Kerbal Space Program: Distance Did This ^
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- Опубліковано 4 вер 2024
- Can we crumple up the terrain so much that it becomes flat again?
Twitch! / danny2462 (Every new video is presented on Twitch first!)
Patreon! / danny2462
Twitter! / danny_2462
Steamgroup! steamcommunity....
Music (in order):
Final Fantasy VI "Gobble, Snarf, Snap" By XPRTNovice (ocremix.org/re...)
Final Fantasy VI "Go-Go Gadget Gonkulator" By XPRTNovice (ocremix.org/re...)
ocremix.org
Outro music: Nostalgia - Martin Baekkevold (Epidemic Sound)
Production Music courtesy of Epidemic Sound: www.epidemicsou...
and of OverClocked ReMix: ocremix.org
Game: Kerbal Space Program (kerbalspaceprog...)
Version in video: 1.3.0
I hope you stayed after the credits
I did. And now I know the truth. Kerbin is flat...
@@svijj_ nono, after that
This says it has a replay, but there is four of them. UA-cams been at the pub I see.
Beautiful Danny. Just beautiful! ❤️
@@Danny2462 oh, wait, silly me. Oh, Those are great news! I won't spoil them to others ;)
Flat earthers: The earth is flat
Me, an intellectual: Gravity is orthogonal to the ground
Take that Odyssey by Bill
The truth, as revealed at the end of the video - Earth doesn't exist. The ground is a lie.
@@allozaur2 STOP SPOILING ENDGAME
I was the 666th like
@@breakfast7418 The title has an e in it haha
We went too far. When we sent Valentina on her mission, we thought it would be a mission of discovery. But when she gat too far from the protecting light of Kerbol, she saw something. And then it came for us.
The Kraken is here. We invited it.
This sounds like the beginning of a novel, incredible job!
This is gonna be the plot of ksp 2, callin it right now
@@Mrlaggy99 in it's first update it will add weapons.
*In a futile attempt to fight the kraken and it's servant chthulu*
@@Weuniok WHAT WILL BE, WAS.
Nukestarmaster TIME IS SIGHT
He's back.
This is one of the most bizarre glitches I've ever seen. I'd say it's a floating point error, with the square shapes in the system map and everything jumping to a grid. Makes sense considering the insane distances of those craft you're switching from.
*Now do it to Jool*
So.... Basically the numbers of each grid correspond to where the "ground" panels are supposed to be placed, however, when switching between insane distances (literal lightyears of distance) these numbers encounter slight errors in placement due to faulty computing or the game not being equiped to handle such distances, and that causes these errors to occur? Interesting.
For those wondering, the floating point error happens because of their "notation". think about the scientific notation aka 1.2e5 for 120000. The position of objects have a good precision from the fact that floating point numbers allow for pretty good precision of decimal numbers, but their precision fall off as the exponent goes higher, since the size of the variable doesn't change, the value loses its least significant numbers when it increases its exponent's absolute value
with a = 9.99e2 stored in a variable that can only take 3 digits and its exponent (things are a little bit different because binary and they're not that size of variable but the principle is the same)
a + 1 = 1.00e3, and thats normal, but
a + 2 = 1.00e3 too, because the real result is 1.001e3 but our variable can only keep 3 digits, same for
a + 3, 4, ..., until 10 where the correct result is 1.01e3
So when an object's position on the x Axis is 5.65656e10, if the variable can only hold 5.656e10 then it will be simulated at an offset of 0.00056e10 from the position it should be. This effectively applies a grid effect were instead of an object being between 2 lines of that grid its snaps onto one of them
@@billy77860 Wow...
that's an excellent explanation of floating point errors.
Oh yes, please!
To explain why this bug happens: The game uses float. Float does a magic thing where it moves the decimal point, since bytes are limited in how many numbers they can represent. So when you have small numbers, everything fits nicely in 0.000001 many decimal points. But the moment you throw something out in deep space, like 100000.0, that fucks with the decimal points. And your 0.000001 accurcy is crushed down to 0.0 accuracy. Hence, square jagged craziness. When you try to do math with 10000.0 and 00000.1 floats, you have to convert to one, or the other. Looks like the game likes converting to the lesser decimal points (the 10000.0's). There you go, magic. :3
This is the most ridiculous case of a floating point error i have ever seen.
It seems like when you go insanely far away then go back to kerbin, the far-away object is STILL basically the middle of the game, and in all games, the further away you get from the middle - the better the spaghetti. Combine that with speeds that put lightspeed to shame, and this happens.
Yup. Basically a krakenbane glitch. The craft you were just at is the center of the universe...
To explain why this bug happens: The game uses float. Float does a magic thing where it moves the decimal point, since bytes are limited in how many numbers they can represent. So when you have small numbers, everything fits nicely in 0.000001 many decimal points. But the moment you throw something out in deep space, like 100000.0, that fucks with the decimal points. And your 0.000001 accurcy is crushed down to 0.0 accuracy. Hence, square jagged craziness. When you try to do math with 10000.0 and 00000.1 floats, you have to convert to one, or the other. Looks like the game likes converting to the lesser decimal points (the 10000.0's). There you go, magic. :3
I think that when you switch back to Kerbin the "middle of the game" (i.e. the point whose coordinates are (0, 0, 0)) becomes the midpoint between Kerbin and the far-away craft.
It might also be a simple bug to fix. It looks like when you switch craft, it's generating terrain before resetting the coordinate system to the new craft. If that's the case, fixing it might be a matter of moving a single line of code.
One thing I also noticed in the video was that sometimes only some of the levels of detail were affected, implying that terrain generated later on is probably fine.
@@Keldor314 Ye. The physics system of the terrain seems to work with proper coordinates. It's the visuals that are based on world coordinates. The game is recycling some classes that hold the terrain data, but as it does that, it keeps the float point change. But yeah probably a single line of code can fix this at the cost of slightly longer load times.
Everyone: WE WANT TO KNOW THE TRUTH
Danny: *proves the kerbin is flat and gravity is sideways*
Everyone: WE WANT TO UNSEE THE TRUTH
Why oh why did I take the blue pill
@@KerbalChris wrong pill? it was the red pill. if it was a joke, woosh me
YOU WANT THE TRUTH? *YOU CAN'T HANDLE THE TRUTH!*
-a few good men
Then use bleach! Removes eyesight! :D
Nobody:
Danny:
*spaghetti planet*
Lucas Croft As opposed to meatball planet.
Then *pizza planet* !
I believe the spaghetti planet is caused by floating point errors
@@BrainChili well the devs never expected the syntax error that is danny.
@@auxencefromont1989 with the amount of spaghetified kerbals that have died there, that planet is more kerbal spaghetti than planet.
Danny2462: Let's play some Kerbal Space Program and have fun!
"5 minutes later"
Kerbal Space Program: I don't feel so good.
"Epilepsy Warning" should just be the title of all his videos, lol
Danny has a Twitch account. It must be Epilepsy Central when he streams :D
Frik Na luzie
Actually it’s mostly him editing.
Videos by Danny2462:
Epilepsy warning 1
Epilepsy warning 2
Epilepsy warning 3
Epilepsy warning 4
Epilepsy warning 5
Epilepsy warning 6
_more..._
3:00 I liked that musical touch there.
Peterscraps I didn’t think I would see you while scrolling through the comments.
Danny:**Spaghettifies planet**
Me: Gentlemen, it is time-
Danny:**Spares Jool**
Me: NOOOOOOOO!!!
It's just that Jool, being a Gas Giant is essentially indestructible.
@@MrDalek2150 leave it to Danny, he will change your mind
Maybe spaghettiglitching Jool is the next video.
@@nolanwestrich2602 *6 days later*
scot manley: *makes a city on jool*
Every time you do these things I think they can never be topped.
_Yet you always do..._
This channel : *"oh cool it gets worse"*
Went to exit a game ad and the notification for this appeared as I clicked.
Best misclick ever
Well enjoy
Random story.. I discovered Kerbal Space Program in 2012 by misclicking a video on youtube, best misclick ever.
@@adrianhAE cool
@@adrianhAE curiosity killed the kerbol
Danny: does something
Physics: *broken*
It's impossible to reverse entropy, so maybe we should get Danny into thermodynamics.
Danny2462: **opens KSP**
KSP: Ah shit, here we go again.
Danny:*opens ksp
PC:explode
KSP:B)
Danny2462: *Uploads a new KSP Video*
KSP Devs: *Sweating profusely*
c ta aqui peste?
congrats, you now have first-hand experience with floating point errors.
To explain why this bug happens: The game uses float. Float does a magic thing where it moves the decimal point, since bytes are limited in how many numbers they can represent. So when you have small numbers, everything fits nicely in 0.000001 many decimal points. But the moment you throw something out in deep space, like 100000.0, that fucks with the decimal points. And your 0.000001 accurcy is crushed down to 0.0 accuracy. Hence, square jagged craziness. When you try to do math with 10000.0 and 00000.1 floats, you have to convert to one, or the other. Looks like the game likes converting to the lesser decimal points (the 10000.0's). There you go, magic. :3
basically you're really far from the origin (which appears to be the last active vessel, because of krakensbane) and that screws up the float values, which ends up causing this mess
This works like the Farlands in Minecraft. Floating point madness.
This is far worse than farlands ever got...
Apparently the Kerbal universe's Farlands *is* Minecraft.
@@TheToric You might want to check out AntVenoms channel then. He broke Minecraft in ways quite on par with this.
The biggest reason for all of this is, different floating point numbers, are, well, with different "settings". Namely, the decimal point location. Is it 0.0001 or 100000.0. And the game does something very lazy. Far off world coordinates that are with an astronomically large number for decimal points ... Is added to the graphics - the little triangles and cubes's locations and angles. And that, my friend, creates a whole world of hurt for the maths involved. There's ways to avoid it, but developers don't care, since they're lazy.
@@dimitar4y No. you copied & pasted your comment all over the place but you dont really understand how floating point numbers (or anything else really) work. The only practical way the developers could fix it is by using multiple precision numbers, good luck rewriting huge parts of the unity engine and sacrificing performance just so some wierd edge case doesnt cause issues..
I think the reason the Mun and Minmus weren’t affected that much was because they didn’t have as much difference in terrain height as Kerbin did.
*manipulates the laws of spacetime and does unspeakable things to the surface of mün*
“This is mediocre”
I miss this channel.
I absolutely loved your content when you made ksp videos. It's what got me into KSP.
Your crazy experiments made me excited, interested, and a whole amount of other positive emotions. Sure, you may not upload just ksp, but in all honesty, I'm fine with that.
You are one, if not the, best ksp channels of all time.
Thank you for being a part of my childhood, curiosity, and comic relief, Danny.
Do you feel that?
THE IRONY SMELL
This really is vigorous. I thought douglas adams was funny saying about firing missiles at right angles to reality, but you've actually gone and done it 😂
Sits at a kerbal cafe,
Sips coffee,
spaghetti happening all around...
"This is fine"
Not "This is fine." More like "OH YEAH SPAGHETTI"
After 281 years of waiting, 16383 years of space-time bending in weird shapes and forms and 2843 decades of me taking a crap while playing on the phone, Danny has came back.
I love how well the music is synced up
Danny, you found out a great example of a computing science way to represent decimal numbers, it's called floating-point variables (float). This is a great way to represent decimal numbers with cheap use of memory... at a cost. Floats have what we call bits of precision, meaning that, it's an approximation of the decimal number you originally wanted (for example, a float representation of PI is 3.1415926535897962246
The true value is 3.14159265358979323846264338327...).
When you need to calculate a coordinate near an origin point, the little imprecision doesn"t really affects the result that much.
But you found a way... by switching to a kerbal several light years away from kerbin, it affected the origin point. Thus, making the imprecision matter, that's why, the world became weirder and weirder, because the imprecision was getting greater and greater due to the Kerbal being farther and farther away.
Danny, by giving you the knowledge of the reason behind this bug, I trust you will understand the great responsibility you have now.
MAKE MORE SPAGHETTIS OF COURSE !
Oh he knows. He was talking about it at the premiere.
And I heard this phenomena (especially when the game was first made in 32-bit) is why the planets are 10x smaller than real life, since that imprecision messed with life-sized planets and distances.
So, biggest glitch would be with Jool?
@@probablybonbon9055 I don't think so, because it seems the point of reference for the coordinate system (origin) is between the sun and the the kerbal (multiples LY away), so... jool distance should not change the bias that much. But on the other hand, as @Alex Siemers said, there is a local coordinate system, wich has as origin the center of the planet, wich imprecision should add up to the global coordinate system, so... the imprecision should be worse on bigger planets (as Alex mentioned too, that's why Kerbin system planets are 10x smaller than real solar system planets, because before, the imprecision was too great because it was based on 32bits floats, now, it's based on 64bits floats, so, less imprecision, but still enough in certain circumstances as danny proved it).
I can actually scientifically explain this, cause I've had to debug it in a space project I made myself. Essentially what happens is that everything is using float values for positions and once float values get large enough, they start to decrease in accuracy, because of the comma moving further and further right to accommodate for more digits in larger numbers. Which means things don't actually get drawn where they are, but rather rounded towards a number equivalent to wherever the comma is currently located. This number might start out as 0,00001 or something like that but eventually the inaccuracy obviously grows to extremes.
A common work around for this is to just assume that the player is at 0,0,0. This way the player doesn't see all the fuckery, cause it's too far away, and when it approaches the player again, the accuracy gets better as it approaches 0,0,0 and doesn't have to calculate as high of a float number.
**HOWEVER** it would seem what is 0,0,0 resets when swapping between crafts (as it should), but only when using the tracking station. Whatever else Danny uses to swap between crafts obviously does not reset this, causing what would normally be the center of the universe to be a position of some ridiculous proportion, thusly causing everything to shift. The flat Kerbin at the end demonstrates perfectly that it gets worse and worse the further away the center is as well.
Tavor57 this is a really good explanation !
Can someone pin this comment this is really smart
Danny: *does a thing*
The entire solar system: I don't feel so good
Hey, you used my technique! Awesome!
I just realised that this video could be hint to the name of the new DLC, "breaking ground". Danny literalli broke the ground.Also can't wait to see the video about breaking "breaking ground".
Will you do a video about the upcoming dlc when it releases?
For sure, but first I still have to make the third part of this saga - there are still weirder things to show
Danny2462 May the spaghetti be plentiful.
@@Danny2462 You've created a new age for pastafarians
You turned the Mun into a quilt and made Kerbin _flat,_ and it gets WEIRDER?
god i love this channel
Danny + robotic parts ? _What could go wrong for those poor Kerbals..._
Nobody:
Danny: *PLANET WOBBLE*
You need to do it till the whole map view turns whole planets overlapping (like Hazard-ish)
The devs cower away in fear every time this madman uploads
Me: Play minecraft with any mod (max 2) you like.
Danny: *Plays minecraft with GalactiCraft and some spaget mod*
Danny doesnt need any mods to make good spaghetti..
Exploring Far Lands of Galacticraft worlds
When the kraken awoke in the whole solar system
The most entertaining demonstration of floating point precision errors of them all
This actually exposes a few interesting things about KSP.
>Positions are computed relative to the body you are orbiting, rather than some absolute position (ie orbiting Kerbin at (x,y,z) with speed ###m/s in x direction rather than moving being at an absolute position relative to Sol at all times), which explains why there are load times at 70 km and breaking orbit with Kerbin-it has to convert the different position and velocity to another value in a different system with different physics.
>KSP’s flag is tied to kerbal absolute velocity, so when kerbin’s orbit gets screwed with, the flag goes nuts
>The way the game computes velocities (probably from center of mass rather than each part individually except in some cases) causes the game to break when an anchored part (launch clamps, which say that the connected part has a surface velocity of 0) is loaded into a zone other than Kerbin Atmosphere
Ah, i see Danny has been lifted to higher plane by All Mighty Lord Kraken.
Do I hail the Kraken, or Vooperia?
@@Some_Thing_Nick Both of them, if you can resist their power. May Kraken Bless You A Glitchy KSP, brother.
He IS the Kraken.
The explanation to this is actually simple, and so is the fix. The problem is that floating point numbers (generally 64 bit) are only so precise. The places far away from the center of the world, which would be the spacecraft, slowly get more and more crumpled as they loose detail. The reason this is done, is so that when you fly to far away planets, the terrain isn't rough - yet when you go really far out, everything looses the ability to be precise, and hence blocky shapes are formed.
The only metric unit that starts with "z" is a zettameter. 1 zettameter is over 105700 LIGHT YEARS. Valentina is well over 100 million light years from home! The milky ways diameter is apparently about 100,000 lightyears, so.... oh no...
Poor lass is in a whole new galaxy
The editing of this one is really great. I like how it syncs up with the music.
Probs for the editing man!!
Really well done this episode!’
The sync with the music in this video is astounding, good job Danny
Danny described in one sentence:
if you have epilessy look away
no one:
danny2462: its *overflow* time
Game: I'M GLITCHING WAY TOO MUCH SERIOUSLY THE SPH IS A FLOATING SLOPE
Danny2462: Not enough glitches. DISAPPOINTED.
When you flew really far, I think it moved the origin to a really far point and caused floating-point rounding errors to make the orbits square, and wrinkle up Kerbin. When the rounding errors get severe enough, it will make many points all round down to one point, such as stacking planets on top of each other or making the orbits into points.
What has Kerbal done to deserve this? Seriously, Danny, pick on Eeloo or Moho for a change.
I hear you, but, Kerbin is just too conveniently close to the launch pad!
It's really their own fault for putting their planet there.
Dumb kerbals. Just stop breathing and Danny can't torture you!
@@Danny2462 Not if you keep doing what you do...
It's time to relocate to Dres. Nobody cares about Dres - Kerbals will be safe there. For a time...
I must say, expertly edited good sir. The video and music are synchronised well.
I am so curious what the devs think about all this. It must be a weird mix happiness, sadness, frustration and confusion.
Every time a community manager or even a dev talked about the response of the devs, I've always heard good things and I'm super glad about that. Back in the day, they even commented on my "KSP Moments: Moho Hates Landers" video, and they were on-board with the joke! I've pinned the comment there: ua-cam.com/video/2vaEukYUZWw/v-deo.html&lc=UgxxlsqAOtA3-x9iOYZ4AaABAg
@@Danny2462 Haha that's super wholesome.
"Solar system wobbliness nominal!"
Very nominal indeed.
Petition to rename the Kraken to Danny.
Signed
Danny just gave tons of ammunition to the Flat Kerbin Society.
You mean I UNCOVERED THE TRUTH!
also shout out to my boys at The Ground is Orthogonal to Gravity Society
Danny2462 and let’s not forget the Kerbin 4th Wall Club; where they all believe that their universe is nothing but an orbital mechanics game on an alien computer; those guys wear the nifty tin foil hats that are made of exploded rocket parts, and they think that those hats block the overwhelming influence of wanting to join the KSP Astronaut corps.
How am I not first?
But I did see this on Twitch 😏
6:11
Minmus is truly an insulting moon when it comes to breaking physics.
Aw.
Danny.
I'm afraid of something...
Hazard-ish done that thing with distance already (he used drag settings. Orbits started to make knots)
(no dumbheads I didn't mean that Danny copied the idea)
Delofon he arrived at the same results via a different experiment. Science!
I know the video is a meme and all but I love how much effort you put into syncing the music with things in the video, really makes it "CiNeMaTiC"
Almost forgot about this game lmao
And there is a new DLC comming up... Time for a return maybe...
Ksp does an excellent job of not crashing. I'm impressed.
Oops, I accidentally floating point precision
is that bad?
Danny discovers the wonders of float rounding
To explain why this bug happens: The game uses float. Float does a magic thing where it moves the decimal point, since bytes are limited in how many numbers they can represent. So when you have small numbers, everything fits nicely in 0.000001 many decimal points. But the moment you throw something out in deep space, like 100000.0, that fucks with the decimal points. And your 0.000001 accurcy is crushed down to 0.0 accuracy. Hence, square jagged craziness. When you try to do math with 10000.0 and 00000.1 floats, you have to convert to one, or the other. Looks like the game likes converting to the lesser decimal points (the 10000.0's). There you go, magic. :3
The sync with the music is so unique to this channel
You derezzed... an entire planet, perhaps the whole system, broken down into fewer and fewer polygons into stacks of paired triangles...
You absolute madlad.
Dude for real that'd be a pretty cool setting for a book or movie or something, a planet that has massive straight edge slopes everywhere
“The ground is a lie”
-Danny making flat kerbiners corrrect by flattening the planet, then trying to land on it.
I like how nobody's talking about the "Amazing Mk III" that was supposedly "Splashed Down at The Sun"
0:59 That is 146.92 Million light years.
As far as I know, KSP uses polar coordinate system, with within selected crafts' centre of mass. This kind of bugs happen because of two things: first, this coordinate system uses distance and angles from pole and polar vector; second, computer has finite computing accuracy.
Imagine clocks: the larger clock hand, the greater distance its point will go every second.
I really appreciate that the music is synched with the video
Looks like a floating point rounding error caused by the extreme distance of the initial craft. If you watch Kurtjmac's Far Lands or Bust you'll know what I mean. The orbits of the planets becomes wobbly in the same way that the ground appears to stutter when walking at extreme distances in Minecraft.
I think, since the bug is related to distance (and the flag getting mad), it is from floating point granularity. It is as if whole system was moved to +1M meters in all directions and now there is a limit of how small distance delta can be. The more the number - the more is the "atom of space". Like Far Lands anomalies in Minecraft.
Every video I see from you manages to break the game more and more. First it was weird physics, then spaghetifying pilots, and now youve finally managed to make the entire solar system into Minecraft in a game designed NOT to look like minecraft. Its amazing.
The KSP2 commercial played ahead of this video just made this vid 10x better.
Three best things about this video, 1 the music, 2 the captions 3 THE SSSSPPPPAAAGHETTTIII
Finally Danny has embrace Rectangle Orbit i see.
i love the music sync omg
Danny, I got that glitch to work when I was playing KSP with luna multiplayer installed with my friends. One of them had timewarped ahead and I pressed the button which timewarps me to his time while I was loading the craft onto the launchpad and: Voila! The glitchiness we saw in your landing legs video.
9:01 "and this is to go even further beyond"
And the pact was made between the man and the machine. And one bit was given to break the cycle, and make the negative distinct from the positive. Eight bits were given to expand the limits and end the overflows. The remaining twenty three are yours to keep. Use them wisely.
Danny: *cracks open a fucking moon with his antics*
Danny: ...
Danny: Well...
Danny: This is mediocre.
Music fitted so well i thought you made it yourself :) great video as always!
You always have the best musics
It was great watching this on stream.
Also Kerbin is flat.
The square orbits. Hahaha. Love it.
It feels like Danny is exploring the far lands in KSP
Looks like it may be a similar glitch too, as it involves going very far from the spawn point.
You're not wrong, technically this IS the Far Lands in KSP! Same effect caused by the same reasons.
I hope KurtJMac is proud of me.
Excellent editing with music but I just can't believe these are only glitches. I get nothing when I play but you break the universe
The cut to Musik is genius. I laughed the whole time.🤣🤣🤣you just broke the whole KSP universe in two.
Fun fact: Floating point numbers are designed to be accurate relative to how large they are. This means the further away from 0 you get, the bigger the jump between the next biggest number a float can represent is.
Im the only one that noticed that the video is near perfectly sinc with the music? Fucking masterpiece
To explain why this bug happens: The game uses float. Float does a magic thing where it moves the decimal point, since bytes are limited in how many numbers they can represent. So when you have small numbers, everything fits nicely in 0.000001 many decimal points. But the moment you throw something out in deep space, like 100000.0, that fucks with the decimal points. And your 0.000001 accurcy is crushed down to 0.0 accuracy. Hence, square jagged craziness. When you try to do math with 10000.0 and 00000.1 floats, you have to convert to one, or the other. Looks like the game likes converting to the lesser decimal points (the 10000.0's). There you go, magic. :3
Therapist: orbits from Minecraft aren't real, they can't hurt you.
Orbits in Minecraft:
Bloody mad props to the one/s responsible for the music. Damn Danny, howd you get your hands on some amazing music for this... it fits well... almost, too well
I sifted through about 400 OC ReMix songs, found a few that could match, the used ones are listed in the description.
Nothing makes me quite as giddy as when Danny drops a new video.
A small rumble is heard off in the distance, "what's that all the kerbals wonder" as they run to the windows to check... An inter-dimensional portal is on the runway.
The realization sinks in when Danny2462 steps out... *The chaos is back!*
Alarms sound as kerbals scatter to and fro panicking, placing everything in to lock down..... But it's too late, he's already inside, he's everywhere, matter and reality start to break apart, kerbals fall in to the abyss that was once home...
A slow smile spreading across the old gods face "I'm back b...."
Everything fades to black as the sun collapses on itself from a mere glance
*-lol sorry that was just fun to write*
-edit - numbers and some spacing
The music is always timed perfectly!
Tip: this is caused by floating point imprecision in the renderer for far away objects. Doubling the distance out from Kerbin will double the spaghetti.
Good ol’ Danny
Solving scientific problems like FTL by *breaking all known laws of physics with everyday space program equipment*
Music choice and sync was beyond perfect!
My god.. you brought the quantum realm into the macro world and discretized the orbits of the planets!