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n-body Physics Discussion


CMDRennie

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59 minutes ago, pandaman said:

My 'gut feeling' on the N body debate is that it would likely cause far more problems, and apparent 'bugs', that are actually a result of it working properly than it may seem.

If Patched Conics works well, and predicably and reliably, and is good enough for NASA to plan things, then I don't  see any real advantage of changing it.

Sure, Lagrange points etc would be a nice feature, but not at the expense of other potentially gameplay wrecking behaviour or increased computational load.

PEople jus tneed to stop with the asa use patched connics"They do NOT use it. THeir mission planner is open source and  you can download and compile. It uses N-Body (you can select  what bodies to use in the computation as obviously Pluto is not relevant for a mission to Mars.

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  • 1 year later...
On 2/26/2023 at 6:58 AM, CMDRennie said:

This quickly became a hot topic in another thread, so I’m creating this one for a dedicated discussion.

Keep in mind that most of this is hypothetical as the developers have already chosen not to implement such a system in KSP2. And are unlikely to retroactively change the core physics of the game.

I don't know the type of discussion you're looking for, but with 10+ years in this forum I can tell you how it ends:

  1. "Nbody is cool"
  2. "Nbody is too complex and nobody would pick the game up"
  3. "Nbody is expensive to run" (a fallacy)
  4. "Nbody would destroy -niche thing this poster does in his game-"
  5. "Nbody is just not fun" (because fun is clearly objectively measurable)
  6. "But NASA uses patched conics" (a literal lie)
  7. "I have no idea what Nbody is but I have an opinion"

But yeah, at the end of the day talking about the inclusion of N-Body simulation, bigger planets, axial tilt (back in the day), and so on and so forth, literally ANYTHING that isn't vanilla KSP, ends up like this known XKCD comic:

workflow.png

 

Edited by PDCWolf
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