|
|
|
|
|
by aw1621107
1883 days ago
|
|
> It's not like you need to update orbits nearly as often as part physics. The max time warp is 100000x, and at that speed if you updated orbits every 10 game seconds that would only be 400 calculations per tick, per craft. So without that simplification you might need a smaller cap on satellite swarms, or a max speed of 10000x, but time warp would still be well inside the realm of "possible". KSP's most well-known n-body physics mod does precisely this. 1 integration step is performed every frame by default, but during warp an integration step is performed every 10 in-game seconds for vessels and every 35 minutes for bodies [0]. > You could probably get processor use really low by using an exact curve for the most influential object and a very slowly updated offset for other influences. The Keplerian curve no longer applies once you introduce additional influences, though, so it doesn't really matter how (in)frequently updates are applied for those other influences. The approximation wouldn't be very good farther away from a body as well, as the difference in effect between the "most influential" and less-influential bodies would be smaller. [0]: https://github.com/mockingbirdnest/Principia/issues/2247#iss... |
|
It depends on how well you can simplify the math. I would imagine that instead of an n body calculation it's lot simpler to calculate the influence from one body plus one unchanging vector, but I've never tried it.
> The approximation wouldn't be very good farther away from a body as well, as the difference in effect between the "most influential" and less-influential bodies would be smaller.
Not a problem because if you're not close to anything then your orbit won't be chaotic.