as soon as I saw you doing the practice run, I was like "wouldn't doing the math first be easier and better?" and then I saw the white board, not disappointed
The use of math just makes this cool concept so much better! Seeing fresh outer wilds content is always a great time and I can say this video was timber hearth mountain levels of fresh.
I would love to see this done as a Tool Assisted Speedrun (TAS). That way you could fine tune the flight parameters to get even closer! Thanks for making this awesome video!
I'd love to see a supernova fly-by, but where you roughly match velocity with the supernova blast. Basically, I want to watch the blast wave as it travels
You should make a video exploring how the nomai ships can actually be piloted. I forget who, but a lore channel shows how the controls work but doesn’t get into the math of figuring out when to shift the orientation of the shuttle
That’s a really cool idea. I never did figure out how to fly those. I think I found the video you’re talking about (How to Fly a Nomai Shuttle by The Lore Explorer) and it is very informative and inspiring!
Now you have me wondering if anyone’s tried piloting a Nomai shuttle through Dark Bramble to the Vessel. Would be quite impressive if that included a trip with the shuttle to pick up the warp core from Ash Twin heh.
@@KingAdamXVII You're welcome! You can think of it as the sum of two identical vectors separated by a 90° angle. The sum is greater than the individual vectors.
Just found out this guy has a full outer wilds and echoes of the eye playthrough, haven't started it yet but plan to because the comments look quite positive!
Thank you so much! I will say one thing that I regret is not fixing the performance issues earlier. The entire base game playthrough is plagued with terrible framerates. I don’t know why I didn’t get more complaints. But anyways if it bothers you please check out the second EotE playlist where the quality is as good as it is in this video!
That's geometry and algebra, not calculus. Now don't think this is an insult, you did the smart thing here. It would be stupid to use calculus to solve this problem lol.
@@KingAdamXVII You didn't integrate in order to find the area, you calculated it as the area of a triangle (geometry). You need to know why this works in order to learn how integration works, so this may be why it was taught to you then.
@@KingAdamXVII It **is** calculus concept. You even integrated the function! After all, you said it yourself: It's linear, and the area under the curve is a quadratic function. Exactly how integrals work. You just used a geometric method of finding the integral, but you absolutely found the integral. Calculus is about the action and application of integration and derivation; using the rules of calculus to integrate a function is just a part of it.
This is really cool! I'm wondering though why you fly out from the sun to then take a 90 degree turn and fly in another direction. Could you not just continue in a straight line?
Definitely should have explained my thinking there. And I’m not sure if it is necessary. But anyways the idea is that there’s a “starting line” where I’m lined up with the sun, then I can start accelerating at precisely the right time from exactly the right place. The perpendicular distance from the sun to the ship can be ignored, but if I fly directly away from the sun then I would need to take that initial position and velocity into account. Also flying away from the sun at the beginning should help to minimize the effect of its gravity on my ship. I think a (possibly) better way to do this would be to measure the ship’s acceleration, then just fly out really far away and do the math once you get there, using your actual distance and time remaining. Then you wouldn’t have to worry about the timing of any of the starting process.
@@KingAdamXVIIthe better way you're describing is exactly what I thought you'd do, it's the objectively best way, you don't have any variables other than latency to worry about then, could calculate exactly when the sun is at its smallest and fly next to it at that exact point
@@NewsofPEOMG I just tried this and it’s so much better. Turns out the ship’s acceleration is exactly 50 m/s^2 both forward and backward (and presumably sideways).
Doesn't this game accelerate the same backwards as forwards? I think you could aim the flying away part better backwards, and save time not having to turn around.
Interesting idea. You made a slight mistake in the setup for your math, I think. You didn't take gravity into account. The acceleration away from the sun should take more time than the deceleration, and the acceleration back should take the least time, although I'm not sure to what degree because gravity weakens as you get farther away. It's possible that it effectively cancels out, and it's also possible that it's weak enough at the distances involved that the difference is inconsequentially miniscule.
You’re absolutely right and that’s the reason I started by traveling away from the sun and then accelerating perpendicular to it. I didn’t get very far though, and you can tell that when I start going my speed doesn’t change as quickly as it should. I do end up compensating for it a bit without drawing any attention to it. And the pull at the end is quite negligible since I’m blasting through the solar system so fast.
I have no idea! I think it might be a graphical glitch caused by moving far away from the sun. I’ve noticed when I fly away at the beginning of the loop, the sun changes appearance slightly when I reach about this distance.
Really appreciate the comment! It doesn’t bother me at all when my videos don’t take off, but I really do appreciate feeling like those who would like the content have found it. 😊