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KSP2 Release Notes
Everything posted by Incarnation of Chaos
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The issue with that is it limits the amount of storage to wavelength; which is already seeing diminishing returns on bluerays. The rewritable issue could be solved with phase-change materials like used in CD-RW's; but optical formats are already a step back from current magnetic and solid state storage. Also speed isn't the primary reason we use RAM; it's capacity. CPU cashe is measured in Mbs; RAM in the GB's. So unless the increase in density is allowing gigabytes of L2 cashe then we're still going to have RAM in some form.
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What you're missing is that the base clock on desktop GPUs is guaranteed to be hit given proper cooling; with the boost above being a bonus. So you're getting the performance you paid for plus boost; unlike these laptops which are often designed to throttle below the base clock. But yeah; in most cases a GPU won't die from being hot (TJmax is often 95C+). It's going to die because the heat killed a VRM or capacitor prematurely and now 12v has a direct path to the die.
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Getting less performance than you paid for is never a good thing..
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The planets, moons etc. are on rails and unaffected by anything that could potentially change their velocity; with the current way KSP and KSP2 is structured what you want isn't impossible per se but you're going to need some pretty interesting implmentation to accomplish it without interrupting gameplay.
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Sadly this is the exception it seems now rather than the norm; there's 2500 USD+ dollar laptops that still thermal throttle hard under a steady load. And not just from off-brands; we're talking people like Asus,Acer,Dell,MSI,Toshiba,Lenovo who are well known and respected. It's all because they've been chasing form factor and there's simply not enough space in most of these machines for circulation and fannage to remove the heat; let alone once the fins and fans get a layer of dust. I still don't have much that can outperform my 4+ year old Sager DRT laptop in terms of thermals; rarely cracked 60C under load even running 24-36 Hours straight. But that was a machine with ~3lbs of copper and about 12lbs total; so plenty of room.
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That could be said for most things old and cheap; when corners are cut in the first place age just exasperates the potential issues. As for what he could be doing; if he has some large programming projects that could do it. Or he could have a script that just chugs thru multiple projects in the background.
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Magnetic; if you could control gravity then why bother with any of these things since you could just null out your mass. But blue space magic hasn't been discovered yet xD Also all rockets technically push themselves when in space.
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My prediction for what it's worth is that CNT chips will end up holding an advantage in clockspeed initally; but Laser Transistors will win out because not only do they have a density advantage (Apperently) but even more important since they use light instead of an electrical potential to switch they don't have the same issues with electromigration, ablation and others that Si and CNT transistors would (CNT wouldn't likely have migration issues, ablation and the low voltages needed to run them would be the primary ones)
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Wrong; magic isn't producing light it's some sort of device. So your switching speed will be limited by whatever is producing the light and however fast you can switch it+the properties of whatever it's transmitting thru. Also i knew you meant Carbon NanoTubes; for some reason i decided to append the question mark as if you had caught me by surprise and i was briefly pondering the answer. Of course you can't read minds so you had no idea that was the intent; i apologize. As far as i was aware; the SOI system KSP1 and 2 are/will be using is a form of what you're talking about. When you enter kerbins SOI the only calculations done are for objects within the kerbin system; which is further constrained to a specific distance around the active vessel. Everything else is treated as "On rails" and not actively calculated; planets/moons are also always treated as "On rails" and cannot be affected by any actions in game (Shame we can't de-orbit gilly because of this) As for doing things in the background; those are always just pre-scripted paths. Crack open the CK and you'll quickly see that all of the cool stuff you see is just a pre-made path the character(s) follow with some logic (Like if i'm at a chair, sit etc.) so nothing needs to be calculated except AI; which isn't as hard to do since each AI can be dumped on another thread.
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16 bit means you can basically split the 32 bit compute units and double the power of the GPU; scaling isn't perfect IRL but it still has decent gains. Also the issue with anything beyond 128bit instructions is most consumer chips don't support them or the support is poor; Ryzen 1 and 2 only perform them at half rate for instance. All of this is idle chatter regardless though; physics is going to be on the CPU and therefore for maximum support will use the lowest common denominator that they know of (likely 32bit instructions)
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Please note that cancellation is the exact goal here; with the magnetic field only providing enough force to repel the ship or earth. You are not propelling the ship with it; your using it to lift it to where you can use the propulsion you have.
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It's not that i don't believe you, but why couldn't a ship be built in a way that the field lines could push against bottom and provide some lift?
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Radio Signal Ping
Incarnation of Chaos replied to AEROSPACE guy's topic in Prelaunch KSP2 Discussion
An interesting idea since KSP2 has been confirmed to have out of focus acceleration would be whenever a craft is in focus; you have no delay. This is because you're either directly controlling it; or simulating the programs that would be running the commands. But whenever a craft is out of focus; you can still place manuever nodes but the craft will only execute them with a delay equal to what the light lag would be. This means that you can still run an entire mission the same way KSP1 allows you to; but if you want to send a massive interstellar ship on a semi-automated expedition that you then have to contend with signal delay. This would ofc be a toggle if implmented -
Which after 60 years we're fairly close to perfecting; by the time you're playing with Antimatter you're going to have ICF in the bag.
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I'm aware but iv'e read several threads on the subject and if they try to hack their way around binary systems it will end up displaying singularity-like behavior; it just comes down to how far they want to push down the edge cases where it would. While i really think this is a good enough solution; the way the devs talk about it makes me think it's not this simple.