

The fact that that’s true as well…
Hello my lovelies 🏳️🌈🏳️⚧️
I’m your favourite poisoned princess with a heart black as night and rife with sorrow. 🖤
Im non-binary, an my pronouns are they/them/whatever/you/want, I am passionate on anti-consumerism and feminism, and believe in pacifism and mutualism. 🏳️
My hobbies and interests include (but are not limited to) motorcycles, mycology, writing, reading, craftsmanship, and computing. 🥰
I’m based in the south west of England. 🩵


The fact that that’s true as well…


That makes sense, floating-point precision falls apart with large numbers but is pretty good with small numbers.
Perhaps there’s a mod that can swap out the position system to use doubles instead of floats? But I’m pretty sure that’s a Unity thing with its Transform positioning system so that’d be quite a challenge to change.


If that works with the real solar system mod that is honestly the finest testament KSP can get for its mathematical accuracy.
Of course, NASA ain’t modelling actual missions in KSP.
I imagine KSP is simple Newtonian physics which is accurate at macro-scales, whereas obviously NASA is going to use Einstein’s equivalent. Far more computationally intense but really important once you scale up the small errors in Newton’s equations.