• pensa@kbin.social
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    1 year ago

    I remember Scott Manley asked someone important on the dev team of ksp2 how they approached the 2 body problem. They guy gave a vague answer that they had solved it. If that were true they would have a Nobel Prize but they don’t. So then and there I decided that KSP2 will not get my money. Which sucks because I have put a little over 2000 hours into KSP1.

    • AdrianTheFrog@lemmy.world
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      1 year ago

      “Solved it” for a game just means “approximated it well enough that the average user won’t notice”.

      • pensa@kbin.social
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        1 year ago

        I don’t think that was the way he portrayed it. He made it seem like they really solved the 2 body problem. Scott Manley even made a comment about how grand that was. I really wish I could find the video to better show what I mean.

        edit: here is one of him recalling it. https://youtu.be/vu22bFtZgKg?feature=shared&t=2294

    • BradleyUffner@lemmy.world
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      1 year ago

      2 body orbits shouldn’t be a problem. They are easily solvable. 3 body systems are the ones that are problematic.

      • pensa@kbin.social
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        1 year ago

        Yeah, he says n-body problem in the video I linked above. I have no idea why I am saying 2 body problem.

        • KSP Atlas@sopuli.xyz
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          1 year ago

          Funnily enough, there is an n-body mod for ksp1, which makes interplanet interactions more realistic (in fact, the mod has to slightly change the default system to stop the moons of Jool from slingshotting each other out) and allows advanced maneuvers like ballistic capture and lagrange points

          • Chailles@lemmy.world
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            1 year ago

            And as someone who couldn’t even land on the Mun without crashing, I downloaded that mod and unsurprisingly found things even harder since it disables the standard maneuvers.

            • KSP Atlas@sopuli.xyz
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              1 year ago

              It is not a beginner’s mod, the fact that its most often used with packs like RP-1 should say how hard it is

  • merthyr1831@lemmy.world
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    1 year ago

    Seems like horrible dev practice to place save data of any kind in the Windows registry lmao. I get that it’s designed for storing user data in some respects but the registry is an old and fickle solution to setting global variables important for communication between processes and applications.

    If you’re storing data that’s only ever needed by your own application, especially if it isn’t OS-related, you shouldn’t mess with the registry. Not only does it not have the performance you’d expect for most circumstances, but the registry has a real performance and stability impact even when outside of your app.

    What’s worse, imo, is that this data is difficult to access for making backups, utilising cloud synchronization, and cross compatibility of your app.

    Unity is a lot more borked than I thought, but KSP devs should probably be careful with what data serialisation APIs they mess with.

  • SharkyPants@lemmy.world
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    1 year ago

    As a Unity dev of 6 years, playerPreffs (the unity system that stores data in the registry) are a good place to store small amounts of data in a dictionary style structure quickly without creating your own data system. But they are extremely limited in the types of data they can hold and the control a dev has over them. Whenever I see playerPreffs used I think the dev must-have needed something quick and easy. They may have also created their own registry save system in that case should be an easy fix. (De)Serializing json or even custom binary files in compartmented files in a defined folder like StreamingAssets gives much more flexibility in data types and control. You can see playerPreffs limitations in the documentation below: (https://docs.unity3d.com/ScriptReference/PlayerPrefs.html)

  • redcalcium@lemmy.institute
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    1 year ago

    So, what’s the advantage of using windows registry? I’m mainly using linux, so the concept of registry sounds really strange in my head.

    • Kadath (she/her)@lemmy.world
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      1 year ago

      When the developers don’t abuse it, it’s a central place where all the settings and configuration parameters should be.

      There’s no main advantage, it’s just a different concept.

      Linux sysadmin for the past 25 years here that also has to work with Windows servers.

      • hansl@lemmy.world
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        1 year ago

        Basically a network/local/user specific configuration database. Playing with it can break apps that expect their config to be in it, or to be of the type expected, even though they shouldn’t.

        This about:config on Firefox but system wide. It’s your ~/.config and /etc/ folders in one database format, also manageable with AD and proper permissions.

    • mod@sh.itjust.works
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      1 year ago

      If you’re using a Linux distribution: are you familiar with gsettings or some equivalent?

      • redcalcium@lemmy.institute
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        1 year ago

        Is It a frontend for dconf? I have to admit I never tinkered with any dconf stuff before as I live mostly in terminal and web browsers. Does dconf share similarities with windows registry?

        • mod@sh.itjust.works
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          1 year ago

          Yes exactly, they’re similar. I guess there’s a universal desire for tree like data stores.

  • Vilian@lemmy.ca
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    1 year ago

    thefuck, btw how proton handle the registry on steam deck/desktop linux?, that can happen there?