It also seems to be conflating me using CloudFlare's DNS with me using DoH. Also, they're ironically removing my choice, because I chose CloudFlare's DNS yet I can't see the content because of that.
It's an unfortunate situation, but it doesn't look like an easy solution exists on either side.
> EDNS IP subsets can be used to better geolocate responses for services that use DNS-based load balancing. However, 1.1.1.1 is delivered across Cloudflare’s entire network that today spans 180 cities. We publish the geolocation information of the IPs that we query from. That allows any network with less density than we have to properly return DNS-targeted results. For a relatively small operator like archive.is, there would be no loss in geo load balancing fidelity relying on the location of the Cloudflare PoP in lieu of EDNS IP subnets.
> We are working with the small number of networks with a higher network/ISP density than Cloudflare (e.g., Netflix, Facebook, Google/YouTube) to come up with an EDNS IP Subnet alternative that gets them the information they need for geolocation targeting without risking user privacy and security. Those conversations have been productive and are ongoing. If archive.is has suggestions along these lines, we’d be happy to consider them.
(And let the community do some of the hard work for you. With appropriate mods, KSP can have a very realistic aerodynamics model (that handles supersonic speeds as well), and - as others mentioned - n-body physics simulation.)
Regardless, KSP's workaround of using SOIs is simple and quite effective.
In any case, the bigger gameplay problem tends to be the vehicle physics simulation, where you have hundreds+ parts interacting and not in the most stable fashion especially above 2x time warp. That's the part that seemed amazing when KSP first came out, moreso than the orbital simulation (although the solar system exploration clinched the overall experience).
I don't understand how something that could easily be done on an 8 MHz computer in 1985 could strain a modern machine. Especially if you look up a decent algorithm and don't do the naive one.
Maybe there is some misunderstanding. Like, "n-body" to me doesn't imply a detailed simulation of inhomogenities in the celestial objects, like in real life they talk about mascons and such when landing on the moon. I'm assuming it's just that you calculate the forces of each body on every other body. And while you can do better than a simple N^2 calculation, if you have less than a dozen what does it matter?
This may be the funniest/best way to say "we have a roughly monthly release cadence" that I've ever seen.
Granted wasn't him that implemented airplane aerodynamics on KSP (it was a modder of KSP, his mod being considered "mandatory" with how much it changed the game physics)
(On the other hand, someone should note that maybe both our instincts are flawed, because you could also see the X-Plane story and say "Why can't he do it? It's been done before!" ;) )