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Simulation of KSP ?


Thargan

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Like two years ago, I spent a lot of time for KSP.

One negative point was the accuracy of simulation.

It means: there is a rocket part with sinking course in the atmosphere.

I have a falling part with proper working parachute.

And I have a part, I'm sitting inside with proper working parachute both on the way to land with them.

 

The simulation does just sinking the rocket part, if I'm on board. Nothing else, if not.

Just the part with parachute, where I'm sitting inside survived the landing, the other not. I'm figured this out multiple times. Sometimes it works mostly not, anyone dies in every case, but just in this part, I'm not inside for my self. Yes, in any part are Kerbals.

Is this kind of not simulation fixed ?

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Not sure what you're asking. If something is passing through atmosphere, and gets beyond the simulation radius from the ship you are personally operating, then yes, it will still be destroyed. That radius is larger than it used to be, though. 

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Theres a certain simulation distance from the active in view part or kerbal.. When its exceeded..things stop moving or get deleted/explode

 

There are mods that extend this alot though like BDarmoury if im not mistaken..

On the ground though it has uses as theres been countless times ive forgot to apply handbrake on a train..shes slowly gained speed beyond kerbal running speed while generating just enough at idle..

Once shes around 600m out.the physics stop and she'll come to a halt safely..

So its not all bad :)

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Isn't KSP already a simulation?

Oh wait, what were we talking about? :confused:

The "simulations" (it's more like calculations) in KSP are dependent on whether or not you're piloting the ship. There's two different modes: in flight and on rails. In flight, when you're controlling the ship, the simulation is more accurate, updates more often, and accounts for atmosphere. On rails is less accurate and doesn't calculate atmosphere; however, if the ship's periapsis is under 25km, it just assumes reentry and deletes it.

Not sure if this is what you were looking for, but it's still something good to note when reentering on Kerbin or any atmospheric body in KSP for that matter.

Edited by Mrsupersonic8
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  On 6/9/2016 at 3:08 AM, Vanamonde said:

Not sure what you're asking. If something is passing through atmosphere, and gets beyond the simulation radius from the ship you are personally operating, then yes, it will still be destroyed. That radius is larger than it used to be, though. 

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What I asking is:

 

I have three action spots(events), but I can just observe one of them. The other two bacame in the past(two years ago) a minimum of simulation-power and does stupid things. This things goes another way, if I observe them, but than the other events wil fail or go stupid.

This mean in the past, not observed event bekame less simulation-power and the result is indefinite.

 

How do it work today ?

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  On 6/9/2016 at 6:15 PM, Thargan said:

How do it work today ?

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Same as it did before.

I think you are referring to the fact that in KSP physics is fully simulated only for the active (selected) vessel and any other vessel within 2km distance. Vessels further away that enter the atmosphere are simply removed when they get below 20km altitude.   
That is pretty much by design, full simulation of many vessels at the same time would reduce performance to much. 

There used to be (maybe still is) a mod that extends the physics range, but i don't remember what it's called.

 

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In the end it comes down to limitations of floating point calculations.  Using single-precision 32-bit floating point numbers you are limited to a range of a few dozen kilometers if you need milimeter precision, and only a few kilometers if you need sub-millimeter precision.  Beyond those ranges the physics simulation starts breaking down as it cannot maintain enough accuracy to integrate the physics properly (resulting in jittery, jerky, and improper movement; very bad for a physics simulation game).

See :  https://www.garagegames.com/community/forums/viewthread/133760
And : http://www.gamasutra.com/blogs/RobertWooden/20150413/240938/Overcoming_Floating_Point_Precision_Errors.php

For more info on the 'floating point precision' problems.

 

The only way to fix that given the limitations in Unity/PhysX (which use single-precision floats for everything) is to create a separate 'physics bubble' for every craft that you want to simulate.  This vastly increases the amount of resources needed for the game, as each 'physics bubble' basically needs its own copy of the data that represents the world and vessels, and needs to be isolated in its own physics simulation; this also brings in problems when 'merging' physics bubbles/worlds.  I have not even investigated if this is possible to do in Unity (multiple independent physics 'worlds' or simulation graphs).

 

TL;DR:  Too computationally expensive to perform in real-time given the nature of KSP's crafts and the limitations of single-precision floating-point math.

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