nukeboy76 Posted June 3, 2020 Share Posted June 3, 2020 in KSP 1 it had no physics to how the ground behaves when a rocket heads strait into it, will KSP2 have those physics? Link to comment Share on other sites More sharing options...
pandaman Posted June 3, 2020 Share Posted June 3, 2020 I very much doubt it. Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted June 3, 2020 Share Posted June 3, 2020 No way... it would be cool but it would probably take up greatly needed processing power and memory. Its a big universe and it's supposed to remember every deformation? Link to comment Share on other sites More sharing options...
Katniss218 Posted June 3, 2020 Share Posted June 3, 2020 Good luck storing information about such deformations. I imagine you could use something akin to an octtree, with non-uniform information density, but it still has drawbacks. But would be cool of course. Link to comment Share on other sites More sharing options...
nukeboy76 Posted June 3, 2020 Author Share Posted June 3, 2020 i understand what your saying, but what if it were a choice to have it for good computers Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted June 3, 2020 Share Posted June 3, 2020 (edited) 2 hours ago, nukeboy76 said: i understand what your saying, but what if it were a choice to have it for good computers You've played KSP, yes? This game eats "good" computers, is slight land deformation (a somewhat intensive task) really that high on the priority list when we are dealing with rigid body dynamics, aerodynamics, heating, patched conics, a million objects moving in the background, and millimeter to astronimical unit scale deviations simultaneously? Especially if the effects only occur on contact with the surface your landing an unstable rocket on? (yay stuttering during sloped landings...) Edited June 3, 2020 by mcwaffles2003 Link to comment Share on other sites More sharing options...
bartekkru99 Posted June 3, 2020 Share Posted June 3, 2020 No, it'd take too much resources. KSP 1 is already quite CPU and memory intensive, adding terrain deformation would dramatically reduce the performance of the game while not really adding much in terms of gameplay. Link to comment Share on other sites More sharing options...
NoMrBond Posted June 4, 2020 Share Posted June 4, 2020 If they stick with PhysX they might drop in the APEX Destruction extension (unless that's baked in now like APEX Cloth was?) Blast library, with the release date now being 2021 we should see at least PhysX 4.1 because Unity 2019.3 is out already with it. Perhaps they'll go for DOTS + HAVOK and we'll get stateful physics (I hope it does), then using the Cloth module on-top for body deformation becomes a possibility So maybe? Link to comment Share on other sites More sharing options...
HansonKerman Posted June 4, 2020 Share Posted June 4, 2020 no Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted June 6, 2020 Share Posted June 6, 2020 Just... no KSP2 will be about future stuff like interstellar travel ( I heard even INTERGALACTIC travel was mentioned), not about how the ground squishes around when your rocket unceremoniously hits the ground in an epic explosion. Link to comment Share on other sites More sharing options...
ShakeNBake Posted June 6, 2020 Share Posted June 6, 2020 I could see instantaneous effects where different types of terrain have different amounts of give or bounce. Storing deformations long term, especially at any meaningful resolution? Definitely not. Link to comment Share on other sites More sharing options...
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