mcwaffles2003

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About mcwaffles2003

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  1. https://www.lightpollutionmap.info/ upstate new york and maine seem to be the closest places you have to leave most city light. maybe youre due for a camping trip in the Adirondacks
  2. This is hyperthreading, correct? So its easy to multithread multiple ships if it werent for collisions, correct? Since they can be considered different chunks. Could not a thread be made for detecting said collisions and compiling both chunks into one upon interaction then treat them, for the time being of their interaction, as one chunk in one thread then separated again upon ending the interaction? And if the case is so could a single ship be made into chunks and a thread be responsible for merging the chunks or would you have caching problems with that and interruptions occurring over sharing memory between caches? If rigid-body physics is truly only optimizable for single threaded applications could that be predetermined and have cores that arent being utilized donate their caches to the core being utilized to increase cache size and reduce latency, therefore increasing performance? Or is this prevented at the level of hardware, ie AMD bulldozer with Clustered Multi-threading vs Intel Hyper-threading back in the day?
  3. it would definately improve performance on KSP 1 as i know its single threaded, so it all comes down to clock speed. I believe greater cache would also help a lot as that leave less time per frame waiting for you CPU to grab data out of RAM which is much slower. I'm a bit sad my 2700x only uses 1 thread when it has 16 available, if they go and make the game multi-threaded that would be awesome but even just having it GPU accelerated would be great since I have 11GB of VRAM
  4. Do you mean to say they are considering finding a way to make this multi-threaded? I thought that was out of the question for reasons of difficulty
  5. I've heard that more modern versions of Unity, than that used in KSP, allow for GPU acceleration of physics and am surprised no one has mentioned this yet. Does anyone know if Star Theory has mentioned anything about utilizing this?
  6. Yes it is, unless youre talking about moonlight, zodiacal light, night glow, or Gegenschein but those are still an atmosperic effect out of curiosity , what bortle levels have you been to or live in?
  7. Same, I use it to guide my scope when doing astrophotography. But the sky box in it is very detailed and is not too hard on a computer, I see no reason why a fair bit of definition could not be implemented into KSP if stellarium isnt at all taxing once the image is loaded. I fail to see why the only 3 options are black skybox (nothing), KSP 1 skybox (fairly cartoonish), and something in the middle. I hope when we first break through kerbins atmosphere we are greeted with a beautiful sky to gaze at. With nothing out there I would find that a bit depressing and cold. I dont see it happening but I honestly would like to see something like a hubble/kepler/JWST program implemented where not only are we supposed to put a satellite into orbit (with a telescope), but also point it to a specific region of the sky to take pictures of a region. This could be a great entry to the game giving us a way to find nearby stars, discover if they have planets, and then continue to go to them once we know where they are and where to go. To me this just seems like a natural progression to bridge the gap between intrastellar and interstellar travel Hell, why not have multiple hidden skyboxes for different wavelengths to probe areas of the sky in different ways based on the type of telescope put into orbit? And if you could receive the picture with a higher resolution of the area pictured after running the mission... all the better. In no way do I expect a mechanic of this type to be implemented, but if it were I would be so happy and it would vastly increase the scope of this already gigantic game
  8. They could just take the skybox from a program called stellarium Then we could learn rocket science/orbital mechanics AND how to accurately navigate a real sky
  9. would mining it out with a space elevator be unreasonable?
  10. curious what this could means hope its not still just click do experiment and its done so resources do need to be transferred cant wait to see this games terrain wonder if we'll be able to develop launch profiles hope they get rid of adding wings inside the fuselage counting for lift happy to see theyre looking into this, i could see greater rigidity for ship structures if they can make loops instead of just branching hope this becomes a thing thanks for doing the interview and bringing back all these answers
  11. wow didnt even think of that... will we be able to saturate our reaction wheels?
  12. THIS I can see them handcrafting a stellar neighborhood and then beyond that leaving up the rest to procedurally generated systems. I doubt it will come at launch, but if theres an update or the coding allows someone to mod it in.... and then with multiplayer, having a server where people have their own home system with procedurally generate systems filling the space between neighborhoods... if no mans sky can do it idk why ksp can and this technique has existed since elder scrolls daggerfall. If techniques like in the video can be used to generate planets and randomized, then held to an algorithm confining planet types to those that are possible in solar systems and procedurally generated terrain. Mods will undoubtedly make magic drives like the alcubierre drive and you could effectively model a real possible galaxy and traverse it with a rocket youve built... with other people playing it.
  13. has there been any word on if special relativity will be featured in any form?