- [ ] Render geometry of planet, use stencil buffer to avoid rendering on spacecraft?
- [ ] Transform pixels to 3d box. If inside, render runway or white markers.
- [ ] Render one long decal object for dashed line markings
- [ ] normal map
- [ ] Use camera centric coordinates in geometry buffer to avoid numerical problems
- [ ] runway lights
- [ ] launchpad
- [ ] launch complex
- [ ] lights
- [ ] get high-res Florida data (hot spot for map)
- [ ] render building on top of ground
- [ ] try one object casting shadow on another (pack object shadow maps into one?)
- Note taken on [2025-08-16 Sa 22:05]
ffmpeg -i input.mp3 -filter:a “asetrate=96000” -r 48000 -ac 1 output.mp3 https://freesound.org/people/Andrewkn/sounds/502864/ https://www.epidemicsound.com/sound-effects/ https://www.youtube.com/watch?v=FcW9kUUTfxY https://pixabay.com/sound-effects/film-special-effects-cockpit-sound-of-landing-gear-deployment-aviation-audio-328162/ https://pixabay.com/sound-effects/film-special-effects-thud4-42479/ https://pixabay.com/sound-effects/film-special-effects-large-rocket-engine-86240/ https://pixabay.com/sound-effects/film-special-effects-blazing-fire-394355/ https://pixabay.com/sound-effects/technology-air-conditioner-02-414913/ https://pixabay.com/sound-effects/nature-air-ambience-234180/ https://pixabay.com/sound-effects/technology-wall-air-conditioner-43901/ https://pixabay.com/sound-effects/technology-air-conditioner-running-return-vent-391936/ https://pixabay.com/sound-effects/film-special-effects-car-brake-325519/ https://pixabay.com/sound-effects/film-special-effects-breaking-the-sound-barrier-77353/ - [ ] beep-beep sound, paraglider audio?
- [ ] play different game music depending on situation
- [ ] event-based radio (triggers as in Operation Flashpoint)
- Note taken on [2025-11-19 Mi 19:49]
https://uxdesign.cc/how-i-recreated-crew-dragons-ui-15877eddf3ed https://github.com/Neel-Dandiwala/SpaceX-Dragon2-UI?tab=readme-ov-file
cockpit, flight assistance tools, render cockpit and stencil/mask, then render planet, depth stencils
- [ ] station
- [ ] moon/base
- [ ] earth
how to switch speed display (Earth surface, Earth orbit), display speed before applying second corrective impulse
- [ ] warnings (status display)
- [ ] autopilot on/off, autothrottle (autopilot speed), angle of attack and bank hold (including reverse), roll reversal button
- [ ] autopilot kill rotation, prograde, retrograde, orbit normal +/-, radial in/out
- [ ] rcs mode (off, rotation, translation)
- [ ] aircraft flight control surfaces: off/pitch/on
- [ ] cabin light, panel light
- [ ] 2 mfds
- [ ] apu on/off
- [ ] airlock doors (three state), chamber pressure, bay door (open, close, stop)
- [ ] light switch: nav, beacon, strobe
- [ ] engine, thrust (main/hover), rcs
- [ ] undock
- [ ] fuel display (main, rcs, apu), oxygen display
- [ ] hover doors switch + status
- [ ] gear up/down switch + status
- [ ] spoilers
- [ ] radiator deploy + status
- [ ] coolant temperature
- [ ] no flaps
- [ ] yaw, bank, pitch acceleration and velocity indicators
- [ ] horizon hsi, height, heading, variometer, speed, ils height, nominal speed
- [ ] vor (use heading)
- [ ] nav frequencies, dock, vtol freq
- [ ] dock (angles, offset to path, distance, approach speed, x/y speed)
- [ ] cameras (greyscale?)
- [ ] map of earth/moon
- [ ] hull temperature
- [ ] align orbit plane
- [ ] orbit
- [ ] transfer: encounter, translunar orbit, insertion
- [ ] ascent profile
- [ ] reentry profile
- [ ] no need to adjust MFDs during critical parts of the mission
- [ ] hover door
- [ ] flightstick (yaw/pitch/roll), trim wheel
- [ ] fuel lines open/close (lox, main), external pressure online
- [ ] life support
autopilot programs: baseland, helicopter, hover/autoland, launch/deorbit, aerocapture/aerobrake, airspeed hold, attitude hold, altitude hold, heading alignment cylinder, VOR/ILS, eject, capture, base sync, station sync, dock
- [ ] moon base, lights
- [ ] rotating Moon coordinate system, handle ground collisions
- [ ] how to switch speed display (Moon orbit, Moon surface)
- [ ] accelerated coordinate system with sun gravitation?
NASA docking system, soft-dock, hard-dock, docking sytem
- [ ] go four layers deep when describing your kind game: main genre, sub-genre, type of combat, setting / theme
- [ ] breakdown into five tasks (What player does in your game), what actions the player uses to fulfill this task, be as specific as you can, add GIFs
steam page with trailer 90-180 seconds long (starting with gameplay immediately, end with call to action (wishlist now), gamespress.com press release, show UI (make outside cockpit UI?), easy to understand shots with player interaction 3-5 seconds each, show variety in biomes, (1920x1080, 5000 kbps, 30 fps, mp4)), capsule art (recognisable professional designed thumbnail), first 4 screenshots important - bright ones and dark ones (at least 3 different environments), good short description (engaging start, mention core hooks, enumerate basic gameplay verbs, by wedesoft (social proof)), add steam page url to long description, add animated GIFs, section banners, main content column images/videos now with 780px width
- Note taken on [2025-08-14 Do 12:33]
- [ ] HDR bloom (separable convolution), Add blurred overflow
- [ ] multisampling
- [ ] adapt shadow map size to object distance
- [ ] integration test powder function
- [ ] low FPS at 100km height was reported
- [ ] cloud shadow flickering at large distance?
- Note taken on [2025-08-16 Sa 22:05]
https://uk.pinterest.com/pin/445223113163715012/ https://stackoverflow.com/questions/4699568/opengl-icosahedron-texture-mapping - [ ] unroll icosahedron manually (20 surfaces)
- [ ] find smallest cross product of vector with sum of corner vectors
- [ ] use inverse of corners matrix to get linear combination of corner vectors and normalise sum to one
- [ ] determine u and v
- [ ] microtexture for normal map, microtextures, bump maps
- [ ] multitextures for land detail?
problem with neighbouring resolution levels being to different (maybe use more than two possibilities for edge tessellation?)
how to render water, waves, waves
stars, volumetric clouds
- Note taken on [2025-10-04 Sa 13:42]
Press leader g? to get orgmode help - Note taken on [2025-09-15 Mo 18:52]
https://www.reddit.com/user/bsless/ Willing to lend a hand with any perf work if you’re interested - Note taken on [2025-09-15 Mo 12:59]
Polish:- settings menu
- Balanced colour palette
- Voice over
- Visual effects
- bloom https://www.youtube.com/watch?v=ml-5OGZC7vE
- [ ] winter daytime is too dark, adjust range?
- [X] limit timestep to prevent numerical problems
- [X] add keyboard mapping help page!
- [-] common playtest errors https://www.reddit.com/r/gamedev/comments/1rm9lyw/we_playtested_over_400_games_these_are_the_top/
- [X] audio too loud
- [ ] tutorial
- [ ] scale UI according to screen resolution
- [ ] feedback for player accomplishments
- [ ] keyboard bindings customisation
- [ ] difficulty spikes
- [ ] clear objectives
- [ ] camera problems
- [ ] borderless fullscreen support
- [X] Need to change keyboard bindings for camera because some users don’t have a numpad.
- [ ] configurable key controls
- [ ] joystick hat to control camera
- [ ] limit dt or pause
- [ ] shadows and opacity maps are set up in three places (search :sfsim.opacity/shadows)
- [ ] add object radius to object?
- [ ] fix planet tessellation tests
- [ ] use anisotropic mipmapping
- [ ] integrate object shadows into direct light shader and maybe make template function for shadows which can be composed,
- [ ] use multiplication of local shadow map and planet+cloud shadows?
- [ ] improve performance of quaternions (see fastmath implementation)
- [ ] extendability (modding)?
- [ ] put parameters like max-height, power, specular, radius in a configuration (edn?) file
- only render sun glare when sun is above horizon, use single (normalised?) color from transmittance, bloom?
- amplify glare? appearance of sun? s2016-pbs-frostbite-sky-clouds-new.pdf page 28
- [ ] separate atmosphere from environmental shadow code, setup-shadow-matrices support for no environmental shadow,
- overall-shading with object shadows only, aggregate shadow-vars with scene-shadows?
- [ ] documentation how to create glTF with Blender
- [ ] normal map baking in blender: swizzle R=+X, G=-Y, B=+Z
- [ ] apply all modifiers
- [ ] bake animation when exporting (use NLP track names)
- [ ] is “depth” initialised when rendering space ship or planet?
- [ ] keyboard shortcut customisation
- [ ] crashes
- [ ] crashes on ground
- [ ] crashes in water
- [ ] burning up
- [ ] wing stress
- [ ] free camera (move around camera freely)