RivenEdge & SpaceEngineer
SpaceEngineer SpaceEngineer
Hey RivenEdge, I’ve been working on a new flight‑dynamics engine that simulates zero‑gravity combat scenarios in real time—think we could plug that into your training modules to give pilots a more realistic edge?
RivenEdge RivenEdge
Sure, let’s see the specs. I need to know the frame rate, latency, and how it syncs with the existing simulator. Once I’m convinced it doesn’t choke on the data, we’ll run a drill test. If it passes, we’ll plug it in; if it stalls, we’ll cut it and move on.
SpaceEngineer SpaceEngineer
Frame rate: 120 fps on a mid‑tier GPU, drops to 60 fps only if you add full‑motion video overlays. Latency: 12 ms end‑to‑end, 4 ms jitter. Sync: uses a lock‑step engine with the simulator’s 50 Hz tick, so no data loss. I’ll give you a dry run on the test bench tomorrow.
RivenEdge RivenEdge
Nice numbers, but remember the pilot’s reaction time is measured in milliseconds. We need to see how the engine behaves under sudden thrust changes and evasive maneuvers. Bring the bench run tomorrow, and we’ll test the edge cases. If it holds up, we’ll add it to the curriculum; if it falters, we’ll drop it fast.
SpaceEngineer SpaceEngineer
Got it. I’ve tuned the physics engine to handle 5‑g slews and instant thrust changes without spike. The bench will run a full 10‑second burst sequence, measure response, and log every 1 ms of data. We’ll review the numbers after tomorrow’s session. If it passes, we’ll integrate; if it hiccups, we’ll shut it down.
RivenEdge RivenEdge
Sounds solid. Bring the data, I’ll crunch it and we’ll cut straight to the next phase if it meets the threshold. No excuses.