• BarbecueCowboy@lemmy.world
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      3 months ago

      I’m obsessed with the idea of a slow-paced FPS game now. Imagine logging in once or twice a day, picking a shot and seeing if whoever it is is still there the next day.

      • lolcatnip@reddthat.com
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        3 months ago

        You may want to check out Superhot. It’s not nearly that slow, but the whole have runs in extreme slow motion.

      • FierySpectre@lemmy.world
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        3 months ago

        Once I had a board game that was a lot like this. You controlled robots on a board, and had to plan out like 5 operations (turn/step/…) each round. Chaos ensues when you have 4 people hindering (or trying to) each other.

    • einlander@lemmy.world
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      3 months ago

      Didn’t forget debugging, diagnosing, and reprogramming Voyage which has left the solar system.

      • NocturnalMorning@lemmy.world
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        3 months ago

        Yeah, that was seriously impressive. I worked flight ops for a while. I couldn’t imagine having to re-flash software from that far away.

        • herrvogel@lemmy.world
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          3 months ago

          I know the frustration of trying to reprogram cheap Chinese esp32 knock offs that refuse to enter bootloader mode. Those nasa guys have to be some of the most patient people on earth. Up there with special education teachers.

    • Viking_Hippie@lemmy.world
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      3 months ago

      I’m gonna need you to tell me step 0. I followed your instructions to the letter and all I got out of it was a very confused lunch.

    • FiskFisk33@startrek.website
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      3 months ago

      fun fact, that would make the transmission slower.

      According to wikipedia cat5 cable has a propagation delay of 5.30 ns/m, which works out to about 62% of the speed of light. While radio waves propagate at the speed of light.

      • LadyAutumn@lemmy.blahaj.zone
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        3 months ago

        Yeah, the reason ethernet is generally faster compared with wifi is mainly due to interference from physical objects between the device and the transmitter. Not as much an issue when you’re issuing commands into the vacuum of space from large, high-powered antennas.

      • zaphod@sopuli.xyz
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        3 months ago

        Radio waves always propagate at the speed of light, it’s just that the effective speed of light in copper and glass fibre is lower than that in air/vacuum.

  • Cethin@lemmy.zip
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    3 months ago

    Well NASA is essentially botting. It’s not like they need to sit there and give it every input. They tell it what to do and it follows a program. I could bot with that much ping if my bit is running locally on the game’s servers. Basically: NASA is full of cheaters.

    • MystikIncarnate@lemmy.ca
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      3 months ago

      They don’t use anything for their latency. I’ve looked into the space network they have, what protocols they use and what they do about the massive delays… Just a little bit, I don’t know it super well or anything, but from my understanding, the “network” they use is more about assurance than delivery speed.

      The publicly available version of what they use is called delay tolerant networking, which essentially uses a mesh of nodes that may, or may not be able to communicate to other nodes at any given time. As messages are sent, they are relayed from node to node as connectivity allows until they get to a base station for final delivery. It’s a bit like the mail system, but instead of large centralized sorting facilities, you only have local post offices. The message is sent from one office to another until it leapfrogs it’s way to the destination. It can wait at one post office indefinitely until a path opens up to the next one.

      In the case of delay tolerant networking, it basically sends it along to the next station in the mesh, and that station will confirm the delivery of the information, which is when the sender can remove the message from its buffer.

      Ideally, the nodes should have some type of non-volatile memory (like nvram) to store pending deliveries, so nodes don’t waste power trying to keep the information in their volatile memory (RAM).

      Terrestrialy, we use DTN for tracking stuff like the movement of animals in large and unserviceable areas (where mobile networks like LTE, don’t exist), such as deserts and undeveloped forests. As the trackers on the animals come within range of another tracked animal, updates occur, and when either gets near enough to a base station to upload the information, then the updates are sent out to the records systems.

      Don’t ask me how the logic works to figure out when to push data one way or another. I haven’t gotten that deep into the protocol yet.

      Anyways, for NASA, the information is sent to satellites, which relays to the rover eventually. In NASA’s case, they can directly transmit, from Earth, using microwave arrays, to the satellites in orbit around Mars if we want.

      I’m not sure on the specifics of how they have their version of DTN setup, so I’m only speculating at best.

      They don’t mitigate latency, they simply account for it, and work with that as part of the problem.

  • justme@lemmy.dbzer0.com
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    3 months ago

    It’s not like they “play” competitive real time over there. It’s more turn based single player