pensa,

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,
@AdrianTheFrog@lemmy.world avatar

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

pensa, (edited )

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,

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

pensa,

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

KSPAtlas,
@KSPAtlas@sopuli.xyz avatar

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,
@Chailles@lemmy.world avatar

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.

KSPAtlas,
@KSPAtlas@sopuli.xyz avatar

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

Kolanaki,
!deleted6508 avatar

Problematic in a computer model or…? How does real space travel account for the gravitational pull of 3+ celestial bodies?

pensa,

Roughly, that's why long distance missions need mid course correction burns.

Blamemeta,

Thats fucking amazing and completely unity’s fault. What engine in their right mind saves user preferences in the registry?

icedterminal,

You’d be surprised to learn then that a lot of software does this shit.

Blamemeta,

Well thats stupid

icedterminal,

It can be very stupid. Depends on the software though as the registry is meant for saving user and system settings to a degree. Like Windows File Explorer makes perfect sense. As does settings for audio.

It’s generally advised to not bloat the registry wherever possible. WinSCP is a great piece of software. Unfortunately it defaults to saving to the user registry. You can change it to save to an ini file instead. By using the registry to save settings it can be jarring for the user when they’re trying to troubleshoot something. Only to find out after uninstalling and reinstalling it doesn’t start over fresh. Or if they’re trying to backup settings and data to restore with later. The registry isn’t typically included for good reason.

DarkMetatron,

Saving user preferences in the local user part of the registry is kind of what the registry is meant to be for (besides others).

merthyr1831,

It might be bad practice to dump 1.3GB of variable user data into the registry, though. Especially when there’s SQL servers and Nuget packages that can deal with that kind of data in a platform-agnostic way.

DarkMetatron,

That for sure, those numbers are way beyond intended usage.

And there is a difference between saving user preferences/settings and user game data. The last should never be saved in the registry.

Azzu,

It doesn’t look like what’s filling the registry here is user preferences.

redcalcium,

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.

Thade780,
@Thade780@lemmy.world avatar

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,

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,

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

redcalcium,

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,

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

merthyr1831,

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,

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: (docs.unity3d.com/…/PlayerPrefs.html)

MrPoopyButthole,
@MrPoopyButthole@lemmy.world avatar

Holy shit. I just had this feeling early on to skip the early access. Seems like I made a good choice.

SaltySalamander,
@SaltySalamander@kbin.social avatar

I skip almost all early access games. Only one I made an exception for was Factorio.

ryannathans,

I’m sure it’ll be patched soon

jayandp,
Vilian,

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

isVeryLoud,

Wine registry, and yes, but only within your Wine sandbox

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

Yikes

intelati, (edited )

Did I read that correctly?? 1.6 GB of registry files??

RoundSparrow,

All the Unity game engine self-destruction choices got to them ;)

agent_flounder,
@agent_flounder@lemmy.one avatar

That was some pretty entertaining reading lol yikes.

RealFknNito,
@RealFknNito@lemmy.world avatar

These bugs keep getting more wild.

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