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Incarnation of Chaos

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Everything posted by Incarnation of Chaos

  1. Literally how? It's not like they can magically make the 6 year old mobile CPU in the current consoles do more work than it's physically capable of. Your intentions are good, but at the end of the day you have a few options. #0 - Build a decent PC (Much cheaper than you'd think). #1- Wait for KSP2 and hope it's actually decent on the previous gen. #2 - Or deal with the current level of performance. I'd love to see them fix the bugs in this game, especially with wheels and terrain. But i don't think politely asking will help at this point.
  2. I honestly didn't even realize these things were so unstable in stock aero, the only thing that annoyed me was the odd sized mounting points. But i used them pretty commonly on light, cheap and dirty early career craft since a basic reaction wheel took care of most of this stuff. Though one rather inexplicable bug i found was the 1.25M Heatshield doesn't perfectly fit, so on hotter reentry profiles the seam causes explosions. But using a 1.25 to 1.875M adapter and putting a 1.875M HS on the end worked wonders there.
  3. Monopropellant is less dense than LFO, so it's mostly down to density then.
  4. LF is much, much denser than Hydrolox, and heavier. So without the balancing of additional volume, the Hydrolox engines just become strictly better than stock engines by far even with the hit to their ISP and the additional mass since you can use far less tankage for the same DV. They also function much more effectively as first stage engines, where the Hydrolox engines often have nearly half the thrust at sea level. Oh and they still get way better thrust and ISP as you go up..... So yeah i could see why he said the LF patch was OP.
  5. Rename them, change the plumes, fuel types, and add some thermal management. A couple hours work to turn them into NSWR's or something similar at the most.
  6. The lack of a statement means we have no reason to think they've done anything other than continue making pretty purple plumes. You're correct that we can't just assume that they haven't changed plans also. But i find this confidence that "They've done their homework" rather disturbing especially in the face of overwhelming evidence to the contrary. Which was my main point.
  7. Exactly^ And who is he to draw the line between an honest critique and BS? Between well-intentioned discussion and "Offensive"? Who are ANY of us to draw that line? The mods will step in if the thread goes off the rails, but anything else is fair game. I do agree with a previous post though; there's plenty of information out there and this thread is just going in circles. However; hopefully it being on KSP2 subfourm will bring more visibility.
  8. They obviously haven't, because otherwise they would've pulled the engines from the game and issued a statement. But not a single statement has been made.
  9. I mean iv'e said before that Alcubierre and Antimatter is more plausible than Purple Space Magic among other things. So I'm not dismissing it out of a perceived flaw, it's more just i think people are really, really jumping to conclusions if they think we'll "Need" FTL in KSP2. KSP1 stats show the vast majority never go interplanetary, so i seriously doubt they're going to make going interstellar that much harder. Plus this is a 2K game, "Warp Speed" is a DLC title they can't resist. And bringing mechanics such as FTL, Relativity, Wormholes/Blackholes with their own standalone expansion and fully fleshing the systems needed to support them out instead of whacking them into a serviceable state for KSP2's launch i'd imagine would work out better anyway.
  10. I mean the most stable thing is a object at it's lowest energy state. As far as states go "not existing" is about as good as you can get stability wise.
  11. And FTl isn't necessary, the distances in KSP aren't going to be large enough to necciatate it.
  12. MH isn't a propellant at all; Metastable MH is a potential propellant. So this isn't like not knowing how to burn Kerosene, it's more like discovering Crude Oil and not knowing how to refine it down into Kerosene.
  13. Ha! Only if you believe the marketing hype and intentionally manipulated benchmarks. As general computing devices they're only really useful when they can be used in parallel workloads or whatever work is using fixed function hardware (like MPEG decoding). KSP is neither. But their low wattage, thermal limits imposed by passive cooling in phones and the lack of some of the more important instructions for running games means that even if they were you'd have to have a device that had a 45 W power limit for the CPU and decent cooling.... and that's when you should just grab a x86 lappy and have fun instead. Have you ever noticed that all the mobile games ported over from console/desktop are basically esports titles? That they're all graphically bound? Not CPU? ARM SOC have great graphics hardware, and their intergration of wireless modems and other features that normally would require a separate chip is nothing to scoff at. But their raw CPU grunt is still leagues behind x86, and always will be. Because ARM isn't built for the transistor density needed, but instead to explicitly reduce it. It isn't built for higher frequencies, but instead leveraging designs like BIG.little and multithreading for speed instead. It's a tool fit for a very specific purpose, and the drive recently to hammer it everywhere but where it shouldn't is going to likely end badly for companies that decide to go ahead despite it
  14. I'd honestly mess around with the OP's mod idea if i wasn't doing Java sh!t right now....they're basically the same language(Actually i like C# a tiny bit better because i can write straight procedural code, unlike java). The only thing i don't understand is the KSP specific API calls I'd need for grabbing the needed info. But that wouldn't be too hard to find out.
  15. Pluto's "Atmosphere" is less like Earth's or Titan's and more like what would happen if a comet was large enough to have enough gravity to hang on to the heaviest gasses as it approached the sun. Also, similar to a Comet's "Tail" the "Atmosphere" of Pluto is a transient feature. Only appearing when it's at it's closest approaches to the Sun, so it wouldn't always be there if implemented realistically. Would make an interesting idea for another Solar System though; have a Super-Kerbin Sized planet with massive amounts of ice on a highly elliptical orbit. As it approached it's Host Star, the ice would waste away and form a massive, thick atmosphere and crushing pressures on the surface. And then fall back down as torrential blizzards as it shot back up to apoapsis. But KSP2 won't have weather, so that won't happen....for now.
  16. I feel like the better way would just be grabbing the last known thrust value on warp, and applying it as a thrust vector in the same direction until either the needed resources to power the rotors (EC) are expended, no Atmosphere is present or warp is stopped. Otherwise you might have issues with propellers producing thrust when not powered/not rotating if you just checked to see if they were "Stationary" or not. Mind you; this could all be hersey because i have no bloody idea how i would even attempt to mod this into KSP (I use FAR, so Props don't even work for me D:).
  17. I thought the surface was 90ATM of pressure? Oh... Wow i really underestimated how much pressure was at the bottom of the Marianas, by about 970 ATM. Goodness Gracious.... That's actually loveing brilliant, and why I'm glad i came around here! I kept trying to think about how the heck you'd manage to get heat away from something like a reactor due to the extreme heat, or cool anything down for that matter...(Since we have to have a "Cold side" and a "Hot Side"...). And completely forgot that while the surface and Atmospheric pressure is absolutely hellish, it does have the advantage of making balloons much, much more viable. And this also allows you a pretty easy last-ditch "Bailout" plan if you get in trouble, if you designed the rover to be justttt heavy enough with the balloon + power/radiators/etc. to remain on the surface. You could have a secondary balloon, inflated either by pyrotechnics or cylinders of compressed gas that could be activated once you clamored back inside. Once inflated; it could carry you and the machinery to a slightly more hospitable layer of the atmosphere. The more and more i read about this, and discuss this. The cooler it actually sounds to be rather honest. Everything on this thread so far really seems startlingly similar to terrestrial diving bell operations, except inverted.
  18. Basically what i was thinking; wouldn't be too hard to keep them dormant until a sudden deceleration (Crashing into the target planet/moon) woke them up. But i think you have the general idea down; Time is basically your "Buffer" for getting reaction mass/repairs. Durability of things allows a larger "Buffer" before you need to refuel. And as for powering the nanomachines themselves? You could go multiple routes, radiation would be one. You could also have some kind of artificial chlorophyll that catalyses the splitting of Water into Hydrogen and Oxygen, and use a tiny little fuel cell (It could be basically a diode a couple atoms large or smaller). There's also a few ways to convert kinetic energy into electrical power; or thermal differences. But i'd imagine you'd use a combination of all of these if possible; you wouldn't want to be stranded adrift half-way between your destination because your water-powered nanomachines landed on a irradiated, barren mercury analog!
  19. Which was still x86.....Mobile Phones use ARM, which is the main point of contention here.
  20. The ultimate answer? Cheat! No seriously; why try to design systems to operate in a hostile environment for eons without service or repair when you're this advanced? We already have extremely basic nanotechnology now, and while I'd imagine some base durability would still be desired for essentially reducing waste (You wouldn't want to have "Disposable" tech like today, it's not just wasteful but a liability in space). There's nothing stopping such an advanced civilization from using nanomachines to repair their vessels while underway, and as a bonus they could also act as Von-Neumann machines and be launched well ahead of the main group to secure resources from barren moons/asteroids and then it's just a matter of flying thru them to conduct repairs. And then as previously mentioned, standardize the absolute daylights out of everything. Make it modular, utilitarian to the max. The B-52 is over 50 years old today, but still flying mostly due to the foresight of the designers giving it a modular, upgradable design. Even when digital systems replaced analog steam gauges, they could just be rewired and the standard interfaces for the standard avionics inserted. This is where your idea of "Synthetic Biology" could come in though; because rewiring is a laborious, intensive task that requires dozens of people multiple dozens of hours to perform. If your ship was using either nanomachines or some kind of biological derived equilvilant; well then you just upload the new wiring schematics, swing by a port of call and send everyone to shore leave and wait until the ship pages you that the job is done. Then all the crew would have to do at most is plug in their new hardware, perhaps acquire new furniture (Shame, but sometimes a chair must be sacrificed for the greater good) and then be off for another several centuries. And since you can carry a small # of self-replicating nanomachines, but have them become much larger over time it also solves the issue of propellant. You know there's a system half way between you and your destination, and it'll take a few decades to get there. You fire a cylinder of nanomachines out your main gun (I'm assuming it's a Rail/Coilgun), and it then uses either a Ion Drive or other propulsion method to get there well ahead of you and establish propellant depots or just make tankers of the stuff. Once established; this installation is effectively permanent, requires no maintenance and can begin seeding the surrounding systems. Within a couple thousand years you could make Rome look like a postage stamp in size by comparison. Mind you; this also begs the question about our own corner of the galaxy. And why we're not currently being buried in survey probes from a similar empire. But that's a very, very different discussion
  21. Nah it's been confirmed to be on Unity since the beginning, but yes it's a much, much newer version than the one KSP was developed on. And mind you that also means DX11 at a minimum will be standard; which is likely a big part of the graphical improvements we've seen. Add getting rid of the dependencies on those ancient Unity versions KSP started on, on top of the clean code they're writing is going to improve performance by itself. Then you get into the culling system for ship parts they're developing, and rewriting the module code along with much of how the physics is handled (Just from a structural standpoint; not anything fancy like multi-core or GPU acceleration. Rigid-body basically prevents that for vessel parts). All of that will likely be the bulk of the performance improvements, and it's mostly just going from naive/brute-force methods to more complex but efficient ways of doing the same thing (Paradoxical; i know. Welcome to Computer Science :P). As a result; KSP2 might have a very, very slight chance of getting a mobile port. I still don't think getting it to run acceptably well on mobile would be possible even with all of the work Intercept/Star.Theory has done, but i could at least see it being barely possible. OG KSP doesn't even have a chance.
  22. KSP2 is going to be on Unity, and it doesn't seem like they're too worried. But the real answer is no game engine is really optimal for a game like KSP, if you wanted the best possible performance you'd need to make your own bespoke engine talior-made for it. SR2 doesn't have Rigid-Body Physics for one, so flexible joints aren't a thing (So failures due to aerodynamic stress also arent a thing, and i don't even know if it has aero modeling). The Solar System is both smaller in scale, and the individual planets are also much smaller than KSP's (Which KSPs are 1/10th the size of IRL). Also i'm pretty sure the Physics isn't even Patched Conics, but an even rougher approximation. But that i could be very wrong on, so don't hold me to it. Basically SR2 is what happens when you try to port KSP to mobile; you realize Rigid-Body physics between parts will absolutely crush the pitiful ARM CPU's on phones and cut it. You also realize you don't have much RAM or GPU power, and thus decrease the need for both by making the system as small as possible. You also implement all parts as Procedural, because loading 30+ parts would be pure agony on the garbage NAND flash in most phones. It does some things well for sure, but there's absolutely nothing to say a mobile port of KSP would look any different. I'd say SR2 has carved out a deserved niche by that property alone.
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