This object is in archive! 
Increase speed limit
Declined
MP is extremly booring because flying in space to an asteroid take too much time. In reality the ISS's speed is nearly 8000m/s. Why in this game is just 100m/s making the survival start way too booring?
While I would really like that too, I think it is unfeasible to increase max speed in magnitudes higher.
Having higher speed => more chances for two simulated objects to not hit collision window.
So imagine your Inter Galactic Cruise Missile you fired from your asteroid base to the enemy player's base on the planet 1000km away, it gains tremendous speed 120km/s due to your Gravity Accelerator and overpowered thrusters and then ... one moment your missile is just above the enemy base ready to strike but another moment it appears on the other side of the planet with missile and base untouched ...
Although I can think of some algorithm improvement: to use dividing intervals in case of doubt whether two object intersected between previous and current frame, this will lead to increased need for computation power. And the game is currently already taxing on CPU.
And understand that higher max speed means much powerful kinetic weapons :-)
And by the way - in reality in space we ALWAYS speak about relative speed ... that 8km/s is relative to observer on Earth surface.
While I would really like that too, I think it is unfeasible to increase max speed in magnitudes higher.
Having higher speed => more chances for two simulated objects to not hit collision window.
So imagine your Inter Galactic Cruise Missile you fired from your asteroid base to the enemy player's base on the planet 1000km away, it gains tremendous speed 120km/s due to your Gravity Accelerator and overpowered thrusters and then ... one moment your missile is just above the enemy base ready to strike but another moment it appears on the other side of the planet with missile and base untouched ...
Although I can think of some algorithm improvement: to use dividing intervals in case of doubt whether two object intersected between previous and current frame, this will lead to increased need for computation power. And the game is currently already taxing on CPU.
And understand that higher max speed means much powerful kinetic weapons :-)
And by the way - in reality in space we ALWAYS speak about relative speed ... that 8km/s is relative to observer on Earth surface.
Say you run the game at 120 frames per second. At speed of 120m/s your ship travels at 1m per frame.
Now increase that speed to 1200m/s. Now your ships travels 10m per frame. This means that it basically teleports 10m in space each frame so you would end-up not colliding with objects or teleporting inside objects.
That could be avoided with a prediction raycast but that would be taxing on the system and could produce weird and disastrous behavior.
On top of that come game balance considerations. If a ship can travel at 1200m/s then the turrets have to have much greater range, which tasks the system further. Also the world needs to be bigger. The view-distance needs to be bigger to avoid people ramming into asteroids and objects they never even saw, which tasks the system further.
It's an annoying and disappointing limitation, but a very practical and physically obligatory one. You could always make a mod that just adds a '0' to all *displayed* speeds and distances... for immersion purposes? Then the asteroids would be "200km" away and you'd be going "1000m/s" while everything would work the same.
Say you run the game at 120 frames per second. At speed of 120m/s your ship travels at 1m per frame.
Now increase that speed to 1200m/s. Now your ships travels 10m per frame. This means that it basically teleports 10m in space each frame so you would end-up not colliding with objects or teleporting inside objects.
That could be avoided with a prediction raycast but that would be taxing on the system and could produce weird and disastrous behavior.
On top of that come game balance considerations. If a ship can travel at 1200m/s then the turrets have to have much greater range, which tasks the system further. Also the world needs to be bigger. The view-distance needs to be bigger to avoid people ramming into asteroids and objects they never even saw, which tasks the system further.
It's an annoying and disappointing limitation, but a very practical and physically obligatory one. You could always make a mod that just adds a '0' to all *displayed* speeds and distances... for immersion purposes? Then the asteroids would be "200km" away and you'd be going "1000m/s" while everything would work the same.
Replies have been locked on this page!