Jump to content

Incarnation of Chaos

Members
  • Posts

    1,208
  • Joined

  • Last visited

Everything posted by Incarnation of Chaos

  1. It would probably be more like a checkpoint system, where the game would record the state after certain milestones and then you could "rewind" there. But yes you're absolutely right, you don't need or want to store everything. Because then you're essentially just making a second copy of the game lel.
  2. Perhaps, but i doubt it would eat KSP2's sales that badly. Plus, it doesn't necessarily need to be open source. The license could be fairly restrictive, just enough to allow people to use it for mods.
  3. Because of the legal aspects primarily, you can't use disassembled/decompiled code for mods. If they provided the straight source however, all would be fair game.
  4. All a save really is in reality is a ledger, and it keeps track of enough state to rebuild the game at the desired point. But it only represents that instant of time, for you to "rewind" you would have to keep track of far more than a standard save. At which point, you might end up with the size of them running away from you rather easily. But this is definitely an area I'm not exceptionally knowledgeable about.
  5. Screen size? They go up to 17.3 inches, and my monitor is around 32 inches. So with everything going on, everything is going to get crushed into a tiny space. Performance shouldn't be too much of an issue though because the M1 is a decent chip. It's just not something I'd like to spend time playing on lel
  6. You can also just use bootcamp to run whatever OS you wanted. Also playing KSP2 on an ipad sounds like absolute pain lel
  7. Synchronization is also expensive, in most 4X games the majority of the long wait between ending a turn and starting a new one is just waiting for all players to finish and their actions be synchronized at the end. After several hundred turns, after so many things are happening in the background, so many things are triggering, the sheer amount of state that has to be kept and synchronized contributes to 3-4 minute turn times....
  8. You don't make the game figure it out is my entire point, the Players do. Player A should be more than able to go on a tour of the kerbol system, because player B isn't doing anything that requires them to be syncronized sitting in duna orbit making a base. Indeed, forcing them to sync would mean Player B now can't work on a base for player C to come to leaving them able to rejoin A a few years later. We don't want perfect synchronization between players, because it limits the ability of players to do things that benefit the experience. The only time you want a perfect synchronization is in FPS where literally anything else is unacceptable and cheats people out of wins. Also for the latter, refer to the dev diary on Orbit Tessellation. KSP2 will have much more grunt to do exactly what you want, and be much, much faster at projecting it when it comes to maneuvers.
  9. Um, invite system. You ask the player A if they want to warp, display the elapsed time and project where they'll end up. If the player doesn't agree, B gets to deal. The calculations are minimal because rails, so it would be as cheap as displaying a manuever node. And you're only syncing when a player requests it, and when the receiving player accepts. Keeping everyone, at all times, always synchronized is a recipe for disaster. So KSP2 multiplayer will only synch players when absolutely needed.
  10. Can we get raw source on a public github? I know that probably isn't happening, but a man can dream.
  11. I think there's a mod that tells you it as you fly, and i think there's also ones that allow you to scan the planets and see it also (but not 100% sure)
  12. tbh even if they don't incorporate it at the beginning, the mere fact they have a system for clouds/weather in general already implemented makes modding any of this in so much easier than KSP. Plus you could probably exploit KSP2's API hooks to poll whatever data you needed and send it back. They have me pretty excited with the possibilities for those willing to put in the time and effort to explore them that Intercept seems to be leaving open.
  13. Terraforming just isn't happening, all the planets are on rails. So changing any of the atmospheric properties would likely require a reload, ditto for adding water/ice etc. Now could it be convincingly faked? Sure, you would reach a milestone at which point the game would apply certain new properties to the planet upon the next load into that save. But each planet would have to have these individually configured, so it would be tedious and probably error-prone. You really need a very different way of handling planets for this to be a realistic possibility, more procedural elements that can make a decent "guess" on where water would appear for instance after a certain threshold was passed temperature wise(using elevation data to find realistic basins perhaps). That doesn't make it impossible, but you're looking at something with a scope and scale more suited to a DLC expansion than a patch. Science? We have the vaguest idea how KSP2 will handle it, so this I'm not even going to comment on. Camera settings? Eh, they might already be there. If not, then someone will make a mod for it.
  14. There's a lot to be said for brute force If i had a Ryzen 3000 or 5000 series chip, that would probably send it well below a minute tbh.
  15. Around 1 minute with >16K MM patches in cashe on spinning rust plumbed up to 32GB of DDR4 and unlocked framerates. Which is about ~30 mods.
  16. And that's where i got it wrong, i didn't even think you'd be able to use a lookup table. Great breakdown as always.
  17. Sorry, i thought you used "Shader" to mean something running on the GPU <.< Then as long as it doesn't have to loop through the matrix and grab values, it wouldn't perform poorly. Which from reading over your approach, looks like it avoids that entirely.
  18. They're not doing tessellation for drawing orbits on the GPU, per the developer. It's all on the CPU, hense my concern. Link to relevant reply- https://forum.kerbalspaceprogram.com/index.php?/topic/201736-developer-insights-9-–-orbit-tessellation/&do=findComment&comment=3961987
  19. Keep in mind just traversing a matrix is a O(N^2) operation for CPU code. Performing multiplication is a linear operation, but as you might have to traverse the matrix to get the required values multiple times for a single calculation... were approching levels of time complexity that hurts my brain.
  20. I think it should be a difficulty setting if they decide to go for it, and should only kick in after a certain amount of hours of the craft running the route. We don't requalify aircraft every time they land afterall, and it also would allow technology to improve the time between mirroring IRL improvement in materials and technology extending time between rebuilds on turbine engines.
  21. EDF and KSP crossover, Kerbals would be perfect for blowing up the hordes of giant ants. Make it happen 2K, and you won't be able to get away from my money xD
  22. Agreed, if he wants it that bad it's a single edit away (which has no risk of blowing up your game especially if you make a copy of the file lmfao)
×
×
  • Create New...