Arugela
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Everything posted by Arugela
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I want the ability to add the new fan blades and other parts inside existing wings do do this.
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Two old dos games with examples of what you can do in space are: Albion(for it's story telling, breadth and 1st person exploration) Alien legacy(For it's space exploration, infrastructure, and planetary exploration(via spaceplanes!)) both are good examples of games that almost did what voxel games are doing. But from slightly different perspectives. They could easily be remade as voxel games now. Games were way more progressive back in the day! Both of these games have elements that fundamentally could be used in a voxel KSP or any other voxel game. Either organization of space or ground mission ideas. Alien legacy is just like that game you showed with the planets but more expansive and from everything except 1st person. Both of those games could be really good redone in voxel with 1st person and other things added. They were very advanced games for their time. They are basically the essence of voxel game infrastructures potential before voxel was applied in that way. In fact I think that game is based on albion. That large monster appears to be a krondir! The planet life is also similar to albion a bit.
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I think it would be about the only reason to justify a second game. I dont think the other things can't be done in KSP1. I don't care about voxel unless it can be given an interesting enough application. But that severity in change is the only reason to justify a sequel in my eyes. It's extreme enough of a difference. At least given what is common in games today. They coud always do the options route and make both. Have a setting on game creation for which type of surface and what gameplay you can get from it later on. Voxel nbody physics anybody? If you mine too much the planet will deorbit! 8D They don't have to do voxel the same way. They could use it like a layering system in mining and add new features and less terrain destruction so it's more realistic. But they could also do terrain destruction like heavy digging. Give a reason to haul large machinery around. Or build it. Maybe some things can only be found deep under the earth! What if the kraken is hiding inside of the core of one of the planets and you have to find it and kill it like a boss fight. Or tame it like a pet. The options are endless! With multiplayer they could have large raids. Hopefully not static ones that always happen the same way but open ended ones.
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Yea, but if the light is a stream and along the path is simply the modifications of it to start with it may naturally work for light. All you have to do it basically have a stream of light. Especially if you use the light in certain ways. The original stream could be the program. If it's stored in a wide array of light to start and different wavelengths are holding different code in a way you could simply take modifications of the original down the path and have the entire program in the original light or lights. Not sure where the problems start though or how much data could be held. I wonder how much data you could get out of the light stream. Color atm is about 16million at 24 bit... I would imagine there are ways to advance this. If you go beyond visible spectrum and more than just light as a quality how much data could be represented? Pulling out code could be interesting too. Would you mirror all aspects of the code into smaller chunks and then have static light and get the data later? Or would you modify the light constantly. I assume there are a lot of ways to process with it. The fun would be trying to manipulate or access the light without slow downs. Mechanically would be interesting. Especially with no delay and powered by light itself and not electricity. Even passive light. If you can manage to amplify it under all conditions it would be cool. Are there mechanical low tech means to manipulate or make certain light appear at certain periods to make a program run? You could do the equivalent of punch cards. But with light. Could you make this interactable? I would imagine you could hypothetically use physical interference of light as an activator. which would mean some sort of intractable monitor or some light based keyboard or controllers. That could be done in very primitive or very advance ways. It could be easy to expand beyond normal controls this way and have limitless keyboards fairly quickly. Unless cost is a factor. I assume radically different solutions are the starting point with light. You do not need to make the equivalent of binary processing at all. A program could be a specific light source with a bunch of configurable nodes settings. Simply propagate into needed software and data size. It might make on demand 3d and other things easier also. Don't need to worry about ram and storage sizes if you directly configure into light. Couldn't you configure things physically to almost infinite data sizes? Or for a more interesting method a specially designed mirror that takes light input and subtly bounces light between itself into a greater amount of needed data to get a program running. Even with special light spots being the source of code at different points. A 3d mirror is one way with many light sources between. Although I assume more subtle ways could be used. I would imagine a lot of different forms could come out that could be configured amongst themselves or interconnected. Although I imagine greed would kick in and it would all be used in the most restrictive and controlling way to get maximum cash flow.
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I'm under the assumption you only need storage and CPU. And those thing can be done as seperate new types of resources. You don't need ram specifically. I would start fresh and think it out from what is optimal and possible from lights perspective. Maybe for HDD something like magnetic but effected by light. Save the state on contact just from contact and not electrical by nature. Then it can delay to save into. If it's delayed use multiple raid like redundancy to make up the time difference. I"m sure something more exotic could be done. Or something similar. Crystals? What saves state on contact with light. What about breaking down storage into different parts. what is storage. What could be done for everything else down the line? Could you start by keeping the program loaded via running in a stream constantly? Maybe normal electronic can be loaded? Load the program from other means and keep a light stream with the entire program loaded and running and other things to modify it on a parallel path or similar. At that point constant light sources could be the ram.
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Linux 1.7.3.2594 (Steam) 1.7.1 making history 1.2.0 breaking grounds Phenom II 1100T(Tried both with and without performance boosting. No difference.) 16gb ram DDR3 1600mhz (4x4gb) 1060 3gb SSD(game is on ssd) RAID10(7200rpm drives) When this 688 part craft is on the runway it does not cause stutter for me. But if you even turn on one engine, even at 0% throttle, it begins intense stuttering. Right click and wiggle mouse to notice. Turning off the engine(s) will resolve the problem. https://www.dropbox.com/s/fhau3lhovagb2xf/KB-52 1_7_3_2594 x108 8_3.craft?dl=0 This is a version of the craft with rotary stuff on the front. You will notice the rotors do not cause this stutter when activated, but the engines do. Prop version: https://www.dropbox.com/s/zqxckt9xit9z8vn/KB-52 1_7_3_2594 helicotper.craft?dl=0 This only needs to be taken to the runway to test. I'm assuming it's a thing with how it's coded or something. But I thought I would bring it up so it might get fixed later. Unless this is just something on my end or I'm missing something. This also stuttered before the expansions were installed for me. Previous versions of the game stuttered just on the runway with nothing running or in the VAB/SPH. Although making a new save got rid of stutter in the VAB/SPH while not activating settings on parts and the auto stutter on the runway was gotten rid of prior to activating an engine. Does anyone get the engine stutter in the current game? Edit: I took off all of the engines and slaped a single one on and it goes away. I think this is from parts count. My question is why does this happen with a single rapier engine with 0% thrust, but not a bunch of rotary blades rotating?! I'm assuming it's the garbage collector, but why with the rapiers and no the rotary blades? Can this be fixed? Is there anything I can do on my end besides reduce parts. Note: At full 688 parts, with no stutter the game goes at about 5 second real life per in game second. What I assume is FPS lag. With the stutter it takes approximately 15 seconds in real life per in game second. That means a total of 10 seconds of stutter. It, from previous observations, stuttered 5 times in an in game second for me. That means 2 seconds per stutter basically. Just from turning on one rapier with 0% throttle on the runway. That when off produces no stutter and normal 5 second lagginess. Just replaced the engines with new parts form the fresh game. Didn't resolve it. So, it may still be a thing. The craft file is originally from an older version. Or before I installed the expansions. I'm not sure when I last rebuilt it completely. I have done partial rebuilds in 1.7.3 though. So, the engines were possibly already the newest rendition. The engines are the most likely thing in my build to be swapped out. It's designed to make this as fast and easy as possible. Edit: I was hoping 1.8 would fix this problem but it doesn't. It stills stuttered just the same. It's something to do with engines. Is the advanced gargabe collection active?!
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Have you consider the simple application of a spring. Stored energy released on demand. Can be stored from any part of the satellites deployment. You could even have a counter spring!!(This allows two things fired at once or more. each with spring in the opposite direction and potentially symmetrical. shh!) You could also store tons of ammo and reload at will! GODDAMNED RUSKIES!!!!! Actually, I would think deploying enough ammo ahead of time could make it useful. If it's not turned against you. I would say maybe using a wired control solution would help. But we know how that could overcomplicate things. Besides the giant funny string headed to space nobody can figure the purpose of. And it potentially wrapping the earth into a giant ball of yarn one day in the future. We would then truly be cat paradise! To solve the ammo problem you could also just make it in space out of all the space debri. Who needs tungsten? Literally the throw everything and the kitchen sink approach. Even meteors could be used. I actually had a simlary idea about a simlar ICBM like design. You send it to orbit with the warhead on the front and then leave enough fuel to propell it. It would have lots of explosives too. The point would be to dig into hard surfaces like mountains and blow them up with lots of little explosives to remove obstacles.... I called it the sweden bomb. For when the SOBs try to steal our chocolates again!! You got a complaint and you want us to deal with it. We have your solution!!! The advantage is you can launch it from home. I also wonder how small you could make them to remove material per warhead to spread out the impact areas... Could you use lighter denser materials than tungsten. Or specialized tips for different materials. Could you use a very small tip to focus the depth of the warhead?
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What about different types of interactions like light interacting with physical medium and used for things. WE don't need to process binary data with logic gates like we do now. That is limiting optics. Hell you could send light through a field of charged particles in the air, through water, through bubbles blown in chocolate milk. All you need is one predictable point minimum. That could be generated or passive and simply understood(generated by something non man manipulated.). All are usable. Even simultaneously. If you know a starting and end state you can use anything predictable in between as a form of processing. Looking at it as light is already too narrow. If light interacts at high energy I would assume it also interacts at all levels. It's likely just a matter of detection. High energy just probably creates an instant within a detectable parameter. Simple Example: Use mirrors and transparent materials. Catch ambient light and focus it. Use passive interactions in light as a driving force for processing information. Reading of info in a certain order could be processing from a programs perspective. Anything that produces the end results needed is code! You simply read predictable info from a light stream as it is naturally generated. Even independed of special mirrors as you could read the light path to find predictable info. The same could be done with passive light in the air. Even in all light conditions hypothetically as long as there is some light. The transparent material would be for the purpose of getting rid of particles in the air for the sake of reading information. Or at least non predictable ones. Assuming that is needed. Such a device could be both a powerful computer(or not so powerful) and something like a lazer razor! It could also detect air and apply custom hair cuts in various ways to your body hair using even a potentially different function(s) of the light. The fun part would be a mechanical means of using the light it reads. Of course if you could utilize light for most of that...(maybe all if clever.) New types outputs could be used. If you can remove some you can hypothetically remove all.
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But if at any point they do it could be utilized. How little may not matter. There could be lots of uses. Including in complex optical computers. Error checking for instance in the stream. Checked along the path. Low tech or simpler for cost or ease of application. It doesn't even have to be powerful. It could power a wristwatch.
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What if you could make light read light... What is the simplest way to use light to process. Even if it's not profound as far as computational abilities. Just literally the simplest. Can you even in a small way make light bounce off light?(or something similar.) Then instead of mirrors you use the light stream to do the work.
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I'm talking about pure optical computers.
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I keep seeing things on how they need to find ways to make logic gates. Why don't they use low tech things and do it with light itself. Why not use color or EM bandwidths and mirrors or other things that effect the light and make it process information. Why do you need something external?! On top of it why not use ambient light to power it? Can we not make mirrors that are pure optical. As in there is no power till you hit the monitor. If not the monitor itself is also powered similarly. We could get different display types that fit this best. It seems like they are trying to make optical computers based on electronic computers. It's a whole new material and medium. It should be done from the ground up using only thing from the related fields already existing from scratch. For gods sake, you can amplify light with a mirror... You could even have absolutely no electricity involved!!!(Besides a light bulb at night to power it.) When you change medium you should completely rework based on the new materials. Not translate things. That is the stupidest way possible to do it! They should be investing in small or cheap ways to make mirrors in an accurate or other needed manner. There have got to be a million ways to use light to process information. Probably way beyond what we are thinking. Any quality of the light. Anything quality of anything attached to it. All methods of processing. Simple and redundant is the best option with light potentially. Nobody should be remotely referenceing terms from modern electronic computers when working on it. Or they are not thinking outside the box enough to fully utilize it or optimize it. And from that perspective we only need a CPU and HDD equivilant to make an optical computer. And those can both be done on a path. You do not need a single device. You can have each of those things functions broken down into infinite pieces and use. I mean you could easily make a unary computer for each program. or for each function along the way. And that is still way too close to reference electronic computers and fundementally still narrowing the view too much. Can the light itself be used to process? Even without mirrors and whatnot? What about instead of actively effecting the light you passively detect it in way that process info. Are there any natural qualities of light predictable enough to utilize.
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That is what redesigning software is for. It's not like we have modern tools that simplify this even more. They aren't writing in low level code and doing it all themselves. If they did it would run better and they would not complain about rewriting it as they would already know how. If they can't do that much they don't know what they are doing. They are making KSP for cash flushes more than likely. Not because of any difficulty in potential coding. If they don't know how that is a much deeper problem. In which case knowing what you are doing on that level leads to a lot of efficiency. You realize people used to know how to code beyond the productivity tools they hide behind today.
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They already make changes that effect those things. None of that matters. And like I said they can leave a retro version for old stuff and make a ship translator if possible. Or maybe a schematic room where you can look at the old parts to make a new one in the new game from the old ship file manually. It's a program. The possibilities are literally endless.
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Software doesn't work that way. Physical object may have that problem like a ship hull or other items that would need to be scrapped, but a program can always be fixed. I'm not sure honestly why they wanted to make a second game when they could just overhaul the original. Not sure how adding things everyone wanted in the first place would liquid people off. In fact they need to do that to start with. It doesn't bring confidence in the new game if the old one is left unfinished. Especially not in this day and age. They could just leave access to retro code if desired to boot. In game instead of steam based or other access to old version wouldn't hurt. Probably wouldn't take up much HDD space either. Not if it's done well potentially.
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1. I want more engineering based option. Especially finer controls over parts physics and other characteristics. The ability to build parts out of parts and have them act in an accurate manner to a real world counterpart. Even proper flexing and other things if possible. Anything to add more depth for those who want it. Maybe default ability to weld and control those characteristics and control with a gui tool which things act upon air and whatnot. A separate building could be made for engineering things that uses the custom parts saver thing in game to bring them to the VAB/SPH afterwords. It could be oriented on having those different controls. Also an air testing area for those parts. Possibly in the engineering area(for convenience sake). Or just a separate air tunnel building. It should have the ability to load ships for testing as well as parts. 2. Fuel controls in VAB/SPH. The one thing with big planes is how annoying it is to potentially empty 100's of parts of fuel to watch COM/COL. We need a bar, like the other green bars, that can both drain full and empty and partially between at minimum. The new value also helps. It should have the option to drain based on no priority setting and based on given priority. And potentially staging logic if needed. This is easier for SSTO's. Not sure how to do rockets properly. Maybe a way to designate staging in VAB/SPH manually. And some auto logic to do it for you. Maybe use the tree logic to state the start and end parts of a stage. Then it auto clumps into it along the tree. Another option would be to also have something like a video player allowing rewind and play and pause controls for finer tuning. This on top of a bar with value inputs. These are all things needed in KSP 1 also.
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I think it has the newer incremental garbage collector as part of it. Not sure on the rest. I'm hoping it stops my stutter issues.
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Fix large craft stuttering?!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I'm hoping 1.8 fixes it too. With my game all craft of that size produce it immediately and constantly. There is no way to reset it. I wonder if it has to so with linux vs windows? I'm on linux. I guess I could try to remake my game. It's from an older version. I'm assuming it won't matter though. It's always been a problem with large craft for me. Edit: Made a new save game and It didn't resolve anything. Sadly. https://www.dropbox.com/s/fhau3lhovagb2xf/KB-52 1_7_3_2594 x108 8_3.craft?dl=0 Sometimes it will smack it's tail engine on the ground after the end of the runway. But it doesn't always. pull up before the end of the runway and hold(preferably at those shapes at the end). But this is 10+ minutes later. 46 seconds according to the in game timer. I didn't even realize this was just a performance problem. I thought it was something that couldn't be fixed. My game has always been like this for large ships. BTW, I get about 5 big stutters per in game second. In game timer is about 13-15(10-15?) second per real world second. Stutters are up to 1-2 seconds each. At worst case you get rid of 5 seconds out of 15. At best you remove 10 out of 10 seconds. Edit: I have to note, the stutter is gone in the SPH/VAB if I'm not pushing buttons though. It still does upon trying to play with the ship part, but the bottom creatures aren't stuttering evenly anymore. In flight is still constant though. Even sitting on the runway. Although I haven't tested after the ship stops moving from launching it and bobbing up and down. Tested: It stutters like twice when dropped on the runway, but then does not stutter after it stops on the runway(After turning on breaks.). It runs about 5 seconds per in game second. It does start stuttering once I start up the engines though. Even if the throttle is at 0%. I wonder if that is part of the problem. I'm running 108 rapiers. But they are not doing anything and it's stuttering like before. Turning off the engines does stop the stuttering also. These are engines at 0% throttle. I even turned on only 1 engine at 0% throttle and it does the same thing. You can test the stutter by right clicking and moving the camera around. Assuming you even need to. But it makes it more pronounced. Does anyone else get the same problem with this craft? Is it possibly it's my hardware also? I have a phenom II 1100t. Could ram timings effect it. I'm running a little aggressivly with 1-9-9-9-24. I'm assuming it doesn't matter though. If there is a memory leak with things like aero gui, could that be helping exaggerate garbage collection? The lack of stutter while it's sitting there is really nice though. Fun Note: I have massive helicopter things on this same vessel on another version. It does not produce stutter when the parts are actively turning.... This is with 32 wing parts attached and rotating. Prop version: https://www.dropbox.com/s/zqxckt9xit9z8vn/KB-52 1_7_3_2594 helicotper.craft?dl=0 <- Props do not cause stutter. 1 rapier engine at 0% throttle does. I wonder if something in the engine design can be fixed. Should I put this in the bug section? Not sure if it counts or not. The engine part might be. -
I'm hoping they make nbody stock with the option of using it or the existing or similar method. I hate mods. I don't get why it can't just be stock with options for physics and other things. I don't think it would lower the player base. People want to try things. They just need it done so they can enjoy it.
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I'm using 60-700 parts ships. I had a flight and noticed something at an odd point. It stopped stuttering. The low fps wasn't that bad and it would almost make the flight doable. But the stuttering seems to add so much time to the game that it can't fly without taking hours to do 10 minutes in game. Is there a way to reduce this for large parts ships. I'm not using more than 10 gb out of 16. I had ram. But it still seems to remove stuff and do what I assume is unity garbage collection constantly. Same with in the vehicle bay. I've read stuff about it being removable in things like the VAB. What about in flight?! My ship(SSTO spaceplane) stutters about every few seconds. It does this repeatedly throughout the flight and in the VAB/SPH. Point is, is there a way to fix the stuttering permanently. Even for large ships. There is more room in my ram. As long as it doesn't get away and fill it. There also seems to be a memory leak related to using the Aero gui window. Not the ones in the parts window but the independent one that shows all of the ships general aero stats like L-I-D and thrust to drag and whatnot. BTW, I fly with absolutely minimum settings to reduce lag. It's the stutter that is the biggest performance hit from what I can tell. Without it even the low fps flight would be 2-10 times faster.
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What if they did odd things like dark matter on the edge of the system. Even if it's not correct dark matter. Or make the other systems or an unreachable galaxy pull on it from afar. There might be lots of things to make it happen. Find a convenient answer and then make up weird stuff. it might work for the basic kerbal system and it's goofiness.
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Why not do nbody and add more things to make the basic kerbal system work as it does under nbody. Basically, shoehorn it! How about an ort cloud or black holes or things not in the first game that are made to purposely allow it to work well. Then the new systems can be more nbody appropriate in a traditional way.
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You can still be picky under the second time if needed to increase accuracy. Take samples of live every so many seconds to readjust it. 1/10 or 1/5 times. Just enough to reduce the calc. If you can split it into multiple threads to save time and do simultaneous calcs with a different formula... the pathing could be calculated over time and take a minute or two to get an accurate average potentially given set times. Or add 1/60th of a second or another stored smaller piece of data and then still do the above with anything smaller than the smallest stored/averaged data. And more data stored over previous iteration could help account for change for better scope. Part of the point is to get it as partly an HDD/Ram storage value and keep the part needed as a live calc to get the time down. Each part in a separate thread and parallel. You can also store the averages of the averages in a value to speed up calcs. Do some predictive future averages then compare and keep an accuracy value. 1 second to 1 year value accurately is 30mb x value per value. 1/60th of a second to 1 year accurately averaged is 1.757gb x value. Between those value could store a decent amount of data in ram. Maybe a single value kept up over time. then you can keep only calculating each 1/60th seconds accuratley then stored in single smaller 30mb values. Then lots of those stored to do other parts of the calc. 60 1/60th of a value could be easier to deal with with lots of averages. You can store almost 60 instance of that value over time. For a minute in the 1.757gb. Not sure which values you need. But how much more do you need to make a separate continuous value? Store greater values in a single value. To reference with the others for over time accuracy based on recent and even predicted events. And if you store each reference in single values you can drop that significantly. Basically, segmentations with cross checks. Each segmentation can fill in with an amount of cross checks to help fill in if needed.
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You can't have more accurate less often on the second and more on the later and update it? That would allow auto updates on predicted cross references between the given dates. Maybe even store per year of the planet as it's a full revolution. Then add in multiple previous averages up to so many revolutions of previous years to the point of needed accuracy. How often would have have to keep the 1 second timer if it helped auto generate the other data? Would it drop the calculation times. the game might need to calculate nbody predictions at the start of a fresh game though. Or fast forwards to collect the data. The 1 second could also be an averaged period. Each adding in and feeding or updating the next value up. Then you only have to collect the 1 second average and the rest auto fill. Then after the week-month calcs you can cross reference 52 weeks vs 12 months in longer calcs vs 1 year actual value. So, three calcs all compared to previous values. That is only 31,449,600 times the data value in storage in seconds.. That is small if you can use it as a stored value. It's the biggest one. Each value could be a check for that distance represented in time or something. It could allow zoom logic based on the smaller values within it. But could be done in chunks and split up to shorten the calc and parallelise it.
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