![]() If you select the tiny glider setup in the control panel you can inspect how a tiny glider works in detail. If you look closely, you will see that every now and then little gliders are generated that move diagonally until they collide with other parts of the pattern. ![]() In this scenario you will observe that very quickly a dynamic pattern will emerge that exhibits little patches that are static and other regions that are highly dynamic. With the density slider you can control the initial fraction of alive and dead cells. ![]() Chaotic patternsīy default the initial setup is random, each cell is assigned its state randomly. However, depending on the initial conditions, the Game of Life generates different classes of patterns. The above rules are static, no parameters are involved. So, in a nutshell, these simple rules mimic three vital biological forces, cooperation, competition and reproduction. Rule 4 mimics reproduction: Alive cells in the neighborhood can have a baby in the center. Underpopulation, the lack of required cooperation, will also kill a cell (rule 1). Overpopulation or too much competition will kill a cell (rule 2). The first three rules imply that only when the number of neighbors is suitable, namely 2 or 3, a cell can survive. A dead cell will become alive in the next step if it has exactly 3 alive neighbors.If a cell is alive and has 2 or 3 alive neighbors it will continue to live.If a cell is alive and has more than 3 alive neighbors it will also die.If a cell is alive and has less than 2 alive neighbors it will die.The states of all cells are updated synchronously and depending on the states of each cell’s neighboring cells. Each cell interacts with its 8 nearest neighbors. In the display panel live cells are black, and dead cells are white. Each lattice cell has a binary state variable, 1 or 0, representing alive or dead, respectively. It evolves on a two dimensional, square lattice. And mods are no substitute.The Game of Life is a cellular automaton. I think this is an area where the boundaries can be pushed, even though it is likely to exclude features from certain players, which SQUAD have assiduously avoided thus far, it has to be worth it to allow the bar to be pushed. I really hope this does get done, I know SQUAD are afraid of making features that are unusable by a section of the community, in this case, just a little bit extra to make vehicles turing-complete would be massive for a lot of advanced designs. Does not even need to be that advanced, just the basic building blocks and the community can create all the libraries needed. Ideally a scripting language to control avionics would be amazing. And it does not stop there, we are talking a whole new class of designs I am sure the clever people who play this game could then make. There are just so many super-cool designs like true flying wings that could be made with proper feedback/loops/control. ![]() Of course we need proper gyroscopic and AOA sensors also. We know its possible as real planes do it.Įven just variables/conditionals in the animation system would enable everything to be able to be created, and would be a massive step. In order for these craft to maintain stable flight, there needs to be feedback and control surfaces actuated automatically to compensate for lack of yaw stability. Would be absolutely amazing if there was a bit more control and real avionics could be programmed. There is no proper way to create avionics control software. Other aerodynamically unstable designs cant be made in KSP?
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