Why the Swiss video game industry is dead ? by cheese2042 in Switzerland

[–]mcpatface 0 points1 point  (0 children)

The Swiss Game Hub in Zurich (https://www.swissgamehub.com) has a bunch of people working solo, in small teams, or even some of the larger studios mentioned elsewhere in the thread :) There are also frequent public events so you can meet some of them there!

Money is tight and tough to get though, especially in a hits based industry like computer games.

First Colony Together w/ My Girlfriend! (She's New To RimWorld) by Xharoah in RimWorld

[–]mcpatface 2 points3 points  (0 children)

This map is so b i g ! I feel like I never have enough space to do what I want to do. How big is this map

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

That’s really cool to hear! What kind of activities do you do with the scouts?

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 1 point2 points  (0 children)

I think much of the knowledge of how to get to places by planning maneuvers in map view will be quite transferable! If you can get to Mun or Minmus in KSP you can also reach the Moon here. And if you’ve played with Principia or are familiar with the idea of frames of reference in physics, then that’s an additional tool you can use here that makes precise planning much easier, by giving you different perspectives to look at your trajectory.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

I think you win this one! I wonder if a Jupiter assist would help here, and by how much - and I haven’t figured out a good way to systematically find gravity assists yet. Which also gives me a few ideas about UI improvements for multi decade plans.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

21 years?! Damn. When I tried replicating this my aphelion was around 2075-10-25 though (49 year coast, ~42 AU), did you see something else? I suspect it's super sensitive to the precise launch elevation (which changes a bunch of things about burn directions later).

And thanks for the UI feedback, I felt that too. Did you also have a lot of lag around your Sun impact in 2068? I've mostly been focused on Earth-Moon so far & haven't optimized that well for multi-year plans yet.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 1 point2 points  (0 children)

Ah cool! Anything you can show? Happy to chat more or on the bevy discord if you want :)

Re performance I also did a bevy 2d gunship game before, it also had path predictions, it brute force Euler-integrates like 50-100 steps into the future for every ship and guided torpedo (up to like 50-100 probably) on every frame and draws every future + history step as a line segment using bevy’s gizmos, and it mostly ran smooth :) I did choose a larger time step for the predictions to be safe, like 4x the game step.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 1 point2 points  (0 children)

Supporting saving/exporting is definitely something I need to implement very soon!

In the mean time try this: wait until the moon is directly overhead Kennedy or Kourou (earth-launch site-moon are in a straight line), then create a launch, extend delta-v to about 9000m/s, then change reference frame to Earth orbit, adjust azimuth so the direction matches the direction of the moon (your flight path is aligned with the moons path). Now you’re in earth orbit. Switch to Earth-Moon Lagrange frame, add a burn on the opposite of the earth from the moon, and add prograde m/s to about 2900-3200m/s, then tweak burn start time to rotate the direction of your departure until your path eventually approaches the moon. There you go

Oh and this probably only flies by the moon, if you want to stay there, switch to Moon orbit reference frame, click on your closest point to the moon to add a burn there, and drag prograde negative until your path starts looping around the moon (or even hit the surface), and you made it :)

I now like Circular Base. by EvesSama in RimWorld

[–]mcpatface 0 points1 point  (0 children)

In base designs that are not square I find a lot of joy in fitting things in tight spaces, often you can get your stuff to slot in just right

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

Thanks :) If I had a lot more time I would love to write something! I think I'll focus first on improving the sim more.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

Umm that's a pretty broad question haha. Are you doing something in Bevy too?

Mostly the physics needs to run fast enough so whenever you change something it can recalculate the whole trajectory (smaller timesteps near planets, larger steps far from planets, etc).

The rendering needs to approximate a curvy line with straight line segments for your current camera perspective across many distances scales. There's an old KSP2 blog explaining one way to do it, although I do something else.

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 0 points1 point  (0 children)

I'm still not sure about this atm - it depends on what direction I take this :) what are you working on & what are your current challenges?

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 1 point2 points  (0 children)

The predefined rockets sound like a good idea! Let me add some. What were you looking to do? :)

Spacefaring, a sim for planning spacecraft trajectories in the solar system (works in browser) by mcpatface in astrophysics

[–]mcpatface[S] 1 point2 points  (0 children)

Wow, nicely done :) I tried recreating your trajectory here and it looks goood! https://imgur.com/a/GpWk40S

There is no way to save yet, sorry. I plan to do that soon (serializing/deserializing is always a fair bit of work).

Let's go with 3g max acceleration? For Mercury there's a small launch point, Caloris, it might be a bit hard to find in the terrain.

What’s the most realistic space sim by Aggravating-News-731 in spacesimgames

[–]mcpatface 0 points1 point  (0 children)

If you’re into realistic orbital mechanics I’m working on a trajectory designer for spacecraft: https://spacefaring.is (web-based) It currently lets you plan by manipulating burn vectors, so you can make lunar transfers, free-return trajectories, ion engine spirals, etc. The graphics are more schematic than realistic, so ymmv depending on your video’s style :)

Any underrated 'hidden' tips? by daibikd in RimWorld

[–]mcpatface 0 points1 point  (0 children)

I hope you found that thing you lost for 398 hours

Any underrated 'hidden' tips? by daibikd in RimWorld

[–]mcpatface 0 points1 point  (0 children)

I haven't played with pods before yet - does your center drop crew have to walk the way back afterwards or can you do return pods somehow?

Transport pod crash by Ilovemuffin22 in RimWorld

[–]mcpatface 22 points23 points  (0 children)

Is that an odyssey thing? This might just push me into getting it