I won't suggest the developers to add n body physics,it might be very difficult,but what would be your opinion if SR2 had n body physics?
I would love to see it just to mess around with it alone.
@WNP78 Basically no probs on warp and such, I have seen several Realism Overhaul career playthrough with Principia.
@AnotherFireFox that's some very advanced stuff going on there. I can see why they might choose to use some native code (or GPU? Speculation) but there will always be a c# element because of unity, the engine for both games. I'd they're willing to implement it as an SR2 mod that would be super cool but I can't see it being a practical candidate for a game update. I do wonder about the performance implications during warp and for trajectory prediction though...
@WNP78 it's a lecture long material to explain it. If you ask the algorithm, the team is consisted of several MIT doctorates (not sure) and the mod is not even written in C#. If you ask the ingame integration, check this
@AnotherFireFox how did they manage maneuver prediction with that?
I asked KSP modders about Principia and some said it seems like if they want to, they can port it to SR2.
well, I guess you'd have to be constantly updating the planet's orbital trajectories... currently they are "railed" onto a fixed orbit. Not sure what this would help with too much, besides more complex binary-type systems I guess. Manoeuvre node prediction would be pretty hard though in such an irregular environment - that would be the main obstacle.
I can bribe a good amount of bars of gold to KSP Principia modders to implement the mod into SR2
PLS post this here. I would love to see this implemented