I have answers for you! He has discussed this. First off as other commenters said, the 'Moon' is the arctic map, with everything painstakingly built from smaller objects for that moon base feel. He also had to block out the whole sky box. This is absolutely insane and he did it. (The game has no native support for moons, rockets, etc.) Second answer is regarding the rocket launch. As stated above the game can't do that, so it is editing magic. The rocket was built in Planet Zoo as you see it for most the video, however for the launch if I recall he built it partially in another game (Planet Coaster I think), then cut the two takes together to produce the illusion of movement and turbulence. (Foreground from one take, background from another.). So yeah, Planet Zoo is a different kind of breaking the game for him. It is much more narrative driven than some of his other series/videos and focuses on doing things in a game that 100% was not built to do those things. Technically it isn't breaking anything, other than his own sanity, such that it might have existed at some point.
@@nikkiofthevalley Hah yeah, according to him the big turning point specifically was Mr Maze, Eastshade and Tank Mechanic Simulator, when he found his newer style's stride. I do miss the old duo sometimes though, the entire Iconoclast series is solid gold. I highly recommend it to anyone who hasn't seen it. I honestly wish he'd make a LGIO2 channel where he could ignore the algorithm and just do silly and short ideas. Granted that is probably just me wanting more content and his Twitch channel is basically what a spinoff youtube channel would be.
Just wanted to say this is accurate! He talked about it on stream a few times. It was such a ridiculous amount of work for like a few minutes of content. And I'm pretty sure he also made the mars (without skybox probably based on the way he framed the shot) for a couple second bit? Mad impressive honestly.
One day Josh is going to make a joke in one of his videos where he does something and then says "That's bingo!" as he shows a bingo card where he fill in his fifth slot with the thing he just did.
Oh boy. Kerbal Space Program. You don't need mathematics (for the most part) but for successful completing a flight (without casualties) it comes in handy. Then again there is always "Let's slap more stuff on it and either it will fly or explode." Both are acceptable.
I just grabbed KSP 2 in early access. KSP certainly has a lot of math and research and for the original, people made engineering/calculator mods that will compute the capabilities of your vehicles like thrust to weight and delta V. KSP 2 has those now built in. So you can set up in the trip planner “round trip Kirbin to Mun”, get the delta V requirements, and make a more educated construction. It just launched EA so no proper campaign but they do have a training center that acts both as a gameplay tutorial and a light first step into the physics of rocket flight and orbital mechanics. It has a “children’s science museum exhibit” quality to the presentation that I honestly feel works, fits the presentation, and helps set the tone of these little green goofballs trying their best.
@@michaelwulfbane You never needed math for KSP, i play KSP and don't even read the dealta V nor the fuel, i just eyeball everything and slap more rockets and i can get to any place with enough rockets
I mentioned this on a previous video, but planet zoo has an animal death toggle. So if you turn off animal death they will never die, but the game still tracks their status. So if they're starving or injured you can switch animal deaths on, which causes all the tracked injuries or starvation to affect the animals all at once.
If I remember correctly, he talked about the "moon map" in an interview! And if I remember his lines as well, he spent many hours disguising the normal planet zoo world by placing black panels everywhere. The video is called "Let's Talk It Out with Let's Game It Out - "Call Me" Ep.3".
So I decided a few weeks ago to make a bingo for a streamer friend of mine, using the same formula as your LGIO bingo idea, but tailored to his recurring stream tropes. He absolutely loves it! So I just wanted to say thanks and that this needs to become a mainstream phenomenon in content creation, Cap’n Kraken!
As a game developer i can tell you you are mostly correct. Triiggers are sometimes used but unreliable. There are many factors to consider about the user skipping the trigger (speed/disconnect/bypassing trigger area through use of glitch or otherwise). The better option is to zone areas one way or another, like how water is done.
However, most games that let you leave a space station would probably have an airlock. So, you would need an area that could be either full of oxygen or without oxygen at any given time. In that case, I think a trigger might be better, so when the door opens, oxygen can deplete. (Though I’m not a game developer so I wouldn’t know)
@@mandowarrior123 I guess I was thinking of "flying object" in chaotic LGIO terms, like a glitch flinging something halfway across the map. But thanks for the validation!
13:34 and BINGO! (Ragdoll Physics, "He's Fine", Captive Audience, Psychological Warfare, Crimes Against Animals) Absolutely love your videos Kraken, absolutely elevating the 'react' genre!
The game "Stationeers" does a quite good atmosphere simulation, tracking mixtures of gases in a voxel type system. It can track actual temperature, pressure and pressure differences (with moving air moving loose objects). The edges of the vortex can be filled in using walls and other airtight objects. This allows the player to be quite free in how they build their bases.
Regarding air in space games: Most games are going to do it as you described, with a trigger or a region cell. But, games can *simulate* dynamic pressure systems as a coarse-grained fluid system. It's a weird example, but this is how the Creeper World series does the creeper flow model. Each cell in the map has a "temperature" indicating the "depth" of the Creeper, and using a simplified temperature flow model, it spreads the creeper to neighboring cells, or clears it as the "temperature" changes. (This is how the creator of the game described it.) A very similar technique using sparse octrees or some other spatial data structure can model pressure. So, if there's an opening to a sharp pressure change, the flow of air can be propagated out into the octree very quickly. I don't think any kind of a particle system makes much sense, though, as those are used for fountain effects (like sparks on a hot wire, for example)
The cat looks like the first cat I owned. She ran away though when I was in I think it was 2nd or 3rd grade, her name was Lucy and wherever she is I hope she’s doing well. Even though she is not with me I am thankful for her for showing a young little kid on how to care and raise animals while also learning how to respect them. I now have three cats, Silas the oldest one who is a grey and white protective mommas boy and loves to help me watch over the others making sure they behave , Lulu the middle one who is a fluffy soft black tiger cat spoiled little girl, and Jade the youngest who is a beautiful calico that must always follow me everywhere and cannot sleep unless she is next to me or touching me with her little paw. 😊❤
*Kraken talks about how most animals don't make it through launch* Me: *proceeds to think about that one Space Dandy episode of Lyka landing in an unknown world*
21:20 Very simple to do actually, just decide what point equates to the center of the planet in your game, set what is the outer limit of the "atmosphere", then use the distance from the planet center to declare "can have air", if there's no objects or liquids in the way then it should trigger "can breath", as for amount of air left just use a timeout that gets added to / removed from depending on events in the enclosed spaces
11:25 The only thing he told there is that you can't go into negatives. It "can" only go up from there, but will it is another question entirely. XD 21:10 Most games handle this in the most simplistic and stupid way possible. Is area enclosed? Do you have oxygen generator? Boom, you have an atmosphere! So, what if you left the door unlocked? In one of the space survival games I played the door actually controlled gravity on your ship instead of presence of breathable atmosphere. 27:45 Oh, there isn't as far as I know. He made it with giant walls (hence black sky) and Planet Zoo: Arctic Pack DLC for... snow. Yep, that entire map is just covered in snow. You can even see actual ground color underneath when he covering pile of giraffes, as for example. These walls also the reason why he never pointed the camera too high up since very likely he left the top part open.
They still have those at the arcade in Swanage in Dorset, in the United Kingdom of Great Britain and Northern Ireland, which is where our family used to go each summer…
Regarding the air stuff, it is even worse than with water since air is not just there or not there (like water), it has pressure/density levels, and at a certain range of pressures humans and animals can survive, so making "realistic" models for air in games is even harder. Technically with water you also have pressure levels - we deeper down you go, the higher the pressure; and it ramps up real quick; but in gamedev it is often ignored.
Yeah, I left that out and just said "particle physics" instead. You do have fluid pressure in Satisfactory with head lift, but even that is "watered" down lol
11:24 The number of days since the last animal death is 0. That's bad. It can only increase from that number. That's good. Will it though? Probably not. That's bad.
I think in one of josh livestream, he mention that this moon map is made by him, which take him really really long time to make it look really like in a moon I'm may be wrong tho, because i can't really remember when was i heard it
One of the things that I really have liked about watching your reaction videos specifically is that you pause a lot to add some interesting commentary. The normal react video on youtube is just either laughing along or someone saying "Oh that's cool" where as with you it's like having on screen directors commentary turned on with a movie. It's a lot more than just watching someone else's video on camera and then re-uploading it. It's something I certainly respect about you.
11:17 He's reassuring the protestors that things will get better because the "days since animal death" counter is at zero, and can therefore only rise.
The question about how oxygen works in space games is pretty interesting. And I think I have an answer or atleast one way it could be done. When you mentioned fluid simulations that reminded me of this time when I was messing with fluid simulations in blender 2.79 and basically how simulations worked in that. Is you made a boundary like a box and you gave it the property of certain physics to be governed within that boundary. And any object you put in that boundary you attach another property based on the rules governed by the boundary. Weither its to emit liquid or play certain animations and so on. So in theory in a space game you just have a smaller box for an oxygen environment and have a counter for oxygen for a character. And then when the character leaves the box for the planet you have a bigger box for an environment that lacks oxygen. And so the oxygen meter starts depleting and the character dies or starts losing health til they move back to the box thats an oxygen environment and the meter refills. Its probably not the best way of explaining it but certainly a valid way to determine a oxygen environment vs a non oxygen environment for a space game.
11:26 He's doing that thing where he pretends to be nice to the characters, so he's reassuring the protesters that the number of days can only go up since it's at zero.
This whole series has been a ton of fun to watch, even if I'm a little late to the party. I love your thoughts on what might be going on in the back-end, and I find it fascinating how often you're spot-on and how often you're on another planet entirely ;) Then again, I've only worked with 5 or 6 real game engines in my career, and 2 of them proprietary. Re: being a game dev, while it's been a hell of a ride (been one 2001-2019), you don't HAVE to go the big studio route! Big studio means big games, big budgets, big names, definitely still way too much crunch, but also very little say in most circumstances until you hit Director-level (Art Director, Creative Director, etc). You also get the chance to specialize a great deal in a department if that's what you love, but get exposure to pretty much every different facet of development from initial designing and concepts to post-launch piling into PVP to make sure players have lots of people to play against, heh. Depending on who and where, conditions can be abysmal to just wonderful. I've been with my current company for 13 years, my current studio since it was built in 2011, and I've turned down some really interesting but ultimately not right for me offers. We have a teasing fun rivalry with Bioware Edmonton as there's a lot of movement of people between our studios, and it's seriously nice, too. If you can handle it being -30°C for entire months straight. Ugh. But as amazing as the camaraderie and people are -- and they ARE amazing! -- the barriers to entry for indie and singular devs is at a huge low, with tools "professionals" use available for free or cheap as free. Unity, Twine, even lots of task/bug management software have free versions that are totally respectable. There are enough tools out there that mean you can focus on what you really know and enjoy (ie programming), while still making something with say, art and music you can be proud of. Folks in chat mention game jams, and that is an awesome way to experience this kind of thing! They're so much fun, you make awesome things, you meet great people, and they're collaborative rather than combative. Scarce resources like sound and animation get shared around, and at this point we're all totally old and expect to get 8 hours of sleep a night despite it being a 48 or 72-hour Jam. People still had them during the worst of Covid, just online, but it's great to be back interacting with people in person again. There's this excitement, this passion, this joy that permeates the office (when we aren't crunching or dealing with E3, oof), but you get that same thing in really small dev teams, too. It's not just loving games, it's loving everything about them, everything about making them, everything we've failed at and the things we've succeeded at too. It's a pretty small world, but you'd be very welcome even just to drop by. :) Also, despite this being an essay (I'm excited, okay?), a lot of earlier air/noair was indeed controlled by script triggers (mostly just by entering volumes, useful if you were also having to S-curve the player so you could unload everything prior and free up enough resources to load in the next portion of the game, lol) , and you could indeed do some wacky things to avoid tripping them. Dead Space speedrunners rely on it to have infinite oxygen, for example, and that game is only what, 10 years old? There are lots of fans of Josh here, and I'm so happy that RUclips managed to pull you up on my radar. The algorithm works!! Sometimes. I still have lots of content to catch up on, but as long as you're doing what you love and are still able to bring home the cat food, then whatever you're doing is exactly right. There's never a "good enough", and the content I've seen so far from you has been top-notch. If I'm willing to wait a month between LGIO videos because I enjoy them so much, I'm willing to wait whatever spans of time are needed for more Hobbes and nerding out hard about godrays or volumetric shaders or how we switched from an "in shadow/not in shadow" system to a percentage-based one that's worked so much better for a stealth game. Or why I wound up on another team completely because, and I quote, "Paleolithic era DOES NOT HAVE ANY DOORS". Doors break me every single time. Even in AC:Unity we weren't supposed to have any, but then they wanted the lockpick minigame for chests and then lockpick minigame doors and then "hey can we get one of those but like, without the minigame part?" "No because then it is just A DOOR". We have tools like Speedtree and Speedcollide (which is a terrible thing to let level designers touch btw, every single leaf on the tree will have its own collision, the mountains in the background will have collision, the underground city that should not exist but they didn't want to delete all of it all has collision, and now even the dev kits are melting down and people can't even load up the level in the editor to fix it because it's so broken), but you'd be a thousandaire at least if you created a Speed-Door. That worked. Except they wouldn't because doors in video games are the WORST. Where was I? Oh. Yes. You're awesome. I really like hearing your thoughts on things that we tend to assume nobody else cares about or thinks about, because we TOTALLY do. The IGDA has archives and archives of this stuff, as do the GDC archives, everything from talks on organic fire spread algorithms in Far Cry to 24-hour Dev Cycle reality vs theory. It's all fascinating as far as I'm concerned, although obviously ymmv. Thank you for making videos, sharing your thoughts, and adding to the world!
I play planet zoo and there is water physics and low ground will generate water pooling during rainy weather so pointing water into the habitat will cause it to flood XD
There is no way that number to go down - since if today an animal dies the number of days since the last animal death will be zero. It can only go up meaning it cannot go down, not that it will certainly go up.
and no there is no moon map its a snow map with all trees removed and black walls to block the sky. that is overkill by josh the hundreads of bears are tame to this.
Game devs do it many ways, but the 'correct' way is cells that 'pass' oxygen to one another to create a simple, relatively efficient but effective system that allows flow. You can then specify rates for how 'leaky' a side is. You can also use the iteration for heat or fire or anything else that spreads, or even water into a submarine etc. Yeah, so tiles or cubes if 3d is the simplest. Size based on how taxing + detailed you want it. One for the game devs who haven't thought of it yet. How best to iterate the 3d array objects? How to 'sleep' cells? What should the cycle/poll rate be? Do you have a linear transition of pressure or an accurate curve?
Around 11:20 (ruclips.net/video/QZSiU37yLJU/видео.html) about the counter: you can't go negative, and so the counter can only either stay at 0 or go up if by any chance he's not killing any animal, which Josh simplifies to "can only go up".
we need to specially respect indie devs because if you think about it they do that alone without beeing influenced by anyone so they make a good game and make money or they go to work and then spend their free time on a game (extra respect for people that actually do that)
It's funny you mentioned atmosphere as a fluid system. Not sure if you've played it, or if it's on your radar, but I feel like you'd really enjoy Oxygen Not Included. The "atmosphere" in that game actually flows, gases sink or rise, and even tries to flow into low pressure areas. Can even be pressurized, or cooled into a liquid/solid.
Kraken i don't know if anyone already told you but there's no moon map, josh during a livestream on twitch said that he actually made everything up with in game stuff and that it was an extremely long process
this was the episode that made me think that josh got super bored with planet zoo. also i'm pretty sure its just the snow map set to night time and not the moon. although a moon zoo would be cool and very chaotic.
I am a application...slash database programmer for my job, but when i come home i play games like autonauts, satisfactory, factorio.... But yeah, i totally get the mentally draining job means you just can't get excited about something else mentally draining at night thing.
this is not about a space game but still could be used for games, so i know a game that lets you build your own stuff and if you make a closed room water cant get in unless there is a door open and you can pump it out you should just make the same thing if you want a space game but with the water beeing invisible, you not beeing able to swim in it, for the pumping you could make something with oxygen systems its really interesting and i can imagine it beeing a complicated thing making it hard for devs to actually do that
You need to play KSP. Watch some Scott Manley videos on his "reusable space program". You don't need a lot of math. And there's tables for how much delta V you need so just make the rocket to have that amount and you can go land on the moon, to to a moon of Jupiter, etc.
KSP is pretty dope and you don’t have to do alot of math. Especially if you don’t want to. Theirs lots of mods you can use that make the math part a lot easier and you can focus more on building and exploring and the like
You discussion on air in games makes me wonder how Meeple Station and Oxygen Not Included handle it (both are games Josh has played as a bonus to check out at aome point, whether for here or just for fun). Meeple Station almost seems like it would be done with triggers on the doors and a little math to determine how much air is in a room, but Oxygen Not Included seems like it would be different from the video I watched here and the several GrayStillPlays did back in the day.
22:00 Right,.. Well, like in Emperyion (steam game), you can switch on "oxygen visibility" by hitting X, and toggling it on the smaller key window X brings up, so that you can check for leaks inside your ship build. The oxygen isnt really being gen'd like RL, like you mentioned, but in this game - is just a invisible block. (sharp edged diamond in this case, that you cant see) When your npc is connected to an "air block" (invisible), your air bar wont go down. Same thing I would guess for water, etc.. I would, if you get a chance, add Emperion to your watch list and grab it on sale, full price, or whatever. It's worth its weight, for sure. Imo, Empyrion is a baby-mode version of Space Engineers, which is alot rougher to handle the UI, etc. But at least you can grab a game that lets you test out air in space etc.. (And when you graduate from Emperyion (i.e. bored of it), grab up Space Engineers and strap your butt to yoru chair, because your going to need a WIKI, alot of patience, and time to get thru that learning curve. Def. worth it's wieght in gold also.. Great talk though. Loved the intel chatter. Good stuff! Thank You for the awesome kitty! Oops I meant video.. where was my mind just then? (must pet soft kitty!!) lol Edited: Oh.. I just recalled another great game but works differently you may want to test out. "The Planet Crafter" Its a game you start out like, on Mars or something like it, and you have to SLOOOWLY work away at building machines to create atmosphere and water and all that mess. I am finally past bug stage but I still don't have normal breathable air yet, so I just jet pack around from hub to hub collecting ores from all my various auto drills. Great game though.. IMO, I would have payed double the full price for Planet Crafter, it has a special unique rarity to it.
Software Engineering in terms of design is relatively straightforward and has everything in common with all other engineering contexts because design is the apprehending and specifying of essences. Implementation is actualizing a specification. The implementation is the only place where fields of engineering differ, and where computer software engineering specifically has some unique challenges since we're actualizing metaphysical beings using mathematical beings is really just that: manipulating numbers to represent states such as air. The choice of implementation, universally speaking, is determined first and foremost by what is possible. Since you have a design, assuming the design is actually perfect (something quite easy to achieve in practice with the right principles), the implementation is the only thing you need to worry about meaning you need to know what's possible with an executor, or computer hardware in this case, in relation to the mathematical operations that you're constrained to. That being said, how do you quantify the essence of "air"? Well we have to specify what air is first, and before that, we have to define it which is what is apprehending in essence. Assuming air belongs to a state of an environment, and it pertains to beings that are in such an environment, and that air constitutes a breathable atmosphere for beings in an environment, there's really only so much state required here which you've already mentioned: you either can breathe, or cannot; and there either is air, or there is not. If we're talking about a 3D environment, then we are limited to geometric shapes according to our available means of both hardware and mathematics, so you could define a region of air as some polygons explicitly; you could create rational surfaces with perfectly smooth curvature and infinite precision; you could use voxel trees; etc. There's infinitely many ways to define a region of space. Picking one requires considering the specific genus to which your specific purpose belongs to and building according to that genus rather than your particular species of purpose. (Genus and species are defined by Aristotle. You'll need to look those up.) The more general (which comes from genera: plural of genus; and specific and special, pertaining to species) something is, the more it can cover. Likewise, the more specific something is, the less it can cover. Figuring out where in the hierarchy you are determines the necessity along with the kind of genus. Optimality is the state of being in perfect necessity of representing an essence. For example, a procedure represents a specific behavior using many other behaviors. If the number of those behaviors in the procedure is no lesser nor greater than what is necessary to define the very behavior which the procedure specifies, then the procedure is optimal. If a procedure is optimal, then that procedure is also identical to the essence of the behavior that it specifies by way of representation. That is to say, it is a procedural definition of the metaphysical essence. Now for this reason, I consider software to be anything which is strictly metaphysical, and programs to be anything which has both metaphysical and mathematical parts. This is an important distinction to make because software is a genus of program, and software can run on any executor provided it has the necessary capacity (which is called being in active potentiality) to perform the behaviors. Thus, "actuate lever" as a behavior constitutes a software which a human executor can perform, but also a computer can perform after the action is implemented mathematically, and then at that point, whether or not an actual lever is actuated depends of course on implementation details such as whether you're using a real motor and actuator device, or a simulation thereof. If you're getting into game dev, maybe wait a bit. I have a project I'm working on to fix all the problems we have in IT, specifically on the computer programming side of things for the majority of it (to no one's surprise). You know as well as I do that every tool we have is in some way subpar, and all these little problems that we face each day that aren't a matter of our own designs and implementations, but of the languages and compilers and other tools we use, make us unproductive, so we need one universal set of tools that just works perfectly without slowing us down: a metacompiler, programming language, and execution environment. I intend to fix that. Permanently. I have a metacompiler (and language) prototype deadline for May 2023, but it'll probably be earlier than that, so I'll be sure to let you know when a demo is available ;)
You could have a simulated gas dynamics system, but that's probably not very efficient. Simulating how gas would mix based on density/pressure, etc and have a threshold for oxygen/pressure being too low. Also I never get the bingo either.
I will say that Kerbal Space Program CAN be as math heavy as you want it to be. I see people cramming in all kinds of numbers, calculating DeltaV and Thrust to Weight ratios and blah blah blah. Or just have fun and launch rockets until something sticks. Use what works and try again. If it doesn't work, add MOAR BOOSTERS! (Which is the mantra, I believe). No, you don't need math but you no need an inkling of how orbits work. It does have a steep learning curve and orbital mechanics can be rough to wrap your head around. If in doubt, check out Scott Manley on RUclips. One of the best, if not THE best, KSP players and does very good tutorials.
EDIT: I'm streaming today (Sunday, 2:20pm PST) to chill out after editing all weekend! Come join! I'm playing some Satisfactory www.twitch.tv/krakenfall Hello! Thanks for watching as always. I am terrible and YT algorithm-ing, so I always appreciate that you showed up. :D
I have answers for you! He has discussed this. First off as other commenters said, the 'Moon' is the arctic map, with everything painstakingly built from smaller objects for that moon base feel. He also had to block out the whole sky box. This is absolutely insane and he did it. (The game has no native support for moons, rockets, etc.)
Second answer is regarding the rocket launch. As stated above the game can't do that, so it is editing magic. The rocket was built in Planet Zoo as you see it for most the video, however for the launch if I recall he built it partially in another game (Planet Coaster I think), then cut the two takes together to produce the illusion of movement and turbulence. (Foreground from one take, background from another.).
So yeah, Planet Zoo is a different kind of breaking the game for him. It is much more narrative driven than some of his other series/videos and focuses on doing things in a game that 100% was not built to do those things. Technically it isn't breaking anything, other than his own sanity, such that it might have existed at some point.
I feel like Josh lost all semblance of sanity when Anthony left, that's when his current content style started.
@@nikkiofthevalley Hah yeah, according to him the big turning point specifically was Mr Maze, Eastshade and Tank Mechanic Simulator, when he found his newer style's stride. I do miss the old duo sometimes though, the entire Iconoclast series is solid gold. I highly recommend it to anyone who hasn't seen it.
I honestly wish he'd make a LGIO2 channel where he could ignore the algorithm and just do silly and short ideas. Granted that is probably just me wanting more content and his Twitch channel is basically what a spinoff youtube channel would be.
Just wanted to say this is accurate! He talked about it on stream a few times.
It was such a ridiculous amount of work for like a few minutes of content. And I'm pretty sure he also made the mars (without skybox probably based on the way he framed the shot) for a couple second bit? Mad impressive honestly.
My dude doing Max0r levels of tryharding for videos.
Mad respect. That’s why I’m subbed to both of them
One day Josh is going to make a joke in one of his videos where he does something and then says "That's bingo!" as he shows a bingo card where he fill in his fifth slot with the thing he just did.
I would die 😂
We need this
We need that 😂
We definitely need that 😂
@LetsGameItOut
i like the fact that the cheetah's eye gets bigger every dozen kills
Not every dozen kills, just every time a unique kill occurs
That's a jaguar. Not a cheetah.
Oh boy. Kerbal Space Program. You don't need mathematics (for the most part) but for successful completing a flight (without casualties) it comes in handy. Then again there is always "Let's slap more stuff on it and either it will fly or explode." Both are acceptable.
I just grabbed KSP 2 in early access. KSP certainly has a lot of math and research and for the original, people made engineering/calculator mods that will compute the capabilities of your vehicles like thrust to weight and delta V. KSP 2 has those now built in. So you can set up in the trip planner “round trip Kirbin to Mun”, get the delta V requirements, and make a more educated construction.
It just launched EA so no proper campaign but they do have a training center that acts both as a gameplay tutorial and a light first step into the physics of rocket flight and orbital mechanics. It has a “children’s science museum exhibit” quality to the presentation that I honestly feel works, fits the presentation, and helps set the tone of these little green goofballs trying their best.
Nerd
@@michaelwulfbane You never needed math for KSP, i play KSP and don't even read the dealta V nor the fuel, i just eyeball everything and slap more rockets and i can get to any place with enough rockets
I mentioned this on a previous video, but planet zoo has an animal death toggle. So if you turn off animal death they will never die, but the game still tracks their status. So if they're starving or injured you can switch animal deaths on, which causes all the tracked injuries or starvation to affect the animals all at once.
Ohhh that makes sense!
May I suggest "Unnecessary maze/extremely long hallway" for the bingo? Happens quite a lot in his videos.
Yes! He does make mazes a lot.
Maybe 'Tower defense style hallway/passage'? He did mention in the subway sim vid that he had a tendency to make them like tower defenses.
He has clearly gone beyond playing the game here and started using this as a movie maker tool.
If I remember correctly, he talked about the "moon map" in an interview!
And if I remember his lines as well, he spent many hours disguising the normal planet zoo world by placing black panels everywhere.
The video is called "Let's Talk It Out with Let's Game It Out - "Call Me" Ep.3".
This is just insane...
You remember correctly. I listened to that podcast a bit ago. I believe he said this is actually the arctic map.
when he buries the giraffes on the "moon" you can see the bodies are partially covered in snow, so the moon most likely is just snow
So I decided a few weeks ago to make a bingo for a streamer friend of mine, using the same formula as your LGIO bingo idea, but tailored to his recurring stream tropes. He absolutely loves it! So I just wanted to say thanks and that this needs to become a mainstream phenomenon in content creation, Cap’n Kraken!
Watching you get the heebie jeebies at 8:00 in, when I've seen the LGIO vid already created more investment than most horror movie first acts.
I’m loving the bingo and the reactions, but I think adding the tiger’s face and widening the eyes was what got my attention the most 😂
It's a cheetah
Am I the only one that noticed at 26:30 he and his cat turned perfectly in sync.
As a game developer i can tell you you are mostly correct. Triiggers are sometimes used but unreliable. There are many factors to consider about the user skipping the trigger (speed/disconnect/bypassing trigger area through use of glitch or otherwise). The better option is to zone areas one way or another, like how water is done.
You'd be surprised how many devs just use a trigger wall for it.
However, most games that let you leave a space station would probably have an airlock. So, you would need an area that could be either full of oxygen or without oxygen at any given time. In that case, I think a trigger might be better, so when the door opens, oxygen can deplete. (Though I’m not a game developer so I wouldn’t know)
If you count the space ship as "flying object," then I finally got a Bingo this time! If not, I had three almost-Bingos. So frustrating.
Of course it counts!
@@mandowarrior123 I guess I was thinking of "flying object" in chaotic LGIO terms, like a glitch flinging something halfway across the map. But thanks for the validation!
Does the creepy bear parade count as psychological warfare?
13:34 and BINGO! (Ragdoll Physics, "He's Fine", Captive Audience, Psychological Warfare, Crimes Against Animals)
Absolutely love your videos Kraken, absolutely elevating the 'react' genre!
This was a great vid! I actually got a bingo for this one finally!! BTW, the cheetah head in the corner for the deaths is FANTASTIC! 🤣
The game "Stationeers" does a quite good atmosphere simulation, tracking mixtures of gases in a voxel type system. It can track actual temperature, pressure and pressure differences (with moving air moving loose objects). The edges of the vortex can be filled in using walls and other airtight objects. This allows the player to be quite free in how they build their bases.
Stationeers is on my wishlist 💯
Regarding air in space games: Most games are going to do it as you described, with a trigger or a region cell. But, games can *simulate* dynamic pressure systems as a coarse-grained fluid system. It's a weird example, but this is how the Creeper World series does the creeper flow model. Each cell in the map has a "temperature" indicating the "depth" of the Creeper, and using a simplified temperature flow model, it spreads the creeper to neighboring cells, or clears it as the "temperature" changes. (This is how the creator of the game described it.) A very similar technique using sparse octrees or some other spatial data structure can model pressure. So, if there's an opening to a sharp pressure change, the flow of air can be propagated out into the octree very quickly.
I don't think any kind of a particle system makes much sense, though, as those are used for fountain effects (like sparks on a hot wire, for example)
The cat looks like the first cat I owned. She ran away though when I was in I think it was 2nd or 3rd grade, her name was Lucy and wherever she is I hope she’s doing well. Even though she is not with me I am thankful for her for showing a young little kid on how to care and raise animals while also learning how to respect them. I now have three cats, Silas the oldest one who is a grey and white protective mommas boy and loves to help me watch over the others making sure they behave , Lulu the middle one who is a fluffy soft black tiger cat spoiled little girl, and Jade the youngest who is a beautiful calico that must always follow me everywhere and cannot sleep unless she is next to me or touching me with her little paw. 😊❤
*Kraken talks about how most animals don't make it through launch*
Me: *proceeds to think about that one Space Dandy episode of Lyka landing in an unknown world*
Props to the editor for the heads up. Great info, but I come to the LGIO videos for the looks of horror lol
21:20 Very simple to do actually, just decide what point equates to the center of the planet in your game, set what is the outer limit of the "atmosphere", then use the distance from the planet center to declare "can have air", if there's no objects or liquids in the way then it should trigger "can breath", as for amount of air left just use a timeout that gets added to / removed from depending on events in the enclosed spaces
When a cat pulls out his claws you can tell he is in heaven.
11:25 The only thing he told there is that you can't go into negatives. It "can" only go up from there, but will it is another question entirely. XD
21:10 Most games handle this in the most simplistic and stupid way possible. Is area enclosed? Do you have oxygen generator? Boom, you have an atmosphere! So, what if you left the door unlocked? In one of the space survival games I played the door actually controlled gravity on your ship instead of presence of breathable atmosphere.
27:45 Oh, there isn't as far as I know. He made it with giant walls (hence black sky) and Planet Zoo: Arctic Pack DLC for... snow. Yep, that entire map is just covered in snow. You can even see actual ground color underneath when he covering pile of giraffes, as for example. These walls also the reason why he never pointed the camera too high up since very likely he left the top part open.
They still have those at the arcade in Swanage in Dorset, in the United Kingdom of Great Britain and Northern Ireland, which is where our family used to go each summer…
Damn you’re the only RUclipsr that RUclips recommend just 2 or 5 minutes after you post an video.
Oh boy, this is where LGIO Planet Zoo lore started to kicking up.....
From watching his old stuff "Makes friends with the monsters" should be a possible square on the bingo card
Regarding the air stuff, it is even worse than with water since air is not just there or not there (like water), it has pressure/density levels, and at a certain range of pressures humans and animals can survive, so making "realistic" models for air in games is even harder.
Technically with water you also have pressure levels - we deeper down you go, the higher the pressure; and it ramps up real quick; but in gamedev it is often ignored.
Yeah, I left that out and just said "particle physics" instead. You do have fluid pressure in Satisfactory with head lift, but even that is "watered" down lol
I've been waiting for this one since you started watching the planet zoo videos
This is my favorite LGiO Planet Zoo video. I’m so glad you reacted to this.
I loved this video when I watched it on LGIO. I'm excited for your reaction, hopefully you get a bingo!
I glitched through my subnautica base once and ended up walking in the bottom of the ocean. Fortunately I could reach the door to interact with it
Stationeers has probably some of the closeist to real life atmosphere similulaton
20:00
Oxygen not Included
You should play it, it's fun and answers some of your questions from 20:55
11:24 The number of days since the last animal death is 0. That's bad.
It can only increase from that number. That's good.
Will it though? Probably not. That's bad.
Definitely not. We know what channel we're watching.
"this number can only go up" was him talking to the protesters, he was saying it would go up if he didn't kill any animals.
I think in one of josh livestream, he mention that this moon map is made by him, which take him really really long time to make it look really like in a moon
I'm may be wrong tho, because i can't really remember when was i heard it
One of the things that I really have liked about watching your reaction videos specifically is that you pause a lot to add some interesting commentary. The normal react video on youtube is just either laughing along or someone saying "Oh that's cool" where as with you it's like having on screen directors commentary turned on with a movie. It's a lot more than just watching someone else's video on camera and then re-uploading it. It's something I certainly respect about you.
11:17 He's reassuring the protestors that things will get better because the "days since animal death" counter is at zero, and can therefore only rise.
The question about how oxygen works in space games is pretty interesting. And I think I have an answer or atleast one way it could be done. When you mentioned fluid simulations that reminded me of this time when I was messing with fluid simulations in blender 2.79 and basically how simulations worked in that. Is you made a boundary like a box and you gave it the property of certain physics to be governed within that boundary. And any object you put in that boundary you attach another property based on the rules governed by the boundary. Weither its to emit liquid or play certain animations and so on. So in theory in a space game you just have a smaller box for an oxygen environment and have a counter for oxygen for a character. And then when the character leaves the box for the planet you have a bigger box for an environment that lacks oxygen. And so the oxygen meter starts depleting and the character dies or starts losing health til they move back to the box thats an oxygen environment and the meter refills. Its probably not the best way of explaining it but certainly a valid way to determine a oxygen environment vs a non oxygen environment for a space game.
11:26 He's doing that thing where he pretends to be nice to the characters, so he's reassuring the protesters that the number of days can only go up since it's at zero.
This whole series has been a ton of fun to watch, even if I'm a little late to the party. I love your thoughts on what might be going on in the back-end, and I find it fascinating how often you're spot-on and how often you're on another planet entirely ;) Then again, I've only worked with 5 or 6 real game engines in my career, and 2 of them proprietary.
Re: being a game dev, while it's been a hell of a ride (been one 2001-2019), you don't HAVE to go the big studio route! Big studio means big games, big budgets, big names, definitely still way too much crunch, but also very little say in most circumstances until you hit Director-level (Art Director, Creative Director, etc). You also get the chance to specialize a great deal in a department if that's what you love, but get exposure to pretty much every different facet of development from initial designing and concepts to post-launch piling into PVP to make sure players have lots of people to play against, heh. Depending on who and where, conditions can be abysmal to just wonderful. I've been with my current company for 13 years, my current studio since it was built in 2011, and I've turned down some really interesting but ultimately not right for me offers. We have a teasing fun rivalry with Bioware Edmonton as there's a lot of movement of people between our studios, and it's seriously nice, too. If you can handle it being -30°C for entire months straight. Ugh.
But as amazing as the camaraderie and people are -- and they ARE amazing! -- the barriers to entry for indie and singular devs is at a huge low, with tools "professionals" use available for free or cheap as free. Unity, Twine, even lots of task/bug management software have free versions that are totally respectable. There are enough tools out there that mean you can focus on what you really know and enjoy (ie programming), while still making something with say, art and music you can be proud of.
Folks in chat mention game jams, and that is an awesome way to experience this kind of thing! They're so much fun, you make awesome things, you meet great people, and they're collaborative rather than combative. Scarce resources like sound and animation get shared around, and at this point we're all totally old and expect to get 8 hours of sleep a night despite it being a 48 or 72-hour Jam. People still had them during the worst of Covid, just online, but it's great to be back interacting with people in person again.
There's this excitement, this passion, this joy that permeates the office (when we aren't crunching or dealing with E3, oof), but you get that same thing in really small dev teams, too. It's not just loving games, it's loving everything about them, everything about making them, everything we've failed at and the things we've succeeded at too. It's a pretty small world, but you'd be very welcome even just to drop by. :)
Also, despite this being an essay (I'm excited, okay?), a lot of earlier air/noair was indeed controlled by script triggers (mostly just by entering volumes, useful if you were also having to S-curve the player so you could unload everything prior and free up enough resources to load in the next portion of the game, lol) , and you could indeed do some wacky things to avoid tripping them. Dead Space speedrunners rely on it to have infinite oxygen, for example, and that game is only what, 10 years old?
There are lots of fans of Josh here, and I'm so happy that RUclips managed to pull you up on my radar. The algorithm works!! Sometimes. I still have lots of content to catch up on, but as long as you're doing what you love and are still able to bring home the cat food, then whatever you're doing is exactly right. There's never a "good enough", and the content I've seen so far from you has been top-notch. If I'm willing to wait a month between LGIO videos because I enjoy them so much, I'm willing to wait whatever spans of time are needed for more Hobbes and nerding out hard about godrays or volumetric shaders or how we switched from an "in shadow/not in shadow" system to a percentage-based one that's worked so much better for a stealth game. Or why I wound up on another team completely because, and I quote, "Paleolithic era DOES NOT HAVE ANY DOORS". Doors break me every single time. Even in AC:Unity we weren't supposed to have any, but then they wanted the lockpick minigame for chests and then lockpick minigame doors and then "hey can we get one of those but like, without the minigame part?" "No because then it is just A DOOR".
We have tools like Speedtree and Speedcollide (which is a terrible thing to let level designers touch btw, every single leaf on the tree will have its own collision, the mountains in the background will have collision, the underground city that should not exist but they didn't want to delete all of it all has collision, and now even the dev kits are melting down and people can't even load up the level in the editor to fix it because it's so broken), but you'd be a thousandaire at least if you created a Speed-Door. That worked. Except they wouldn't because doors in video games are the WORST.
Where was I? Oh. Yes. You're awesome. I really like hearing your thoughts on things that we tend to assume nobody else cares about or thinks about, because we TOTALLY do. The IGDA has archives and archives of this stuff, as do the GDC archives, everything from talks on organic fire spread algorithms in Far Cry to 24-hour Dev Cycle reality vs theory. It's all fascinating as far as I'm concerned, although obviously ymmv.
Thank you for making videos, sharing your thoughts, and adding to the world!
The game that I have seen with the best atmosphere system is Oxygen Not Included. It is also the most insane system ever with it.
It means you can only go up from zero. A very low bar.
Josh makes a maze definetly should be a bingo card
SPACE!!! the only place not corrupted by Cappitalism 😂😂😂
If you run your mouse over the seek bar at the right rate, you can treat the bottom left corner as a flip book :)
I play planet zoo and there is water physics and low ground will generate water pooling during rainy weather so pointing water into the habitat will cause it to flood XD
There is no way that number to go down - since if today an animal dies the number of days since the last animal death will be zero. It can only go up meaning it cannot go down, not that it will certainly go up.
"let me give you the grand tour" :D said once more
Imma be frank, that was the perfect occasion for that Portal 2 reference!
crimes against humanity. he is traumatizing daycare children with a dead body of a giraffe.
if you count going to a different map as going out of bounds, and those bears as npc abominations I got 2 bingo's
SUPER NICE, just finished watching your reaction playlist!
Re: atmosphere simulation, I'm pretty sure that a highly-detailed simulation of atmosphere in space is what the game Space Station 13 is built around.
For the "Days since Animal death" he means it literally CAN'T go down.
finally cant wait for this reaction, wow! 😇
and no there is no moon map its a snow map with all trees removed and black walls to block the sky. that is overkill by josh the hundreads of bears are tame to this.
15:41 giraffe dying in the background
Game devs do it many ways, but the 'correct' way is cells that 'pass' oxygen to one another to create a simple, relatively efficient but effective system that allows flow. You can then specify rates for how 'leaky' a side is. You can also use the iteration for heat or fire or anything else that spreads, or even water into a submarine etc.
Yeah, so tiles or cubes if 3d is the simplest. Size based on how taxing + detailed you want it.
One for the game devs who haven't thought of it yet. How best to iterate the 3d array objects? How to 'sleep' cells? What should the cycle/poll rate be? Do you have a linear transition of pressure or an accurate curve?
Haven't watched yet, but this is the video I've been waiting for you to watch. Now that I've said that, let the video begin.
Around 11:20 (ruclips.net/video/QZSiU37yLJU/видео.html) about the counter: you can't go negative, and so the counter can only either stay at 0 or go up if by any chance he's not killing any animal, which Josh simplifies to "can only go up".
when he says it can only go up, he means that it can't get any less
Let's Game it Out, Planet Zoo = Animal cruelty. May as well fill it in as soon as the video starts xP
We need cat break in your Bingo!
we need to specially respect indie devs because if you think about it they do that alone without beeing influenced by anyone so they make a good game and make money or they go to work and then spend their free time on a game (extra respect for people that actually do that)
It's funny you mentioned atmosphere as a fluid system.
Not sure if you've played it, or if it's on your radar, but I feel like you'd really enjoy Oxygen Not Included. The "atmosphere" in that game actually flows, gases sink or rise, and even tries to flow into low pressure areas. Can even be pressurized, or cooled into a liquid/solid.
Bingo idea: “Hungy for Bekky”
Looked like he gave the giraffe plenty of water to me. You have to stay hydrated.
Kraken i don't know if anyone already told you but there's no moon map, josh during a livestream on twitch said that he actually made everything up with in game stuff and that it was an extremely long process
this was the episode that made me think that josh got super bored with planet zoo. also i'm pretty sure its just the snow map set to night time and not the moon. although a moon zoo would be cool and very chaotic.
Doesn't Josh have a degree in cinema something? Could explain the random direction this one took?
Well he made some Planet Coaster videos which is basically the same.
And just last week he released another Planet Zoo video.
11:28. If it's 0, then it can't go down, so the only thing that's possible is staying the same or going up.
I am a application...slash database programmer for my job, but when i come home i play games like autonauts, satisfactory, factorio....
But yeah, i totally get the mentally draining job means you just can't get excited about something else mentally draining at night thing.
this is not about a space game but still could be used for games, so i know a game that lets you build your own stuff and if you make a closed room water cant get in unless there is a door open and you can pump it out
you should just make the same thing if you want a space game but with the water beeing invisible, you not beeing able to swim in it, for the pumping you could make something with oxygen systems
its really interesting and i can imagine it beeing a complicated thing making it hard for devs to actually do that
The bears remind me of weeping angels and it’s scary af
You need to play KSP. Watch some Scott Manley videos on his "reusable space program". You don't need a lot of math. And there's tables for how much delta V you need so just make the rocket to have that amount and you can go land on the moon, to to a moon of Jupiter, etc.
KSP is pretty dope and you don’t have to do alot of math. Especially if you don’t want to. Theirs lots of mods you can use that make the math part a lot easier and you can focus more on building and exploring and the like
oh yeah speaking of kerbal space program they made a second game called KSP2, it's really buggy right now as it's in early access
lets game it out has a new sons of the forest video that has a lot of the bingo items
planet zoo has become less about breaking the game, and more about putting on elaborate stage plays within the game.
25:15 Can't wait 'til Josh gets his hand on that cat. . . . 😀
I believe he used the snow biome.
You discussion on air in games makes me wonder how Meeple Station and Oxygen Not Included handle it (both are games Josh has played as a bonus to check out at aome point, whether for here or just for fun). Meeple Station almost seems like it would be done with triggers on the doors and a little math to determine how much air is in a room, but Oxygen Not Included seems like it would be different from the video I watched here and the several GrayStillPlays did back in the day.
Really fun to watch you react :3
22:00 Right,..
Well, like in Emperyion (steam game), you can switch on "oxygen visibility" by hitting X, and toggling it on the smaller key window X brings up, so that you can check for leaks inside your ship build.
The oxygen isnt really being gen'd like RL, like you mentioned, but in this game - is just a invisible block.
(sharp edged diamond in this case, that you cant see)
When your npc is connected to an "air block" (invisible), your air bar wont go down.
Same thing I would guess for water, etc..
I would, if you get a chance, add Emperion to your watch list and grab it on sale, full price, or whatever.
It's worth its weight, for sure. Imo, Empyrion is a baby-mode version of Space Engineers, which is alot rougher to handle the UI, etc.
But at least you can grab a game that lets you test out air in space etc..
(And when you graduate from Emperyion (i.e. bored of it), grab up Space Engineers and strap your butt to yoru chair, because
your going to need a WIKI, alot of patience, and time to get thru that learning curve. Def. worth it's wieght in gold also..
Great talk though. Loved the intel chatter. Good stuff!
Thank You for the awesome kitty! Oops I meant video..
where was my mind just then? (must pet soft kitty!!) lol
Edited: Oh.. I just recalled another great game but works differently you may want to test out.
"The Planet Crafter"
Its a game you start out like, on Mars or something like it, and you have to SLOOOWLY work away
at building machines to create atmosphere and water and all that mess.
I am finally past bug stage but I still don't have normal breathable air yet, so I just jet pack around
from hub to hub collecting ores from all my various auto drills. Great game though..
IMO, I would have payed double the full price for Planet Crafter, it has a special unique rarity to it.
Your cat is super chill. Mine would remove an arm if I tried doing that sort of thing.
No bingos for me as well 😂 also thanks for the bit about game designs. 😍
I think he says it can only go up because it's zero, like it literally can only go up. Although it probably won't.
Software Engineering in terms of design is relatively straightforward and has everything in common with all other engineering contexts because design is the apprehending and specifying of essences. Implementation is actualizing a specification. The implementation is the only place where fields of engineering differ, and where computer software engineering specifically has some unique challenges since we're actualizing metaphysical beings using mathematical beings is really just that: manipulating numbers to represent states such as air.
The choice of implementation, universally speaking, is determined first and foremost by what is possible. Since you have a design, assuming the design is actually perfect (something quite easy to achieve in practice with the right principles), the implementation is the only thing you need to worry about meaning you need to know what's possible with an executor, or computer hardware in this case, in relation to the mathematical operations that you're constrained to.
That being said, how do you quantify the essence of "air"? Well we have to specify what air is first, and before that, we have to define it which is what is apprehending in essence. Assuming air belongs to a state of an environment, and it pertains to beings that are in such an environment, and that air constitutes a breathable atmosphere for beings in an environment, there's really only so much state required here which you've already mentioned: you either can breathe, or cannot; and there either is air, or there is not. If we're talking about a 3D environment, then we are limited to geometric shapes according to our available means of both hardware and mathematics, so you could define a region of air as some polygons explicitly; you could create rational surfaces with perfectly smooth curvature and infinite precision; you could use voxel trees; etc. There's infinitely many ways to define a region of space. Picking one requires considering the specific genus to which your specific purpose belongs to and building according to that genus rather than your particular species of purpose. (Genus and species are defined by Aristotle. You'll need to look those up.)
The more general (which comes from genera: plural of genus; and specific and special, pertaining to species) something is, the more it can cover. Likewise, the more specific something is, the less it can cover. Figuring out where in the hierarchy you are determines the necessity along with the kind of genus. Optimality is the state of being in perfect necessity of representing an essence. For example, a procedure represents a specific behavior using many other behaviors. If the number of those behaviors in the procedure is no lesser nor greater than what is necessary to define the very behavior which the procedure specifies, then the procedure is optimal. If a procedure is optimal, then that procedure is also identical to the essence of the behavior that it specifies by way of representation. That is to say, it is a procedural definition of the metaphysical essence. Now for this reason, I consider software to be anything which is strictly metaphysical, and programs to be anything which has both metaphysical and mathematical parts. This is an important distinction to make because software is a genus of program, and software can run on any executor provided it has the necessary capacity (which is called being in active potentiality) to perform the behaviors. Thus, "actuate lever" as a behavior constitutes a software which a human executor can perform, but also a computer can perform after the action is implemented mathematically, and then at that point, whether or not an actual lever is actuated depends of course on implementation details such as whether you're using a real motor and actuator device, or a simulation thereof.
If you're getting into game dev, maybe wait a bit. I have a project I'm working on to fix all the problems we have in IT, specifically on the computer programming side of things for the majority of it (to no one's surprise). You know as well as I do that every tool we have is in some way subpar, and all these little problems that we face each day that aren't a matter of our own designs and implementations, but of the languages and compilers and other tools we use, make us unproductive, so we need one universal set of tools that just works perfectly without slowing us down: a metacompiler, programming language, and execution environment. I intend to fix that. Permanently. I have a metacompiler (and language) prototype deadline for May 2023, but it'll probably be earlier than that, so I'll be sure to let you know when a demo is available ;)
yeah the moon dosen't seem like a DLC map at least so unless it an extra in game stage
I went to a zoo once, but there was only 1 dog. It was a Shih Tzu.
You could have a simulated gas dynamics system, but that's probably not very efficient. Simulating how gas would mix based on density/pressure, etc and have a threshold for oxygen/pressure being too low.
Also I never get the bingo either.
I will say that Kerbal Space Program CAN be as math heavy as you want it to be. I see people cramming in all kinds of numbers, calculating DeltaV and Thrust to Weight ratios and blah blah blah.
Or just have fun and launch rockets until something sticks. Use what works and try again. If it doesn't work, add MOAR BOOSTERS! (Which is the mantra, I believe).
No, you don't need math but you no need an inkling of how orbits work. It does have a steep learning curve and orbital mechanics can be rough to wrap your head around.
If in doubt, check out Scott Manley on RUclips. One of the best, if not THE best, KSP players and does very good tutorials.
really going all in on the cheetah prop aren't you? What with it's googly eyes getting bigger and bigger as the video goes on
EDIT: I'm streaming today (Sunday, 2:20pm PST) to chill out after editing all weekend! Come join! I'm playing some Satisfactory www.twitch.tv/krakenfall
Hello! Thanks for watching as always. I am terrible and YT algorithm-ing, so I always appreciate that you showed up. :D
This might be overkill but I have seen him commit war crimes
It can only go up because you cant have negative days and its at 0 days
Yeah, I think I just got all twisted up while saying that sentence lol
Howabout a 'kraken talks on a long tangent' bingo panel.