Nearby objects determine speed limit - limited in crowded areas, limitless in the void

Waterlimon shared this feedback 20 days ago
Not Enough Votes

Problem with high speed is physics breaks down and loading cant keep up.

The solution is simple.

When a ship approaches another object (be it another ship, a planet, asteroid), the speed limit automatically decreases to whatever can be solved for by the engine without issues.

When a ship is in the void alone, the speed limit disappears entirely.

The logic can all be hidden in a single black box that does some math with spaceship surroundings and spits out a speed limit.

Replies (2)

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1

I had this idea as well, I think it would be a much better solution than a constant hard limit.

When in deep space, far away from any planets or asteroids, the speed limit should increase. When approaching planets or asteroids it should decrease and the ship should automatically slow down to the maximum of 300m/s.

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-1

Pretty sure this would cause more problems with the engine than the current system. your suggesting is basically constant counts of blocks and objects, constant recalculations and adjustments of the physics system, as well as the speed limit. this would likely generate so much lag only people with high end PCs would be able to play.

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2

I was thinking it would not scan exact structure of ships or asteroids or planets.

Just work off their center points and maybe a radius. Should be sufficient for most scenarios. Keep things simple.

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1

it might. If they do add this then I hope it's an option that can be disabled in the settings. I personally don't want dynamic max speed. I think the ships are too slow as it is.

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But this would make ships faster. The minimum speed would be the max speed now.

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