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time now if we continued to Warp from The Beginning of Kerbal Existance


Bryce Ring

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Just wondering, and thinking of a neat way to display the size of the Galaxy (let alone the Universe)

because I only Joined during .25 I don't know what was capable, so I am not able to answer this even if I knew how.

But lets say there was a probe launched from Kerbin , Sling shotted prograde (Relative to Kerbins orbit around the sun) from the full Mun, then burn and intercept a planet and again slinshoted prograde and burn for Sun Escape. what was the fastest escape velocity if/achievable when KSP first came out.

then if on that first launch we hit warp (If that was available then, Wiki has no Version intro info on it) where would we be (Height distance relative to sun/Kerbin) Distance converted to actual distance of Earth Sun lets say the final sun escape was as close to retrograde relative to Galactic orbit. what would our PE be Give or take a few Billion KM. OH and what year would it be.

I would like to see (Dreaming) a Kerbal clock that illustrates this, similar to these, but based of the above facts (And any other you can think of).

not just numbers though. that is part of the thing that hides size for most, but to have a visual probable from a perspective well above looking down on the galaxy.

Any Additions and or comments ?

Bryce Ring

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what was the fastest escape velocity if/achievable when KSP first came out.

In the first KSP version rockets could only get up, down and sideways. The game prevented moving north or south. Also there was no real space and Mun was only an image floating in the sky. It took some updates until the players could orbit Kerbin and finally fly to the moon.

Let's imagine we somehow send 0.90 back in time and did what you say. By now the spacecraft would have been torn* apart because of the floating-point kraken. ;)

*would have been torn

Is that correct English? Sounds silly.

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o Ohhh. when does that Kraken hit. I had one craft at 9Tm, but it disapeard soon after I experienced a Kraken. not sure what caused that one. Maybe this one you speak of ?

Hmmm.

May be a real time one set in motion after 0.90, but if it were real time they may not even be able to get to Jool for a sling before KSP gets out of beta, but with unlimited funds (Stock or ??) you could probably skip the sling off jool, and just use Liquid fuel rockets build a big bugger of a rocket in orbit. Dock them all together. Hmmmm still wold take too long to get out past Jool.

Torn sounds correct.

Now I'm torn.

I really loved Sandbox Universe. it had time warp and area of space far greater than what KSP seems to have. used to love setting galactic black hole in the middle of a Galaxy and enjoy watching the pretty patterns as it first fell in then ejected at greater than light speeds. I have since seen Scotts video talking about that sim.

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The issue is floating-point numbers ("floats") only have a limited precision. For 32 bits it's 7-8 digits, for 64 bits it's 15-16 digits. KSP calculates orbits, forces, speed and rotation with 64 bits floats and displays 32 bits floats.

64 bits float:

9 Tm = 9 000 000 000 000 meters

next possible number for 64 bits floats = 9 000 000 000 000.001 meters

32 bits floats:

9 Tm = 9 000 000 159 744 meters

next possible number for 32 bits floats = 9 000 001 208 320 meters

If you use the standard setting of 10 physics updates per second your craft must travel an exact multiple of 1 mm/s. Not doing so will result in phantom forces up to almost +/-1 mm/s. :P

Though KSP will display a huge jump up to a 1000 km per display update (3D graphics are displayed with the use of 32 bits floats). But you are so far away from a reference point you won't notice that.

Edited by *Aqua*
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The issue is floating-point numbers ("floats") only have a limited precision. For 32 bits it's 7-8 digits, for 64 bits it's 15-16 digits. KSP calculates orbits, forces, speed and rotation with 64 bits floats and displays 32 bits floats.

64 bits float:

9 Tm = 9 000 000 000 000 meters

next possible number for 64 bits floats = 9 000 000 000 000.001 meters

32 bits floats:

9 Tm = 9 000 000 159 744 meters

next possible number for 32 bits floats = 9 000 001 208 320 meters

If you use the standard setting of 10 physics updates per second your craft must travel an exact multiple of 1 mm/s. Not doing so will result in phantom forces up to almost +/-1 mm/s. :P

Though KSP will display a huge jump up to a 1000 km per display update (3D graphics are displayed with the use of 32 bits floats). But you are so far away from a reference point you won't notice that.

I use 32bit KSP

I intend to defrost my kerbals so the can remove (thank you KAS) a structural cube causing a Large Hydrogen tank to fall off (All my tanks are held on this way, during the return trip. they will not need to be put back into deep freeze, I imagine with my hefty initial 44mm/s/s acceleration (Just the 25 PB Elec gens until sun is close enough, then it will be all 9 Highest ISP Ion engines in the NEAR propulsions MOD with two huge Solar Panels in the NEAR solar kit). I will backup my game before 0.09Tm and just in case. Hmm I wonder if he would bump around as he does a EVA, he needs to get in close to remove the structural Cube. fingers crossed.

hopefully I will get them to do a re entry to Kerbin with a PE of about 6km (or go lower and Hope I don't hit a mountain ;) )

This is Mech Jeb sent out as a test/practice Probe now at 17Tm and still doing 7kps.

Edited by Bryce Ring
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In the first KSP version rockets could only get up, down and sideways. The game prevented moving north or south. Also there was no real space and Mun was only an image floating in the sky. It took some updates until the players could orbit Kerbin and finally fly to the moon.

The 2D versions were never available to players, they were internal.

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The 2D versions were never available to players, they were internal.

Indeed, you can read HarvesteR's public release post on the Orbiter forums here. (He has gone back a couple times to update the images on the OP, but the text is preserved as it was.) You can see that in the initial public release, the VAB and launch pad were there. You could assemble the rocket from parts and stage it. Jeb, Bill, and Bob were there, with their zany expressions. And you could achieve orbit (though it took about a day and a half for someone to actually accomplish this.) It's pretty interesting to read through the first 10 or 20 pages of that thread to see the game we know and love start to emerge from the background.

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It doesn't matter. Orbit calculations are done with 64 bits numbers.

Didn't know that. thanks :D

I do use windows 64 bit so that would make sense. When and why does 32bit KSP work in 32bit ? (3D graphics are displayed with the use of 32 bits floats) just for 32 graphics ?

Edited by Bryce Ring
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Didn't know that. thanks :D

I do use windows 64 bit so that would make sense. When and why does 32bit KSP work in 32bit ? (3D graphics are displayed with the use of 32 bits floats) just for 32 graphics ?

You can define your location variables as 64-bit values on s 32-bit system any time you want. Or 128-bit. Or 256-bit. As long as your language supports such a assignment. Conversely, you can use 32-, 16-, or 8-bit numbers in a 64-bit program when the extra precision they support isn't necessary, and if you have a very large number of these values to store, it may behoove you to do so. It's easier to define variables as the default word size, and for many tasks it doesn't have any impact. But sometimes you gave to specify the size.

Another problem with "how far could you go" questions is that the game time variable has a fixed size as well. Understanding what the format of this variable will shed some light on whether time itself will break down or end completely as this limit is approached.

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The time is measured in seconds and stored in a 64 bits float, I guess. The KSP API only tells me it uses 64 bits for the time value and the Unity API measures time in seconds.

The highest value for 64 bits floats is ~1,798x10308. That's about ~1,953x10301 Kerbin years. I'm not sure what will happen when you are about to approach that timepoint. I guess the Kraken will strike much earlier and destroy all your crafts. But before that the game will behave weird because time will run faster and faster* increasing the delta time between two frame and physics updates causing phantom forces everywhere.

*It's the same which happened in my 32 bits float example. Just adding the smallest possible number will in fact add more than that to the value because of decreasing resolution.

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