Progamming nerd here - I think I can explain the weird orbit jittering. Essentially how 3D space in Unity works is through the so-called 'Transform' component, which stores an object's properties in 3D Euclidean space: - The object's position in 3D space as described by thee single-precision floating point numbers ('float' or 'Single' as they're called in programming) , a number for each axis. - The object's rotation in 3D space as described by a Quaternion. (Having three floats store the object's rotation along each axis isn't really viable as there are multiple ways to go from one rotation to the next. Quaternions, which are four-dimensional, store not just the rotation, but also how you got to that rotation) - The object's scale on each spatial axis as described by a multiplier for each axis. The problem is with the Transform's position: every object in Unity is handled with a 'float', which can store up to seven significant digits. Consequently, when you move objects far form the world's origin point, the amount of significant digits that can be used decreases. For example, at the origin point, the vertices of a model can be placed with a greater precision than at, say, 22613 units, as this leaves only two digits for specification. Thus when you place, say, a cube very far from the world's origin, the lack of significant digits left for specification means that vertices are forced to snap to, say, the nearest whole number. This results in the vertices of objects and object motion becoming very, very jittery, something known as 'spatial jitter'. KSP combats this jittering by anchoring the world to the camera, therefore making spatial insignificant. The target vessel is always at the world's origin point. When you sent your Kerbonaut into deep, deep space, you caused such a distance between the Kerbal and the solar system, that spatial jitter began to re-appear. Consequently the orbits, which usually have great amounts of significant digits available for precise placement of points, now have to snap to whole numbers, resulting in jittery, blocky orbits. Eventually it got so severe that the planets themselves were forced to snap to a specific integer despite KSP's rather bulky 'on-rails' programming. De-orbiting a planet in KSP is a major, major feat, as the code keeping the planets in place is very, very aggressive. You forced the system into such a rounding-frenzy that even at such great distances away from each other, the planets' Transform components could no longer keep their distances from each other specific and had to be rounded, to the same place. Orbits deteriorating is the first step, the planets shaking is the first signs of KSP's programming giving up, and the final union of the solar system shows that you have bested the game's most aggressive pieces of programming. You've managed to dominate KSP in yet another way.
nur für KSP Accelerate a bit and you'll accelerate forever without any fuel source. Well, as long as you are in the atmosphere. Hit 1000 in less then 3 sec lol
You're like Scott Manley combined with Danny2462. I thought the two were mutually exclusive until I found this channel. Everyone subscribed to either should subscribe to this channel. You deserve every single subscription you have received or ever will receive.
+Kushothe Actially, it is! Yotta functions in exactly the same way as 'kilo', 'mega' or 'giga' when talking about units. Yotta is the largest prefix in the metric system and is in units of 10^24! The metric system doesn't have anything higher than that so I'm not sure what comes next, though.
Hazard-ish I was just giggling at the fact that the developers decided that just in case someone decided to transcend the entire goddamn solar system they should include Ym as a measurement.
Yes, floating point numbers are stored in scientific notation, with a limited number of binary digits, so the more digits are being used to represent the whole numbers, the less there are to represent decimals, so the precision drops.
I read this in his voice, I have no idea why every time I see a comment by somebody whose voice I know, I read it in the voice of that person... Whenever a TH-camr does a voice reveal, I am irreversibly impacted, doomed to not read the comments in a normal voice EVER AGAIN Actually ShadowZone has a nice voice but still
1:00 Gravity 2: Two space stations simultaneously deorbit due to a programming error. People are in station A, escape pods are in station B. Hilarity ensues.
I like the fact that KSP is able to go into numbers higher than terameters, because after that point, floating point errors occur, which I learned from Scott Manley.
if you ever show the clip of you docking the spaceplane to the station in a montage, don't mention you turned off all the drag- it'll be our little secret
wow. you summoned the original deep space kraken, but it unleashed it's rage on the planets instead. For those who don't know, the deep space kraken was a bug where vehicles would start shaking or exploding when moving ridiculously fast or ridiculously far from Kerbin. This was because all position were calculated relative to either Kerbin or Kerbol, I forget which. Basically, when the number got too large, errors in postion of individual parts would start to appear, causing shaking and unplanned disassembly. They fixed this by having the active vessel always be the reference point for calculations, but now errors can occur on objects and apparently planets really far away from the ship.
And this, kids, is how you circumnavigate the Universe in KSP. And also how you use Krakensbane as an offensive weapon in order to destroy the Kerbolar System.
Back in the day on April Fools, a radio show did a broadcast about a satellite whizzing around the planet at 12 feet above the ground. This reminds me of that.
Full drag would probably cause the parachutes to slow the craft to less than 0 m/s, which would cause an integer underflow, reverting the speed back up to the highest number value possible, which in a 64-bit program is roughly 15 quintillion. So, you'd get a spaceship that would go so fast the physics would let it phase through the planet and go out the other side at 382,671,635,690.7284 c.
The Ferros Dominion Not really. First, game uses floats, and not integers. Second, underflow happens on subtraction, but multiplication is more likely used there.
The Ferros Dominion oh wow, I think I've seen that before... I was playing simple rockets (mobile KSP, I guess) and parachutes had a tendency to detach from their ships with their containers and skip along he grounds until they oscillated so quickly that the containers flew off and the chute accelerated into the sky at, I would say, maybe around 1000000m/s^2?
Wow! This is such a great video! I can picture the amount of thought you put into this. I could only dream of such good editing skills. Good Luck with toy channel. Subscribed!
+lodziklocPL there's no official prefix bigger than -yotta (10^24) and the in-game meter zeroes out at 6000Ym or so. Bigger unofficial prefixes are -bronto (10^27) and -geop (10^30) but they haven't been added to the SI system of units yet
I may be 3 years late here, but I calculated that Bill was going over 12100ly every second, crossing the entire Milky Way in just 8 seconds. Talk about FTL...
Watching the orbits and planets destabilize (seriously, the Kerbin system's orbit lines looked like something out of superstring theory, there) was a thing of beauty and horror. :E
*Danny2462:* You may have won this round, but I'll be back!!!!! **Danny rides off into the sunset, in a chariot of Kerbal bones and rocket parts, eating spaghetti-fied Kerbals.**
A genius is born. Don't give up on your channel, I guarantee 65% of the people who see your videos will be hooked. MORE, VIDEOS! MUST, HAVE MOOOORRRREEEE!!!
If you want to replicate this, while in game, press alt+f12 and go to the part of the menu that says "Physics". Do whatever the heck you want from there.
Progamming nerd here - I think I can explain the weird orbit jittering.
Essentially how 3D space in Unity works is through the so-called 'Transform' component, which stores an object's properties in 3D Euclidean space:
- The object's position in 3D space as described by thee single-precision floating point numbers ('float' or 'Single' as they're called in programming) , a number for each axis.
- The object's rotation in 3D space as described by a Quaternion. (Having three floats store the object's rotation along each axis isn't really viable as there are multiple ways to go from one rotation to the next. Quaternions, which are four-dimensional, store not just the rotation, but also how you got to that rotation)
- The object's scale on each spatial axis as described by a multiplier for each axis.
The problem is with the Transform's position: every object in Unity is handled with a 'float', which can store up to seven significant digits. Consequently, when you move objects far form the world's origin point, the amount of significant digits that can be used decreases.
For example, at the origin point, the vertices of a model can be placed with a greater precision than at, say, 22613 units, as this leaves only two digits for specification.
Thus when you place, say, a cube very far from the world's origin, the lack of significant digits left for specification means that vertices are forced to snap to, say, the nearest whole number. This results in the vertices of objects and object motion becoming very, very jittery, something known as 'spatial jitter'.
KSP combats this jittering by anchoring the world to the camera, therefore making spatial insignificant. The target vessel is always at the world's origin point.
When you sent your Kerbonaut into deep, deep space, you caused such a distance between the Kerbal and the solar system, that spatial jitter began to re-appear. Consequently the orbits, which usually have great amounts of significant digits available for precise placement of points, now have to snap to whole numbers, resulting in jittery, blocky orbits.
Eventually it got so severe that the planets themselves were forced to snap to a specific integer despite KSP's rather bulky 'on-rails' programming. De-orbiting a planet in KSP is a major, major feat, as the code keeping the planets in place is very, very aggressive. You forced the system into such a rounding-frenzy that even at such great distances away from each other, the planets' Transform components could no longer keep their distances from each other specific and had to be rounded, to the same place.
Orbits deteriorating is the first step, the planets shaking is the first signs of KSP's programming giving up, and the final union of the solar system shows that you have bested the game's most aggressive pieces of programming.
You've managed to dominate KSP in yet another way.
Sir. Where is your pass to mine-con?
Uuuh... what?
Darn Floating Point Numbers, always getting in the way.
God dammit that is clever, caps off
Ayyy u computer nerd I’m an aviation nerd.
"It's just like being in space, except on fire!"
69 likes gg
@@trihnung8541 it only took 4 years
Aearnus yay
Alright, now do negative atmospheric drag.
+Kerman Guy YES
Muwahahahahahahhahahahhahahahahahaahhahahahahahhah!!!!!!!!
+Kerman Guy dafuq will that do I'm trying this shit
+Hariz Izzudin Any results? I want to know
nur für KSP Accelerate a bit and you'll accelerate forever without any fuel source. Well, as long as you are in the atmosphere. Hit 1000 in less then 3 sec lol
neat XD Does this mean you actually have to spend fuel to prevent burning up?
I'm never going to space with you...
TAPE Gaming r/indianfacebook?
I found you. love your vids.
TAPE Gaming yeah, he might just break the universe
i'll be honest tape, staying home wont do you much good at that point
Wow. Just wow. That is Danny2462 level of gamebreaking. Well done.
Haha, thanks! That's quite a compliment!
WWEdeadman Indeed. i was thinking the same thing :)
A0vol9Z **Slap** No, NO! Nothing can be beyond Danny!
RIGHT!!!
Only not, since Danny breaks the game purely through playing, while Hazard-ish here actually caused it on purpose.
Whoa - 3000 subscribers! Thanks, everyone!
You deserve it!
You're like Scott Manley combined with Danny2462. I thought the two were mutually exclusive until I found this channel. Everyone subscribed to either should subscribe to this channel. You deserve every single subscription you have received or ever will receive.
You have 3,666 subs currently
Hazard-ish You're a funny guy! Keep up the great work!
4k now. Congrats man
I actually got scared when you showed the orbits doing knots =(
Vc aqui pesteRenan
Fala ai
Oloco pesterenan, até aqui tu tá?
WTF, voce poraqui?
Holy shit, so that's how you get to the fifth dimension in Interstellar...
Oh my lord and lady
You went so fast that the game started experiencing quantum mechanics on a celestial scale
0:51 "Cooper, what are you doing?"
"DOCKING."
I fucking died at "yottameters."
its not like its a real unit
+Kushothe Actially, it is! Yotta functions in exactly the same way as 'kilo', 'mega' or 'giga' when talking about units. Yotta is the largest prefix in the metric system and is in units of 10^24! The metric system doesn't have anything higher than that so I'm not sure what comes next, though.
Hazard-ish I think you didn't get my comment. I said IT IS a real unit.
Oh sorry! I wasn't sure if you were being sarcastic and I was tired when I read and replied to your comment. Oops! :P
Hazard-ish I was just giggling at the fact that the developers decided that just in case someone decided to transcend the entire goddamn solar system they should include Ym as a measurement.
This is what happens when you push your floatin points too hard, they get sick of the work and decide to destroy the universe.
Floating point arithmetic is a bitch. Basically, you were so far from the planets that float point math rounded up their positions together.
Maxim Jankov ......
OK, does the rounding thing have to do something with floats being imprecise the bigger/smaller they are?
Yes, floating point numbers are stored in scientific notation, with a limited number of binary digits, so the more digits are being used to represent the whole numbers, the less there are to represent decimals, so the precision drops.
That makes me think, did 64x KSP update increase the floating point length?
That was genuinely awesome! 5:49 of my life well spent :)
ShadowZone hi shadowZone you too make good videos
I read this in his voice, I have no idea why every time I see a comment by somebody whose voice I know, I read it in the voice of that person... Whenever a TH-camr does a voice reveal, I am irreversibly impacted, doomed to not read the comments in a normal voice EVER AGAIN
Actually ShadowZone has a nice voice but still
That was the coolest docking I've ever seen.
You mean warmest.
Thentacle Warm dockings are my favorite (° ͜ʖ°)
Rykehuss ;)
So much drag, you made the floating points sink.
is that a programming joke?
@@muha0644 I think so
What?... Kerbin is evolving!
Oh, you did this Danny-like video better than Danny!
WE WANT IT MOAR
no he didnt
Well... Hazard here had to edit save files, while Danny breaks things through his mere presence!
1:00 Gravity 2: Two space stations simultaneously deorbit due to a programming error. People are in station A, escape pods are in station B. Hilarity ensues.
nexter and danny would love this
Dont you.. Did you lost your mind? Can you imagine what would happen if they did this?
The universe would collapse under their combined might
And it will be absolutely HILARIOUS :)
123890antonioj sure it will
I like the fact that KSP is able to go into numbers higher than terameters, because after that point, floating point errors occur, which I learned from Scott Manley.
And here I thought danny was the only one breaking the universe.. This guys almost better at it!
What if there is a God, and this just gave him ideas?
Then we are screwed
Cameron McAllister no one is safe
i wonder what the square orbits would be like then.
+Grammar Not I Has Now I'm just imagining people in the ISS getting slammed into one of the walls every time it shifts direction...
+Grammar Not I Has Minecraft
It's official... You're more destructive than Danny... You definitely ARE Hazardish :D
Today I learned that the fabric of space time can not handle matter traveling at speed of light squared.
Holy fuck this episode opens new understandings! KSP CAN BE BROKEN IN WAYS IT HAS NEVER BEEN BROKEN BEFORE!
"I accidentally the universe. ...The whole universe."
is that an scp reference? i accidentally the universe?
Honestly, at the end, the Kraken was the hero. "Hazard-ish, I know I'm the ruler of all glitches, but even I have standards. *banhammer*"
LOL! you made my day with that one
This is the kind of glitchyness Danny dreams of. Well done.
How is it possible that you broke the game more than Danny2462
Truly Infamous some questions will never be answered
Truly Infamous Simple, unlike danny, who achieved his breaks through stock means, this guy basically changed the laws of physics themselves.
@@Mega-tl6bx So... Is he God?
@@lckrgl Within the scope of the game, Yes.
You have had the honor of meeting the kraken itself xD
A truly enlightening experience!
What happens if you define a negative drag value?
I tried that, but it seems that the game just takes the modules of the value. Negative and positive drag values behaved in exactly the same way :\
You went 105700083.402 Lightyears...
The Milky Way is 100000-180000 Lightyears large ...
Thats 1057-587.22 times the diameter of the Milky Way...
Introducing what happens with billions of times of drag, 330 times the speed of light and square, octagonal and wobbly orbits.
That one time Hazard-ish tried to become Danny and took it too far.
it happened to you too....
it's like a whole new dimension of kraken was unleashed with the 1.0 update
thank you based kerbal gods
I literally forgot i was watching you I thought I was watching Danny.
This channel gets the "never skipping ads on your videos" award
See Jeb? It's like space, only on fire!
Hits me everytime.
if you ever show the clip of you docking the spaceplane to the station in a montage, don't mention you turned off all the drag- it'll be our little secret
+Solid Banana Of course ;)
i didn't read this comment . Or did i? tun tun tuuuuuuuun
Hey, why are there spaceplanes docking to stations around my anus?
This video has got me... kraken up!
The concept of editing drag to 12345678, the music, and the commentary... it's priceless.
+1 Sub.
Great stuff Hazard-ish!
this video is like that part in interstellar where things got weird
Only weirder.
my man just made a kerbal travel literally over a hundred million light years using drag
One of the best KSP videos I've ever seen. I am proud to count myself as a subscriber.
That freaky solar system… that's what happens when you stretch a float too far.
"Dear God I think those are orbit lines," is probably the best sentence created by man
wow. you summoned the original deep space kraken, but it unleashed it's rage on the planets instead.
For those who don't know, the deep space kraken was a bug where vehicles would start shaking or exploding when moving ridiculously fast or ridiculously far from Kerbin. This was because all position were calculated relative to either Kerbin or Kerbol, I forget which. Basically, when the number got too large, errors in postion of individual parts would start to appear, causing shaking and unplanned disassembly. They fixed this by having the active vessel always be the reference point for calculations, but now errors can occur on objects and apparently planets really far away from the ship.
I've been having a rough night dealing with self-doubt and anxiety so your hilarious things like this help cheer me up.
4:22 "Proves Duna is flat'
When space-time of two similar timelines in that same universe overlap through space-time abuse
One of the funniest KSP videos I have seen! You definitely deserve more subs.
See Jeb it's like being in space. Just with fire. And terrifying. (Famous last words)
4:26 spacequake!
+Adam Kaveri idk
*waits for scott manley to comment.*
Glanderson Booper *2 years later*
Glanderson Booper *4 years later*
Glanderson Booper *8 years later*
2:44 FTL has just been invented.
Just a little unstable.
4:12 *Subspace Weapon Invented*
5:12 *Interdimensional Gateway Invented*
5:19 *Planetary Doomsday Device Invented*
3:31
you seem to be over an exameter away from the sun
meter, kilometer, megameter, gigameter, you know hard drive storage stuff
Terameter
And this, kids, is how you circumnavigate the Universe in KSP. And also how you use Krakensbane as an offensive weapon in order to destroy the Kerbolar System.
05:15 That looks like a black hole from interstellar :D
Back in the day on April Fools, a radio show did a broadcast about a satellite whizzing around the planet at 12 feet above the ground. This reminds me of that.
Some one divided by zero
Wonder what parachutes would do in full/zero drag?
zero drag : nothing ….. their no drag
full drag : like when he was falling from the building but times slower
Full drag would probably cause the parachutes to slow the craft to less than 0 m/s, which would cause an integer underflow, reverting the speed back up to the highest number value possible, which in a 64-bit program is roughly 15 quintillion. So, you'd get a spaceship that would go so fast the physics would let it phase through the planet and go out the other side at 382,671,635,690.7284 c.
The Ferros Dominion
Not really. First, game uses floats, and not integers. Second, underflow happens on subtraction, but multiplication is more likely used there.
The Ferros Dominion oh wow, I think I've seen that before... I was playing simple rockets (mobile KSP, I guess) and parachutes had a tendency to detach from their ships with their containers and skip along he grounds until they oscillated so quickly that the containers flew off and the chute accelerated into the sky at, I would say, maybe around 1000000m/s^2?
Now you can finally ram a space station into the VAB
from the other side of the world
Perfect timing for the music and EVA on 1:26
Wow! This is such a great video! I can picture the amount of thought you put into this. I could only dream of such good editing skills. Good Luck with toy channel. Subscribed!
Seeing the orbits distort like that was really fascinating!
Haha, I was just glad I was recording it all at the time! It didn't take long for the game to crash after it started deteriorating :P
0:39 i died laughing when i just saw that huge chunk of metal flying as fast as the jet
"Hello kraken, I thought I'd pay you a visit" *sun blows up*
-Hazard-ish
So how does an extremely dense atmosphere end up collapsing the solar system?
i'm really interested in why the meter started to change letters ranging from z to p. Wonder what kind of code they must've used for that to happen
+xZerplinxProduction it stants for petameters, zetameters, exameters and yottameters.
+Viizzai interesting that the devs actually put these units into the game. Like, it's not possible to reach them, even with infinite fuel
+Patyx I'm wondering what's after yottameters.
I'll just launch the game and find out, huh.
+lodziklocPL there's no official prefix bigger than -yotta (10^24) and the in-game meter zeroes out at 6000Ym or so. Bigger unofficial prefixes are -bronto (10^27) and -geop (10^30) but they haven't been added to the SI system of units yet
Patyx Thanks, that's good to know, you've just saved me several hours of waiting. xD
I laughed my ass of when he looked to the left and there was a random fucking space station
not even Danny has ever broken the game that badly. this is a great achievement of mankind.
I showed this to a physics teacher, he got a really bad headache trying to comprehend what he had just seen.
"It's just like space
Just on fire"
I too love orbiting Kerbin at 500 meters
imagine being a kerbal
you are excited for a new mission and then you accidentally cause the destruction of the universe
This episode has been brought to you by Danny, for all your Kraken summoning needs.
“So I de-orbited my space station!” 😂
Wow. You just smashed all of Danny's records.
I may be 3 years late here, but I calculated that Bill was going over 12100ly every second, crossing the entire Milky Way in just 8 seconds.
Talk about FTL...
4:42
Your Kerbin just evolved into an Eve.
GG
I love this video. I was laughing so hard, I teared up and couldn't breath. Can't wait to see more.
Danny would be proud
Funniest KSP video i have seen. I am crying so hard right now... who needs physics...
My favourite Hazard-ish video.
Watching the orbits and planets destabilize (seriously, the Kerbin system's orbit lines looked like something out of superstring theory, there) was a thing of beauty and horror. :E
You added so much energy to the universe you made a kugelblitz hahaha
my guess is that ksp uses floating points for the numbers, and your distance was so high, causing it to get larger errors everywhere else.
It definitely does use floats, otherwise your movement would be pretty "janky".
Floats get janky the bigger the number is.
Yes, but I meant all the time, not just in yottameter territory.
I think you managed to go so far that the entirety of the kerbol system fit into 1 coordinate space
This is danny level universe cracking. Well done.
the drag at the end is like swimming through liquefied pancakes
This channel is pure gold
Love this video! Great job!
*Danny2462:* You may have won this round, but I'll be back!!!!!
**Danny rides off into the sunset, in a chariot of Kerbal bones and rocket parts, eating spaghetti-fied Kerbals.**
A genius is born. Don't give up on your channel, I guarantee 65% of the people who see your videos will be hooked. MORE, VIDEOS! MUST, HAVE MOOOORRRREEEE!!!
Don't do well made youtube videos kids, they're bad for you, and addictive.
Congratulations! You broke time and space. Good job.
3:33 That speed will pass the Milky Way in 10 seconds
If you want to replicate this, while in game, press alt+f12 and go to the part of the menu that says "Physics". Do whatever the heck you want from there.
I died at jeb smilling while burning, LMAO
Danny needs to see this, i think he's found a worthy rival.
Yes, I have finally done it! I watched every one of your videos.
Great video. Shows you why you shouldn't try to break the speed of light. Weird things start to happen.
Bill left his galaxy and his galactic cluster