The Milky Way is 120 000 light years wide in diameter. He just traveled a few stars away from earth. Edit: didnt watch the vid till end. Damn you were right.
came here from my ps4 just to say that but you already did xD btw, thats the only thing i knew better than space buster. his calculations threw me off 😂😂😂😂😂
@Nyzer1 The Sun is at an average distance of about 93,000,000 miles (150 million kilometers) away from Earth. It is so far away that light from the Sun, traveling at the speed of light, 186,000 miles (300,000 kilometers) per second, takes about 8 minutes to reach us. Like all of the other planets in our Solar System, Earth does not travel around the Sun in a perfect circle, so time varies
Apparently there was a bug I used to get inferno, by closing doors... Get like 10 doors in a row, pressurise it and close the doors when it is pressurised, it will go to inferno I think
If you want to know the kind of technical answer: the SE world has a 0, 0 position coordinate in the "center". If you go away from that, your position coordinate value originates from that point. Like you could be at 2, 5 if you walk a few meters. If that number gets too big or too low the computer cant calculate these values accurate anymore. Like if you are at 75234095872309548, 4794572345729389345 for instance all calculations, that define where the player and all the so called vertices of the player model are, result in a huge floating point number (numbers with a . position like 1.5) which the computers processor cant handle so everything starts glitching out. So it is exactly what you say. The SE far lands. In minecraft happens the exact same thing because of that reason. That was probably not the best explanation as I didn't fully understand it either but here is a good showcase of that error: th-cam.com/video/eK7eNgiQfhk/w-d-xo.html
@@noravolution the problem really is the floating point numbers are composed of 2 things, 1. a number with a finite number of digits like XXXXXXXXXXXXXX 2. a number that represents where to punt the "point" in the previous number. So when the not decimal part of the first number is small, the point is put very at the left and there are a lot of digits to represent decimals, but if you increase the non decimal number a lot, by each power of 10 you get less and less decimals. There is a point where for example you may only have a single decimal left and so you no longer can represent anything smaller than 0.1 and after that you may no longer have decimals left, only integers, so the smallest value would be 1, and if you increase that, then there is going to be a point where the minimum sum you can make it 10. and so on
Light seconds is something easily found in our own solar system. Light years however are hard to come by (depending on where one sets the border to outside the system of course) They still programmed that in, which I find pretty neat.
Nah, footprints have been here for a long time. I don't have the wasteland DLC, so i'm not too sure, but the only thing that'd be new from it is the new tire tread texture.
Seems like the game is unable to calculate his position properly, might be a hard limit caused by the amout of digits available. Same happened in old Minecraft Versions, when you got to faar away from 0:0:0.
If I recall correctly, the sun in SE is a part of the skybox. The skybox is the exact same regardless of your location, and the sun moves in circles on it.
Student of Computer Science here; The glitching out so far out is because the game uses "floating point" numbers to store coordinates. These numbers work like scientific notation (e.g. 6.022×10³=6022) where you have a value and an exponent. When you go really far out this number must be able to store the enormous value of the coordinate, but that means some precision is lost. If you imagine that you only have 4 digits to describe a number, between 0 and 10 you can be pretty precise (like 4.654), but at higher values like 10,000, you run out of digits before you can even get to the units column, so all values between 63185 and 63195 round to 63190. Floating point numbers are just like that, and as a result, things gets jittery and start breaking. This is quite a common thing in true open world games, including Minecraft. As for the sun; it's printed onto the skybox, and slowly moves across it throughout the space engineers day (if that's enabled). For all intents and purposes it's infinitely far away, just like the stars. The daylight technically doesn't even come from the sun, it's just a universal (directional) light that changes direction in concert with the sun.
You know your science data concerning the physics of the game. I've never heard that input before and always wondered why. Thanks for that! Would you also happen to have an idea of a solution for this problem?
@@voltixD a solution would be to use even bigger numbers for increased position (however this is bad for game performance, best to stick with floats, or you severely diminish graphics capabilities), or to break the world up into relative "chunks" and transformation chunk positions to 0,0 for any kind of operations so you always have the highest precision possible. This way, for example, you could use 3 integers for the chunk position and 3 floats for the position from that chunks center. Everything is relatively, functionally the same as it is now. But there's a lot of extra coding overhead and probably some edge cases that must be solved. There's almost no point because that point in most games can't be reached during normal gameplay.
The reason the game was glitching out after travelling 100000 light years is an issue called floating point error. Basically a computer only has so much memory and can only reference number that take less than a certain size in memory (64 bits for a 64 bit computer). There are some ways to represent larger numbers but they take a lot of processing time and even more memory (useful if you want to actually calculate with large numbers, but jot so if you want to make a game that runs at a decent frame rate). To represent these large numbers (such as the position of a player within a centimetre at distances of 100,000+ light years, some sacrifices need to be made, and that is with accuracy. Each time it calculates a number (such as your position) it gets a slightly different result and it makes you glitch around, and the larger the number the more it glitches out. There are work around for this, such as recalculating everything so the player remains at zero, and every thing else moves (that way the player never sees the glitches as they are always at positions with low numbers). Bit this is much harder to do in multiplayer games (but it is still possible).
For the whole "reaching the sun" the sun is part of the skybox, it is just visible, not a place, if you go far enough you might go out of the skybox, but I believe that the SE skybox is relative to the player.
In a game where one can go as far as in Space Engineers the skybox (in this case most likely a hollow sphere only textured/"emitting light" from the inside) has to be moved relative to the player or at some point the perspective would look off. Also them coding in light years as a measurement means they didn't put in any reasonable hard limit. Might be interesting to find out if there is one, though. Edit: Grammar.
2:10 "And we wait." Ice chunks: Nope not staying for this, bye! 3:40 From spaceship to sandboat. 8:50 ... People still believe the mythical "asteroids can move" thing? I tried it out with a much more thruster-packed monstrosity once. I rammed a large ship (the "red ship" from one of the standard maps,) and it was sent floating off at high speed. I rammed a small asteroid with it, asteroid didn't care. Asteroids and planets are static features in this game. Just parts of the map you can grind down to dust, but never move. 9:30 And that one, too, always amuses me. The sun is a prop in this game. Just a representation of where light is coming from. Just like the "wallpaper" set in place of actual distant stars and nebulae, the sun is just there to make you feel like you're not trapped in an infinite space (or not infinite, if you choose to have boundaries on your map.)
@@AndrewmanGaming FOR SCIENCE. I mean, I've already fooled around with most of what I've seen you do in these videos. The fuel thing is the first thing I check with every update, just in case the devs sneak up a change to this and I end up marooned in some alien world because I was sure leaving my engine on would not affect my trip back to Earth...
Also, how I know for certain you can't reach the sun? I left my computer running for almost a day testing this. Going as fast as the game's engine allows, for about twenty hours, the sun was still the same small disk in the skybox. ... "Test results indicate Icarus' legend was a lie."
@@AndrewmanGaming Wasn't even close to a trillion kilometers away, but even then my character was glitching like crazy, so I decided to spawn a ship just for fun and... Well, it basically Space Squid'ed itself to pieces. I think somewhere past the billion kilometers mark the game's engine just starts breaking.
16:00 And this is what is known as "science has gone too far." The game engine does have limits. Very high limits, but past a certain distance (never tested out what the 'breaking point' is,) your astronaut and ship(s) will start freaking out and going Space Squid. Also, asteroids may not generate at all past a certain distance from the center of the "map." 16:50 "One million trillion bazillion kilometers!" - Dr. Evil, paraphrased. 17:20 Eight light minutes, give or take a few light seconds. 18:50 Yup, you're way far from the engine's limits, and the game just doesn't know what to do anymore. 20:00 I "moved" the Earth-like planet and all others together by deleting them and placing a copy of them elsewhere. And I mean "together" as in "connected them at the 'sides.'" For science.
The sun is actually the Monad from Gnosticism that makes up our reality, it is both infinite and beyond comprehension, hence why it is impossible for the player to ever reach it. The real reason why the game gets all glitchy at extreme distances, is because the player is getting closer to true enlightenment. Get far enough out, and they will be able to occupy all possible states in space-time simultaneously, becoming one with eternity.
The sky box has the sun textured with a point light towards the player and rotates around the player so no matter how far you go the sun will always be the same distance away
As someone with a small amount of experience in game engines, here are my 0.5 cents on these myths. 1. Uhh, I don't have much to say on this. Maybe there is but it might be so small as to be negligible on any time scale other than monthly or more. 2. No, of course, you can't move asteroids, much less planets. Do you have any idea how intensive moving that many voxels would be? There's a reason that crashing a ship of any significant size gets to be so laggy, even if you have block damage turned off. 3. No, you can't reach the sun. The "sun" that produces light is just a global light source that casts light rays along the same vector for the entire world. It's rotated to simulate a day/night cycle, but there's no one point that it emanates from. And the sun that you see, it's just an image on the skybox (a full 360 image that is centered on the player). So as you move towards the sun, the sun moves with you. 3.5 This doesn't have to do with a myth, just with the glitching you experienced at the end. The reason you had all that jittering is that you got so far away from the "center" of the Space Engineers world that the floating-point errors in your character's position became noticeable. So while the rounding errors would normally be so small that they're on the scale of millimeters or less, now they're close to fractions of a meter or more. (If you don't know what a floating-point is, don't worry about it unless you plan to get into any sort of game design)
The H2 confusion is due to the thruster having previously burned fuel while on and idle. Keen has since overhauled the H2 mechanics, and along the way they got rid of the H2 burn when idle. I used to play years ago, and had my H2 tanks run empty with it just sitting there with the thrusters on. Today, you can leave them on without issue if the vehicle is stationary.
Skyboxes I think they're done, it's basically just a background texture. Remember fiddling with them in Unreal engine. You can't ever reach it cause it's basically just a 2d photo always the same distance from the player. You'd have had the same chance walking into the horizon in Mario :) Love your videos btw 😊
The stars and everything you see as the "background" is essentially a cube that moves with the player keeping you in the center with its interior "painted" to look all starry and such.(if you look carefully, you can tell where the corners are) The sun works on a similar concept. A simple 2d image drawn at a position relative to the player (so yes, it follows you) and modified by time of day. In a way, they are both objects that exist, but their position is always relative to the camera and as such you can never reach them.
Have a question how do you activate the thing you did with the batteries I know you called it something but I don't know what it was and how you activated
Could perpetual pulling machines be made practical? I´ve made a large grid of artificial masses and gravity generators on a rotor that pulls itself without thrust or velocity.
@@AndrewmanGaming I have the thingamajig on the workshop if you want to examine the idea further. steamcommunity.com/sharedfiles/filedetails/?id=2322607733&searchtext=perpetual likewise with the discussion about the practical field of Perpetual Pulling Machines: steamcommunity.com/app/244850/discussions/0/2962768718560551643/
How can you activate this cemetery in space engineers I don't know what exactly what it's called it's where your place one block but right beside on the other opposite side it will show up the other block
Oh, man, a first look at the beginning of the video and I thought it would be regarding to Battletech - that surely looks like and Atlas´ skull! ;-D Cheers!
Surely the question is, can you cut off a small chunk of an asteroid and move it? And if so, what's the size limit? I think it goes without saying you cant move a whole one
no. and you can try it yourself with a drill. a 1x1x1m voxel is able to destroy a ship, and it won't even bodge. and your reasoning makes no sense. VOXELS CAN'T MOVE. PERIOD.
In terms of the issues that you started getting when so far away from the planets, it looks like something called the "floating point error", from what I understand a floating point value is inherently unprecise and the further you get away from the origin point the more issues you run into. Some games try to mitigate this by moving the universe around the player and not the other way around. Sebastian Lague made a good example of this error when making planets with orbits, and Tom Scott did a video on why the floating point error occurs As for how they're doing the sun, from what I know about game development, my first thought would be that its some UI element but even then that doesn't make sense in my head. Great video!
The glitching is caused by floating-point precision errors which are caused by the position values being so large, I assume that the sun is a separate skybox from the stars, which allows it to rotate independently of the stars, but it would've been cool if it was an actual object in the world :)
I have a question because I've been building my vessels with single blocks and I've been wanting to build it where I don't have to go to constantly go to both sides and make sure they're nice and even so I have a question how can you activate that for your building thing when you were doing your batteries you were placing multiple at the same time but you only using one side but yet it placed it for both sides I was wondering how you can activate that in the game can you please get back to me or you can someone who knows get back to me on that
I am pretty sure that the sun is actually part of the skybox (idk what to call it(its the thing that shows the Galaxy around you)) therefore you can never reach the sun because the skybox revolves around the players location ingame. I am not to sure i might be completely wrong
Can you test if you can fier explosives out of a gravity canon and if so what is the range damage and can you use it to snipe ships that are really far away?
You can fire warheads out of a railgun, yes. The range is dependent on the accuracy, and it's quite difficult to make accurate railguns without using a connected grid as a target and making a guide for the projectile to make it fly straight.
@@alexhail9971 I don't actually think the explosive component itself explodes; but you may be able to use stone, which can be found literally anywhere, as a shotgun if done in space. all railguns unfortunately work only in space.
The buggy behavior at extreme distances is due to floating point precision i believe Basically, you can have either really big numbers or really precise numbers. Not both. When you try to make super duper big numbers, you lose a lot of precision-- instead of being accurate to like 0.00001 it becomes accurate to the like 100
You are right in so many ways and wrong in so many others, that is why I love SE )) 1. Two different types of asteroids exist, pregen and random, former used to be able to move, not sure now. 2. Not convinced about the engine test, wanna be on the server )) 3. Whoever says he can reach skybox is dumb, lmao )))))) 4. Here's a challenge, and I want to be a part of it: A: Spawn a tiny moon B: Drill through it and then some C: Drive a long pole though it D: Attach buttload of engines facing opposite ways to the pole E: FIRE IT UUUUP!!! F:............... .... .... PROFIT???
Yea they added the footsteps in the wasteland dlc they also made it so tires leave tracks as well so you could potentially track someone down by following their tracks never thought of trying it as i dont like playing multiplayer
The wasteland DLC didn't add the footprints - they have been there for quite a while. I don't remember exactly when, but I remember back in 2016 seeing footprints whilst on the moon.
The sun is part of the skybox with light effects and the skybox is linked to the player, in most games skybox is linked to the level that's my understanding of it 😁 you can reach the sun if you have a mod where the skybox is linked to the earth instead of the player
How about an episode dedicated to alternate forms of propulsion and maybe perhaps taking another look at them dries perhaps taking them to their absolute maximum potential that they can do would be interesting
From what I know, there's only a few forms of propulsion. Ion, Atmospheric, Hydrogen, and Gravity. Ion and Gravity can't be used within a planet's atmosphere. Ion - just doesn't work Gravity - The planetary gravity is too overwhelming and you'd need more gravity generators than I'd be able to process on my PC to get it to work if it'd work at all. Hydrogen - Works everywhere and is quite powerful, but it costs Ice, so you better pray you have enough oxygen to last you a while if you're going on a long journey where there wont be any ice on the way. Atmospheric only works within an atmosphere tip - when Ion thrusters aren't doing anything, use atmo thrusters.
@@d.dizzy1 all right maybe an episode about warp drives and their absolute maximum potential I myself barely understand how any of it works so I might just be giving you boring ass ideas LOL although it would be kind of cool to see just how far you can take warp drives
@@d.dizzy1 there is the clang drive. It uses some weird interactions in SE to move your ship And ion thrusters do work in atmosphere, but only with 30% efficiency. The reason gravity engines don't work on planets because grav generators also get reduced efficiency when inside of natural gravity
16:35 in a simulation u only have limited digits for ur x,y,z if u get farther from 0,0,0 u don't have as many open digits for ur position so it goes instead of precise on millimeters precice in cntimeters aand it gets worse the farther u get (outer wilds had a massive issue with it so they fixed it by not moving the character but the world around it)
The glitching toward the end is caused by reaching the limits of the floating point precision of the game. You can only have so many significant digits in coordinates. Let's say you place a block and the game uses centimeters as the smallest unit for the corners of a polygon on a model, but the game's units are in meters. That means that the smallest change would be a value of 0.01. That's 3 significant digits. Now look at your GPS coordinates in Space Engineers... It's not really GPS, because GPS gives angles around a sphere. Instead it's coordinates in the game space. Make a GPS for 0,0,0 as the coordinates, that's the "origin" of the world. So if you have 7 significant digits, that means the furthers away from origin while maintaining that centimeter accuracy would be around 99999.99. once you go past that, you start losing accuracy. At 100000.00 you're now in decimeter accuracy. At a million the highest accuracy you can get is a meter. Things are going to render progressively more and more scrambled there. Eventually things won't render at all because the closest you could physically render a polygon is too far away to see. It's all because computers have limited precision. Space engineers uses 64bit floats which have about 15 significant digits. The 7 significant digits I cited above are from 32bit floats which is a bit more common in video games. Space Engineers would be impossible with 32bit floats. You wouldn't be able to realistically go further than about 4km from origin before things start getting super wonky, and planets are often 60km in diameter. 15 significant digits means you have a range that gets into the trillions of meters, or tens of billions of kilometers before you start running into accuracy errors that exceed a centimeter in size.
Irl the sun is 8 light minutes away but in this game the sun is part of the sky box which is relativ to the player... Also after the second long jump I'd say you found the building boundaries which is why you were glitching and couldn't place blocks close to you anymore
What happens when you go really far on any game engine is that the calculations for where your player (or anything really) can't be calculated with enough precision, when you calculate something in a computer you do it with a precision of Xbits, (usually its 32 or 16 bits) which means that if you want to calculate a really big number more of the bits end up representing a bigger value (a basic for example in 0.1 the "1" has a precision 10 times bigger than in 1.0, the same happens with tour position in space engineers, the further you go the less "granular" your position is.
From my understanding the the background of space and the sun is sort of done like a skybox. As for not being able to place objects it could be that it has to do with the maximum value a float (decimal) can reach which is fucking huge (approx 2 to the 255th power from my understanding)
If the sun rotates at a fixed distance from the player, with you being so far from the planets, would the suns rotation put it between you and the planets?
That's a good question! I dont know how I could test it, but maybe with a camera on the planet or something. I would probably have to be able to view both the camera and my character at the same time since I suspect the sun rotates around the camera position rather than the player.
Loss a fuel with enabled hydrogen thrusters was real thing when i played many many hours in SE few years ago. Maybe that was a bug or maybe devs scrap this future out later, but definitly there was a real thing and you could lose all your hydrogen only because you not turned them off. Cheers.
In the video, in order to reach the sun, I was manually setting my character's position to coordinates on a line. First, I set a waypoint at my starting position. Imagine this like a coordinate on a graph. Then I traveled toward the sun quite a distance and made another waypoint which you can imagine as a second coordinate on the graph. With those two coordinates, I can draw a line from position 1 to position 2. Finally, I can project that line any distance I want to get other coordinates on the line. In this video, since I was moving toward the sun when I made position 2, the line was in the direction of the sun. So that's how the projection thing works. Now, I couldn't physically draw a line between the two points, so I had to do a little bit of math. For this, I calculated the change in X, Y, and Z between position 1 and position 2. For instance, if X for position 1 was 100 and X for position 2 was 500, the change in X is 400. Then I divide each of those by the distance I went in kilometers. What I am left with is the change in X, Y, and Z that is required to travel just 1km in the direction of position 2. With that, everything becomes more simple. I can just multiply those by how ever far I want to go, then add that to the original coordinate, and that would give me a coordinate that is "that far" from the original position (but on the same line toward the sun). Please let me know if you need anything in that clarified :D
@@AndrewmanGaming Thank you for your clarification! I really enjoy these episodes of myth busting. I understand things better when they are presented visually. I think I understand. Do you know of a website that can visually represent all of that? I'd love to see a video of you explaining it. That is a lot of work for you however. I really appreciate your time, effort and hard work! Cheers!
Even asteroids could move, I don't think that setup would have had enough trust to move it. I've noticed with mining ships full of ore that a single ion thruster often isn't enough to get them moving at all.
The glitching might be becouse of going too far from 0,0 coordinates and things are beign placed extremely far from you most likely, watch an antvenom's video on how minecraft starts to break down at large distances, that seem like the same thing
I love how you act like 56,600-some Km is a long way. My survival ship can do that distance in 3 jumps, or 14 minutes 30 seconds. Then again, I'm a jump addict, and my ship can do 22,000 Km jumps, lol.
Also, anyone who's accidentally rammed a ship into a tiny piece of voxel asteroid knows they don't move. Even a tiny one is as immovable as a planet, and will rip right through your ship
Actually, our sun is 8.317 light minutes away or we can say 499 light seconds, or 8 light minutes and 19 light seconds away, that means if the sun explode suddenly, we will know it until 8.317 minutes, also, the that photon released from the sun needs 8.317 minutes to reach our planet traveling at light speed. Interesting, isn't it :D Let me explain something about the SUN in the space engineers, I first wanna say that my "hobby" is reverse programming and I like doing things to see how they manage to make something (or screw something up :D ), also I'm an engineer in real life and also an mechanic for over 25 years. So, inspecting the code in SE, I was found that the actual sun is not an physical object, in simple words, it is an holographic projection around the playfield, now, taking an leap and breaking the code more, I was found that if you create unlimited world, it will need you unlimited time to reach the edge of the playfield, but, if you make the playfield limited, you also will not be able to reach it, because of how the holographic projection of the texture works, it is projected on the outer side of the bounday of the playfield and if you make you world limited distance, the boundary have an area that occupy that space which you can't pass thru and the sun texture is just on that boundary after the border, so in conclusion, you will NEVER reach it and it will be always the same size relative to the player. However, the further you go, the more objects is loaded in the memory, so, you will experience some lagg (in your case that glitch) but, the programmers implement an code to make relieve of the memory if gets to much crowded, so it will become normal after the code takes out of the crowd unuseful stuff. One suggestion tho, I'm also curious to know, did you try to do the same thing but instead of going towards the sun, you can go some light years distance but along the Z axis, doesnt matter up or down, just pick the direction. I'm curious if the sun will be diagonally above or below you or it will be in the same XY plane where the player is, regarding the code itself, it say that the sun is moving along the XY plane and the Z is not included in the formula at all. So, i'm just curious to see what will happen :D Also, when you reach the distance, try to rotate the sun using admin tools, just to make sure if it stays on the trajectory along the XY plane. This comment becomes to long LOOOOL.... anyway, if someone have more knowledge or useful information about the code itself to share with me, I will be glad to accept it and maybe reconsider mine as well if it isn't right :D Anyway, keep up the goo work Andrew, I like your videos and I like your approach to the problems you encounter.
Wow, thanks for the explanation! Not gonna lie, some of that went over my head, but you do bring up a good point with moving along the Z axis. It would be interesting to see if the sun's rotation actually gets higher or lower.
Fun fact the sun is 8 light minute away from Earth or 1 Au (Astronomical unit ) random fact the max speed mod does go to the speed of light I tested it in SE one time
pretty sure the sun is an emissive portion of the skybox (hence shadows). so yeah, unreachable. nice though that you used the scientific method for a video game
The way I imagined it, the sun was a skybox which was on a sort of "track" that went around the world. I thought I might be able to jump to a point that was past the "track". It seems though that that's not how it's working.
8:26 first of all, use reactors and secondly,mhydrogen thrusters are massively more powerful, and a quirk of the game is if you have very little thrust then its harder to start moving massive or heavy objects, little the game will keep it still until you get some motion on it
the sun is just a texture in the skybox that moves with the player so no you cannot reach the sun unless you break the game to glitch outside the skybox at wich point youd find out that the sun is justa flat texture that moves over the skybox
exept for the frist one non of theses were ever myths and also i know for a fact that the hzdrogen leak bug did existed at one point tho it is good to know they fixed it now
Dude went the whole milkyway's size and still hasn't reached the sun. 100k ly, damn
The Milky Way is 120 000 light years wide in diameter. He just traveled a few stars away from earth.
Edit: didnt watch the vid till end. Damn you were right.
He was almost there. He just needed to go a little farther. ;)
But did the blue car or the red car win the race?
That's a nostalgic 80's Chocolate bar advert in the UK reference for the uninitiated. :)
In the real world the sun is 8 light minutes away from earth
@Nyzer1 are you joking orrrr
@Piercey Borin you cant be sure with everyone
@Nyzer1 At least it wasn't YOUR fault...
came here from my ps4 just to say that but you already did xD
btw, thats the only thing i knew better than space buster. his calculations threw me off 😂😂😂😂😂
@Nyzer1 The Sun is at an average distance of about 93,000,000 miles (150 million kilometers) away from Earth. It is so far away that light from the Sun, traveling at the speed of light, 186,000 miles (300,000 kilometers) per second, takes about 8 minutes to reach us. Like all of the other planets in our Solar System, Earth does not travel around the Sun in a perfect circle, so time varies
Did you know that if you go to the center of the earth temperature reads "inferno" I wonder if there are some tests you could do with that.
Wait really? That's kinda cool!
@@AndrewmanGaming You've been to the center of the earth.
@@jesusisunstoppable4438 Yeah but I did not realize the temp says Inferno haha
@@AndrewmanGaming you cant go to the center🤦🏻 its already been proven
Apparently there was a bug I used to get inferno, by closing doors...
Get like 10 doors in a row, pressurise it and close the doors when it is pressurised, it will go to inferno
I think
Ending where he glitches out, *he must've reached SE's farlands*
It is I’ve expimted
r/beatmetoit
If you want to know the kind of technical answer: the SE world has a 0, 0 position coordinate in the "center". If you go away from that, your position coordinate value originates from that point. Like you could be at 2, 5 if you walk a few meters. If that number gets too big or too low the computer cant calculate these values accurate anymore. Like if you are at 75234095872309548, 4794572345729389345 for instance all calculations, that define where the player and all the so called vertices of the player model are, result in a huge floating point number (numbers with a . position like 1.5) which the computers processor cant handle so everything starts glitching out. So it is exactly what you say. The SE far lands. In minecraft happens the exact same thing because of that reason. That was probably not the best explanation as I didn't fully understand it either but here is a good showcase of that error: th-cam.com/video/eK7eNgiQfhk/w-d-xo.html
@@noravolution the problem really is the floating point numbers are composed of 2 things,
1. a number with a finite number of digits like XXXXXXXXXXXXXX
2. a number that represents where to punt the "point" in the previous number.
So when the not decimal part of the first number is small, the point is put very at the left and there are a lot of digits to represent decimals, but if you increase the non decimal number a lot, by each power of 10 you get less and less decimals. There is a point where for example you may only have a single decimal left and so you no longer can represent anything smaller than 0.1 and after that you may no longer have decimals left, only integers, so the smallest value would be 1, and if you increase that, then there is going to be a point where the minimum sum you can make it 10. and so on
It literally is, it's caused by the same bug
i learned one thing, light seconds is a unit of measurement in the game
Light seconds is something easily found in our own solar system.
Light years however are hard to come by (depending on where one sets the border to outside the system of course)
They still programmed that in, which I find pretty neat.
i knew the game had light seconds but i was not expecting light years lol (no light minuites though)
You forgot about light years
@@nou4898 I don’t think that we use light minutes irl. It’s just 60ls and so on
@@nou4898 and then light years
the foot prints and tire tracks are part of the new wasteland update.
Nah, footprints have been here for a long time. I don't have the wasteland DLC, so i'm not too sure, but the only thing that'd be new from it is the new tire tread texture.
@@d.dizzy1 foot prints definetly are new
@@goblinRa2a If you consider 2016 new, sure. I've seen footprints prior to wasteland update. I have 5000 hours and ongoing.
@@d.dizzy1 I have 1000 hours and I dont understand how you are so mistaken.
Just go and look at the Frostbite trailer.
Sun is a graphics shader based on player position and game time I can find it in the source code probably
They go into detail about the game mechanics if you've ever watched the devs videos
@@championastartes honestly didn't know they existed...
Ah, you have now entered the realm of Clang. May Clang have mercy on your soul...
you clearly haven't seen his previous videos if you believe he's only JUST entered the Realm of Clang Lmao
@@creesed9041 no I have not... But I thought it was funny...
Seems like the game is unable to calculate his position properly, might be a hard limit caused by the amout of digits available. Same happened in old Minecraft Versions, when you got to faar away from 0:0:0.
If I recall correctly, the sun in SE is a part of the skybox. The skybox is the exact same regardless of your location, and the sun moves in circles on it.
Student of Computer Science here;
The glitching out so far out is because the game uses "floating point" numbers to store coordinates. These numbers work like scientific notation (e.g. 6.022×10³=6022) where you have a value and an exponent. When you go really far out this number must be able to store the enormous value of the coordinate, but that means some precision is lost. If you imagine that you only have 4 digits to describe a number, between 0 and 10 you can be pretty precise (like 4.654), but at higher values like 10,000, you run out of digits before you can even get to the units column, so all values between 63185 and 63195 round to 63190. Floating point numbers are just like that, and as a result, things gets jittery and start breaking. This is quite a common thing in true open world games, including Minecraft.
As for the sun; it's printed onto the skybox, and slowly moves across it throughout the space engineers day (if that's enabled). For all intents and purposes it's infinitely far away, just like the stars. The daylight technically doesn't even come from the sun, it's just a universal (directional) light that changes direction in concert with the sun.
You know your science data concerning the physics of the game. I've never heard that input before and always wondered why. Thanks for that!
Would you also happen to have an idea of a solution for this problem?
@@voltixD a solution would be to use even bigger numbers for increased position (however this is bad for game performance, best to stick with floats, or you severely diminish graphics capabilities), or to break the world up into relative "chunks" and transformation chunk positions to 0,0 for any kind of operations so you always have the highest precision possible. This way, for example, you could use 3 integers for the chunk position and 3 floats for the position from that chunks center. Everything is relatively, functionally the same as it is now. But there's a lot of extra coding overhead and probably some edge cases that must be solved. There's almost no point because that point in most games can't be reached during normal gameplay.
The reason the game was glitching out after travelling 100000 light years is an issue called floating point error.
Basically a computer only has so much memory and can only reference number that take less than a certain size in memory (64 bits for a 64 bit computer). There are some ways to represent larger numbers but they take a lot of processing time and even more memory (useful if you want to actually calculate with large numbers, but jot so if you want to make a game that runs at a decent frame rate).
To represent these large numbers (such as the position of a player within a centimetre at distances of 100,000+ light years, some sacrifices need to be made, and that is with accuracy. Each time it calculates a number (such as your position) it gets a slightly different result and it makes you glitch around, and the larger the number the more it glitches out.
There are work around for this, such as recalculating everything so the player remains at zero, and every thing else moves (that way the player never sees the glitches as they are always at positions with low numbers). Bit this is much harder to do in multiplayer games (but it is still possible).
That's a great explanation. Thanks!
I have heard that in the game engine the "sun" is simply a light source.
Yeah lol, most likely a skybox which is just a huge circle with a texture. And a light source as the "sun".
For the whole "reaching the sun" the sun is part of the skybox, it is just visible, not a place, if you go far enough you might go out of the skybox, but I believe that the SE skybox is relative to the player.
BTW, I'm not entirely sure if this is correct, it is just how it works in most/some other games.
That makes sense. I figured I might be able to get out of the skybox by going far enough but alas, the skybox is too powerful!
@@AndrewmanGaming The skybox rules all.
In a game where one can go as far as in Space Engineers the skybox (in this case most likely a hollow sphere only textured/"emitting light" from the inside) has to be moved relative to the player or at some point the perspective would look off.
Also them coding in light years as a measurement means they didn't put in any reasonable hard limit.
Might be interesting to find out if there is one, though.
Edit: Grammar.
@@Ddeletham Yea that's what I was thinking, the skybox being relative. It would also be fun to see if there is a hard limit.
2:10 "And we wait."
Ice chunks: Nope not staying for this, bye!
3:40 From spaceship to sandboat.
8:50 ... People still believe the mythical "asteroids can move" thing? I tried it out with a much more thruster-packed monstrosity once. I rammed a large ship (the "red ship" from one of the standard maps,) and it was sent floating off at high speed. I rammed a small asteroid with it, asteroid didn't care.
Asteroids and planets are static features in this game. Just parts of the map you can grind down to dust, but never move.
9:30 And that one, too, always amuses me.
The sun is a prop in this game. Just a representation of where light is coming from. Just like the "wallpaper" set in place of actual distant stars and nebulae, the sun is just there to make you feel like you're not trapped in an infinite space (or not infinite, if you choose to have boundaries on your map.)
Yeah I got comments about these questions pretty frequently. Gotta put them to rest somehow :D
@@AndrewmanGaming FOR SCIENCE.
I mean, I've already fooled around with most of what I've seen you do in these videos. The fuel thing is the first thing I check with every update, just in case the devs sneak up a change to this and I end up marooned in some alien world because I was sure leaving my engine on would not affect my trip back to Earth...
Also, how I know for certain you can't reach the sun?
I left my computer running for almost a day testing this. Going as fast as the game's engine allows, for about twenty hours, the sun was still the same small disk in the skybox.
... "Test results indicate Icarus' legend was a lie."
@@kyoukotsukino6322 Lmaooo that's one way to do it! How far did you get in that time?
@@AndrewmanGaming Wasn't even close to a trillion kilometers away, but even then my character was glitching like crazy, so I decided to spawn a ship just for fun and... Well, it basically Space Squid'ed itself to pieces. I think somewhere past the billion kilometers mark the game's engine just starts breaking.
Space Engineers is the Truman Show confirmed.
Nice reference 👌😏
Lmao
16:00 And this is what is known as "science has gone too far."
The game engine does have limits. Very high limits, but past a certain distance (never tested out what the 'breaking point' is,) your astronaut and ship(s) will start freaking out and going Space Squid. Also, asteroids may not generate at all past a certain distance from the center of the "map."
16:50 "One million trillion bazillion kilometers!" - Dr. Evil, paraphrased.
17:20 Eight light minutes, give or take a few light seconds.
18:50 Yup, you're way far from the engine's limits, and the game just doesn't know what to do anymore.
20:00 I "moved" the Earth-like planet and all others together by deleting them and placing a copy of them elsewhere. And I mean "together" as in "connected them at the 'sides.'" For science.
someone is making a mod that allows you to move asteroids in SE (Space Engineers)
Who's the creator? And if it's in an early access what's it called?
That would be a sight to see. I'm saying this cuz I know for a fact that voxels are hard coded into the engine and they were never movable.
Considering some of your other comments, I'm unsure of your knowledge in SE.
Oh, that's really interesting. I also really like SE (Space Engineers)
@@AAArnold bruh this video is about SE, pretty sure everyone knows what it stands for lol
The sun is actually the Monad from Gnosticism that makes up our reality, it is both infinite and beyond comprehension, hence why it is impossible for the player to ever reach it.
The real reason why the game gets all glitchy at extreme distances, is because the player is getting closer to true enlightenment. Get far enough out, and they will be able to occupy all possible states in space-time simultaneously, becoming one with eternity.
The sky box has the sun textured with a point light towards the player and rotates around the player so no matter how far you go the sun will always be the same distance away
As someone with a small amount of experience in game engines, here are my 0.5 cents on these myths.
1. Uhh, I don't have much to say on this. Maybe there is but it might be so small as to be negligible on any time scale other than monthly or more.
2. No, of course, you can't move asteroids, much less planets. Do you have any idea how intensive moving that many voxels would be? There's a reason that crashing a ship of any significant size gets to be so laggy, even if you have block damage turned off.
3. No, you can't reach the sun. The "sun" that produces light is just a global light source that casts light rays along the same vector for the entire world. It's rotated to simulate a day/night cycle, but there's no one point that it emanates from. And the sun that you see, it's just an image on the skybox (a full 360 image that is centered on the player). So as you move towards the sun, the sun moves with you.
3.5 This doesn't have to do with a myth, just with the glitching you experienced at the end. The reason you had all that jittering is that you got so far away from the "center" of the Space Engineers world that the floating-point errors in your character's position became noticeable. So while the rounding errors would normally be so small that they're on the scale of millimeters or less, now they're close to fractions of a meter or more. (If you don't know what a floating-point is, don't worry about it unless you plan to get into any sort of game design)
the sun in SE is at a set distance away from the player's camera and moves with the player to stay at that set distance.
yeah it's a shader based on your location
its a skybox. And the earth is flat
@@smokecrash2147 skybox/shader kind of the same thing in this instance
The H2 confusion is due to the thruster having previously burned fuel while on and idle.
Keen has since overhauled the H2 mechanics, and along the way they got rid of the H2 burn when idle.
I used to play years ago, and had my H2 tanks run empty with it just sitting there with the thrusters on.
Today, you can leave them on without issue if the vehicle is stationary.
Skyboxes I think they're done, it's basically just a background texture. Remember fiddling with them in Unreal engine. You can't ever reach it cause it's basically just a 2d photo always the same distance from the player.
You'd have had the same chance walking into the horizon in Mario :)
Love your videos btw 😊
The stars and everything you see as the "background" is essentially a cube that moves with the player keeping you in the center with its interior "painted" to look all starry and such.(if you look carefully, you can tell where the corners are)
The sun works on a similar concept. A simple 2d image drawn at a position relative to the player (so yes, it follows you) and modified by time of day.
In a way, they are both objects that exist, but their position is always relative to the camera and as such you can never reach them.
Have a question how do you activate the thing you did with the batteries I know you called it something but I don't know what it was and how you activated
Could perpetual pulling machines be made practical? I´ve made a large grid of artificial masses and gravity generators on a rotor that pulls itself without thrust or velocity.
That is a pretty cool idea! Though tbh, I know almost nothing of perpetual pulling machines other than that they would provide free energy.
@@AndrewmanGaming I have the thingamajig on the workshop if you want to examine the idea further. steamcommunity.com/sharedfiles/filedetails/?id=2322607733&searchtext=perpetual likewise with the discussion about the practical field of Perpetual Pulling Machines: steamcommunity.com/app/244850/discussions/0/2962768718560551643/
How can you activate this cemetery in space engineers I don't know what exactly what it's called it's where your place one block but right beside on the other opposite side it will show up the other block
You can't move an asteroid, but can you catch a meteorite?
Lolll that's a good question! I think it would probably just explode, but it would be fun to try to catch one.
Oh, man, a first look at the beginning of the video and I thought it would be regarding to Battletech - that surely looks like and Atlas´ skull! ;-D
Cheers!
If you've ever mined an asteroid or planet and got floating vowels, that should tell you a little about why you can't move asteroids
Surely the question is, can you cut off a small chunk of an asteroid and move it? And if so, what's the size limit? I think it goes without saying you cant move a whole one
no. and you can try it yourself with a drill.
a 1x1x1m voxel is able to destroy a ship, and it won't even bodge.
and your reasoning makes no sense. VOXELS CAN'T MOVE. PERIOD.
In terms of the issues that you started getting when so far away from the planets, it looks like something called the "floating point error", from what I understand a floating point value is inherently unprecise and the further you get away from the origin point the more issues you run into. Some games try to mitigate this by moving the universe around the player and not the other way around. Sebastian Lague made a good example of this error when making planets with orbits, and Tom Scott did a video on why the floating point error occurs
As for how they're doing the sun, from what I know about game development, my first thought would be that its some UI element but even then that doesn't make sense in my head.
Great video!
The glitching is caused by floating-point precision errors which are caused by the position values being so large, I assume that the sun is a separate skybox from the stars, which allows it to rotate independently of the stars, but it would've been cool if it was an actual object in the world :)
Basically the numbers are so large that the game just gives up
I have a question because I've been building my vessels with single blocks and I've been wanting to build it where I don't have to go to constantly go to both sides and make sure they're nice and even so I have a question how can you activate that for your building thing when you were doing your batteries you were placing multiple at the same time but you only using one side but yet it placed it for both sides I was wondering how you can activate that in the game can you please get back to me or you can someone who knows get back to me on that
Ohhhh man you refusing to pick up the ice is TRIGGERING ME
I am pretty sure that the sun is actually part of the skybox (idk what to call it(its the thing that shows the Galaxy around you)) therefore you can never reach the sun because the skybox revolves around the players location ingame. I am not to sure i might be completely wrong
When are you making your next space factory video. I love those vids.
SoonTM XD
Do atmospheric thrusters work in a pressurized grid ?
Ooo that's a good question!
Atmo thrusters work anywhere that Ion thrusters dont.
Can you test if you can fier explosives out of a gravity canon and if so what is the range damage and can you use it to snipe ships that are really far away?
You can fire warheads out of a railgun, yes. The range is dependent on the accuracy, and it's quite difficult to make accurate railguns without using a connected grid as a target and making a guide for the projectile to make it fly straight.
@@d.dizzy1 what about the explosive components can you use tham in a railgun and put like several in and shoot them out like a blunderbus or shot gun?
@@alexhail9971 I don't actually think the explosive component itself explodes; but you may be able to use stone, which can be found literally anywhere, as a shotgun if done in space. all railguns unfortunately work only in space.
@@d.dizzy1 I checked thay do expled if shoot like the warhead not sure about getting shoot out of gravity common
The buggy behavior at extreme distances is due to floating point precision i believe
Basically, you can have either really big numbers or really precise numbers. Not both. When you try to make super duper big numbers, you lose a lot of precision-- instead of being accurate to like 0.00001 it becomes accurate to the like 100
You are right in so many ways and wrong in so many others, that is why I love SE ))
1. Two different types of asteroids exist, pregen and random, former used to be able to move, not sure now.
2. Not convinced about the engine test, wanna be on the server ))
3. Whoever says he can reach skybox is dumb, lmao ))))))
4. Here's a challenge, and I want to be a part of it:
A: Spawn a tiny moon
B: Drill through it and then some
C: Drive a long pole though it
D: Attach buttload of engines facing opposite ways to the pole
E: FIRE IT UUUUP!!!
F:...............
....
....
PROFIT???
Yea they added the footsteps in the wasteland dlc they also made it so tires leave tracks as well so you could potentially track someone down by following their tracks never thought of trying it as i dont like playing multiplayer
The wasteland DLC didn't add the footprints - they have been there for quite a while. I don't remember exactly when, but I remember back in 2016 seeing footprints whilst on the moon.
Glad to see more space busters videos!
aiming reticle turns blue on enemies after about 15 min of playing and my gats / missiles wont lock onto them.. any ideas ?
I've wanted this video so much
The sun is part of the skybox with light effects and the skybox is linked to the player, in most games skybox is linked to the level
that's my understanding of it 😁
you can reach the sun if you have a mod where the skybox is linked to the earth instead of the player
it's the same in Minecraft
How about an episode dedicated to alternate forms of propulsion and maybe perhaps taking another look at them dries perhaps taking them to their absolute maximum potential that they can do would be interesting
From what I know, there's only a few forms of propulsion.
Ion, Atmospheric, Hydrogen, and Gravity.
Ion and Gravity can't be used within a planet's atmosphere.
Ion - just doesn't work
Gravity - The planetary gravity is too overwhelming and you'd need more gravity generators than I'd be able to process on my PC to get it to work if it'd work at all.
Hydrogen - Works everywhere and is quite powerful, but it costs Ice, so you better pray you have enough oxygen to last you a while if you're going on a long journey where there wont be any ice on the way.
Atmospheric only works within an atmosphere
tip - when Ion thrusters aren't doing anything, use atmo thrusters.
@@d.dizzy1 all right maybe an episode about warp drives and their absolute maximum potential I myself barely understand how any of it works so I might just be giving you boring ass ideas LOL although it would be kind of cool to see just how far you can take warp drives
@@d.dizzy1 there is the clang drive. It uses some weird interactions in SE to move your ship
And ion thrusters do work in atmosphere, but only with 30% efficiency.
The reason gravity engines don't work on planets because grav generators also get reduced efficiency when inside of natural gravity
16:35 in a simulation u only have limited digits for ur x,y,z if u get farther from 0,0,0 u don't have as many open digits for ur position so it goes instead of precise on millimeters precice in cntimeters aand it gets worse the farther u get (outer wilds had a massive issue with it so they fixed it by not moving the character but the world around it)
and i know that nerd shit
The sun is aprox 9 light minutes away from Earth, our galaxy is 100,000 ly across, so you essentially teleported farther than the Milky way is big
Footprints and wheel tracks were added with the new DLC.
That is pretty awesome!
The glitching toward the end is caused by reaching the limits of the floating point precision of the game. You can only have so many significant digits in coordinates.
Let's say you place a block and the game uses centimeters as the smallest unit for the corners of a polygon on a model, but the game's units are in meters. That means that the smallest change would be a value of 0.01. That's 3 significant digits.
Now look at your GPS coordinates in Space Engineers... It's not really GPS, because GPS gives angles around a sphere. Instead it's coordinates in the game space. Make a GPS for 0,0,0 as the coordinates, that's the "origin" of the world.
So if you have 7 significant digits, that means the furthers away from origin while maintaining that centimeter accuracy would be around 99999.99. once you go past that, you start losing accuracy. At 100000.00 you're now in decimeter accuracy. At a million the highest accuracy you can get is a meter. Things are going to render progressively more and more scrambled there. Eventually things won't render at all because the closest you could physically render a polygon is too far away to see.
It's all because computers have limited precision.
Space engineers uses 64bit floats which have about 15 significant digits. The 7 significant digits I cited above are from 32bit floats which is a bit more common in video games. Space Engineers would be impossible with 32bit floats. You wouldn't be able to realistically go further than about 4km from origin before things start getting super wonky, and planets are often 60km in diameter.
15 significant digits means you have a range that gets into the trillions of meters, or tens of billions of kilometers before you start running into accuracy errors that exceed a centimeter in size.
Thrusters DO use fuel when docked, it’s just realllllly low (looked at the code to verify this)
No they don't
5:48 is that a mod or a new part? I haven't played the game in a while.
A new dlc ion thruster skin
@@khouryspagel493 thx
Looks like setting a course at the heart of the sun is not possible in this game. 😎😒
👍👍👍 on the Space busting.
Irl the sun is 8 light minutes away but in this game the sun is part of the sky box which is relativ to the player... Also after the second long jump I'd say you found the building boundaries which is why you were glitching and couldn't place blocks close to you anymore
What happens when you go really far on any game engine is that the calculations for where your player (or anything really) can't be calculated with enough precision, when you calculate something in a computer you do it with a precision of Xbits, (usually its 32 or 16 bits) which means that if you want to calculate a really big number more of the bits end up representing a bigger value (a basic for example in 0.1 the "1" has a precision 10 times bigger than in 1.0, the same happens with tour position in space engineers, the further you go the less "granular" your position is.
That's a good explanation!
Sun IRL is 8 light minutes and 20 light seconds away, approximately.
have you seen starship evo it's kinda like Space Engineers
in SEngi the sun is like in minecraft. Infinitely far and drawn. If you notice the day/night cycle in space, it's the sun moving, not the rest.
Sun and stars are just a rotating skybox, it's done in quite a few games. Gta is a good example of one of them.
From my understanding the the background of space and the sun is sort of done like a skybox.
As for not being able to place objects it could be that it has to do with the maximum value a float (decimal) can reach which is fucking huge (approx 2 to the 255th power from my understanding)
I believe it is 8 light minutes
If the sun rotates at a fixed distance from the player, with you being so far from the planets, would the suns rotation put it between you and the planets?
That's a good question! I dont know how I could test it, but maybe with a camera on the planet or something. I would probably have to be able to view both the camera and my character at the same time since I suspect the sun rotates around the camera position rather than the player.
Loss a fuel with enabled hydrogen thrusters was real thing when i played many many hours in SE few years ago. Maybe that was a bug or maybe devs scrap this future out later, but definitly there was a real thing and you could lose all your hydrogen only because you not turned them off. Cheers.
I always imagined the sun in SE was part of the skybox.
Where you can do multiple blocks all at once without doing much
for reference, the Milky way is 100000 light years across, so you are defo outside the galaxy now
Very cool! Could someone please explain the math mentioned? Thanks! Cheers!
In the video, in order to reach the sun, I was manually setting my character's position to coordinates on a line. First, I set a waypoint at my starting position. Imagine this like a coordinate on a graph. Then I traveled toward the sun quite a distance and made another waypoint which you can imagine as a second coordinate on the graph. With those two coordinates, I can draw a line from position 1 to position 2. Finally, I can project that line any distance I want to get other coordinates on the line. In this video, since I was moving toward the sun when I made position 2, the line was in the direction of the sun. So that's how the projection thing works.
Now, I couldn't physically draw a line between the two points, so I had to do a little bit of math. For this, I calculated the change in X, Y, and Z between position 1 and position 2. For instance, if X for position 1 was 100 and X for position 2 was 500, the change in X is 400. Then I divide each of those by the distance I went in kilometers. What I am left with is the change in X, Y, and Z that is required to travel just 1km in the direction of position 2. With that, everything becomes more simple. I can just multiply those by how ever far I want to go, then add that to the original coordinate, and that would give me a coordinate that is "that far" from the original position (but on the same line toward the sun).
Please let me know if you need anything in that clarified :D
@@AndrewmanGaming Thank you for your clarification! I really enjoy these episodes of myth busting. I understand things better when they are presented visually. I think I understand. Do you know of a website that can visually represent all of that? I'd love to see a video of you explaining it. That is a lot of work for you however. I really appreciate your time, effort and hard work! Cheers!
@17:51
No ship
No supplies
Suck it, Janeway
XD
Speed mod is very helpfull
I love the video!
The footsteps have been added With the Wasteland update
Even asteroids could move, I don't think that setup would have had enough trust to move it. I've noticed with mining ships full of ore that a single ion thruster often isn't enough to get them moving at all.
The sun is actually part of the skybox actually. There are some skybox mods that don't even have a sun
Andrew, you jumped so far you were near Alpha Centauri......
The glitching might be becouse of going too far from 0,0 coordinates and things are beign placed extremely far from you most likely, watch an antvenom's video on how minecraft starts to break down at large distances, that seem like the same thing
there is a mod being made to make asteroid and planets move . scary have a base on a planet and somebody drops an asteroid on top of you
I love how you act like 56,600-some Km is a long way. My survival ship can do that distance in 3 jumps, or 14 minutes 30 seconds.
Then again, I'm a jump addict, and my ship can do 22,000 Km jumps, lol.
Also, anyone who's accidentally rammed a ship into a tiny piece of voxel asteroid knows they don't move. Even a tiny one is as immovable as a planet, and will rip right through your ship
They should make at least two functioning solar systems with nebulas throughout space. A black hole would be cool as well
I believe the sun is part of the skybox. When the sun moves, the skybox does too.
Actually, our sun is 8.317 light minutes away or we can say 499 light seconds, or 8 light minutes and 19 light seconds away, that means if the sun explode suddenly, we will know it until 8.317 minutes, also, the that photon released from the sun needs 8.317 minutes to reach our planet traveling at light speed. Interesting, isn't it :D
Let me explain something about the SUN in the space engineers, I first wanna say that my "hobby" is reverse programming and I like doing things to see how they manage to make something (or screw something up :D ), also I'm an engineer in real life and also an mechanic for over 25 years. So, inspecting the code in SE, I was found that the actual sun is not an physical object, in simple words, it is an holographic projection around the playfield, now, taking an leap and breaking the code more, I was found that if you create unlimited world, it will need you unlimited time to reach the edge of the playfield, but, if you make the playfield limited, you also will not be able to reach it, because of how the holographic projection of the texture works, it is projected on the outer side of the bounday of the playfield and if you make you world limited distance, the boundary have an area that occupy that space which you can't pass thru and the sun texture is just on that boundary after the border, so in conclusion, you will NEVER reach it and it will be always the same size relative to the player. However, the further you go, the more objects is loaded in the memory, so, you will experience some lagg (in your case that glitch) but, the programmers implement an code to make relieve of the memory if gets to much crowded, so it will become normal after the code takes out of the crowd unuseful stuff.
One suggestion tho, I'm also curious to know, did you try to do the same thing but instead of going towards the sun, you can go some light years distance but along the Z axis, doesnt matter up or down, just pick the direction. I'm curious if the sun will be diagonally above or below you or it will be in the same XY plane where the player is, regarding the code itself, it say that the sun is moving along the XY plane and the Z is not included in the formula at all. So, i'm just curious to see what will happen :D
Also, when you reach the distance, try to rotate the sun using admin tools, just to make sure if it stays on the trajectory along the XY plane.
This comment becomes to long LOOOOL.... anyway, if someone have more knowledge or useful information about the code itself to share with me, I will be glad to accept it and maybe reconsider mine as well if it isn't right :D
Anyway, keep up the goo work Andrew, I like your videos and I like your approach to the problems you encounter.
Wow, thanks for the explanation! Not gonna lie, some of that went over my head, but you do bring up a good point with moving along the Z axis. It would be interesting to see if the sun's rotation actually gets higher or lower.
Fun fact the sun is 8 light minute away from Earth or 1 Au (Astronomical unit )
random fact the max speed mod does go to the speed of light I tested it in SE one time
The sun is 8 light minutes away on average :D
pretty sure the sun is an emissive portion of the skybox (hence shadows). so yeah, unreachable. nice though that you used the scientific method for a video game
The way I imagined it, the sun was a skybox which was on a sort of "track" that went around the world. I thought I might be able to jump to a point that was past the "track". It seems though that that's not how it's working.
It's just a skybox with a distant light source and a flare
8:26 first of all, use reactors and secondly,mhydrogen thrusters are massively more powerful, and a quirk of the game is if you have very little thrust then its harder to start moving massive or heavy objects, little the game will keep it still until you get some motion on it
I’m pretty sure the sun is a skybox like the stars you see.
The sun is actually a part of teh skybox.
Its Ironic that the sun goes round and not the planets, its one step away from flat earth.
The sun is on the skybox which is a box projected a given distance from the camera so you can't reach it
Technically you can move an asteroid, with enough drills
And a lot of storage XD
The sun is part of the skybox, you can't go to the sun because it doesn't physically exist as a voxel body.
Probably the sun is just a texture, like the sky texture of minecraft. The only exception is only the sun moves
A: No consumption, no, no
I remember the sun being either 8 seconds or 8 minutes of light seconds
Yeah it turns out it's 8 minutes away. I don't know why I thought it was just 7 seconds away!
Just like the Minecraft sun.
the sun is just a texture in the skybox that moves with the player so no you cannot reach the sun unless you break the game to glitch outside the skybox at wich point youd find out that the sun is justa flat texture that moves over the skybox
You can't reach the sun because it is apart of the skybox, the game is considered infinitely generational
exept for the frist one non of theses were ever myths and also i know for a fact that the hzdrogen leak bug did existed at one point tho it is good to know they fixed it now