3 ms·
To be fair, that's because the underlying engine used by KSP uses floating-point. It actually uses single-precision floating-point, which Squad hacked around, b
by TheLoneWolfling 12y ago
To be fair, that's because the underlying engine used by KSP uses floating-point. It actually uses single-precision floating-point, which Squad hacked around, but that is another matter.
Personally, I think we should go to 128-bit registers and just treat (almost) everything as integer-valued (and often unique! Don't worry about PID reuse - just increment the counter. It'll "never" overflow.), but that's another matter.