

I don’t agree with that at all, “it’s a luxury to have a job”? There are many problems still needing to be solved. Most people work out of necessity.


I don’t agree with that at all, “it’s a luxury to have a job”? There are many problems still needing to be solved. Most people work out of necessity.


AI will do all the white collar jobs, robots will continue doing more of the tedious manual work. What will be left is insane competition for jobs that are like custom maintenance, nursing, etc. But the question becomes, what does a society look like with over 30% of workers no longer needing to work because AI is doing it, while about 30% of worker’s positions are still extremely necessary?


Not going to happen. Meanwhile, models are becoming insanely capable and efficient, such as Opus 5.5.


Ridiculous, and people will still probably pay for it.


The whole “four-day workweek” thing, just say “higher pay” because what you’re really asking for is that people get paid more per hour worked, such that they get paid the same, and only work four days instead of five. Why do you have to make it so complicated? PAY PEOPLE THEIR FAIR SHARE.


I can actually navigate using the gravity and velocity arrows without the trajectory line, it’s a pretty weird experience. You have the ability to toggle them off, and key bind. It’s 4 and 5, and it should save your choice so you don’t have to keep doing it.


Yea the Rocinante is a cool attempt to design a hard physics combat ship, a part of the inspiration for the game was the slingshotter Belters not the MCR. Manéo is remembered.
Check out the Y Que. https://expanse.fandom.com/wiki/Y_Que
I’ll be working on a very short rapid tutorial explaining as much as I can and put a tutorial button on the main home screen.


Thank you, that’s good to know about the initial scaling, I’ll set it to 100% instead of 50%, also knowing you have to exit to adjust is good to know, I’ll make a proper dedicated exit button on the settings page. As stated previously this is what I’ll do regarding ship rotation and size:
The ship size I will be scaling up by about 20% on screen, along with adding a white arrow that points in the direction it’s facing, similar to the yellow force arrows which can be toggled on and off, and I’ll add a feature to separate the toggle so you can turn off force arrows while keeping the direction arrow.
I won’t be making ships a certain shape to make them easier to know which way they’re pointed. Because space has no air, no need for aerodynamics.
There’s an entire replay system where you can see all other player’s runs, easily by clicking the leaderboard runs, or going to a user’s profile history. If you’re playing the easy map and it’s too easy, and you’re sitting waiting for 2-3 minutes, check out the fastest run which are around 25 seconds on both Prime and Reach. I’m glad you found the more difficult maps more enjoyable. The easy maps are genuinely meant to be for people who have no concept of orbital mechanics at all. Where as a map like Apollo is for someone skilled in capturing a moon’s orbit manually. So if you want a challenge then do the Apollo map, you’ll be burning and rotating in all directions.
You can also make your own maps with the map making system! https://slingshotspeeders.com/m/vnocbt8g


Thank you for the feedback, I have a solution as mentioned in another comment just to make sure you saw:
The ship size I will be scaling up by about 20% on screen, along with adding a white arrow that points in the direction it’s facing, similar to the yellow force arrows which can be toggled on and off, and I’ll add a feature to separate the toggle so you can turn off force arrows while keeping the direction arrow.
On mobile I could add an indicator to the top of the screen like an icon which displays an arrow representing ship angle rotation.


Seriously thank you for the feedback and I’m glad you like the idea. Scaling should work if you go to settings, and rebinding R to something else. I have made the adamant decision to never add time controls to the core simulation for multiple reasons, but I encourage you to try to map making system to make tighter faster maps. Most maps are already under 2 minutes to complete, but indeed the easy once involve only two major maneuvers unlike the hard ones.
The ship size I will be scaling up by about 20% on screen, along with adding a white arrow that points in the direction it’s facing, similar to the yellow force arrows which can be toggled on and off, and I’ll add a feature to separate the toggle so you can turn off force arrows while keeping the direction arrow.
The point of QE to rotate is to provide meaning and skill to ship main thrust vectoring, which is much more realistic similar to a game like Rocket League. You can use RCS but it’s only 50% as powerful and doesn’t have afterburner. Did you have issues choosing increasing the scaling in the settings? On my phone I typically do 150% and it allows for up to 200%. Thanks again for playing!


I seriously appreciate it, thank YOU. Please let me know if you have any suggestions or issues while playing. I’m completely open to any feedback. Anyone who plays signed in will be receiving a free exclusive variant of the Brick hull that will persist beyond the wipe. No one will be able to obtain it once the Season Zero begins.



I created a FAQ https://slingshotspeeders.com/faq


You can think whatever you want, go ahead.


That’s only if you have no idea what you’re doing with it. Depending on your skill level in development, that is not the case at all.


Using AI with Rust compiler is a combination that’s worked well for me many times already. You can check out https://slingshotspeeders.com/ if you want to experience compiled Rust in the browser using Bevy 0.19 for an orbital mechanics simulation racing game for free with no account easily.


What I did instead is I added an afterburner, so you can hold shift to 2x your thrust force. I’ve firmly decided to not have any manipulation of the time in the core simulation, but I did add it to the replay mode.


Thank you, please let me know if you have any suggestions. It doesn’t support mobile yet, but that’ll be something to consider once the fundamentals are more set in place.


What if I use AI to generate images that would be as bad as if I did it by hand?



Yes good, then it will no longer be able to track the message count in your room.
I’d just rephrase what you wrote to be correct, “it’s a luxury to have a high paying job that you enjoy doing”. And then I’d say “a lot of jobs are worked due to necessity”.
And then to top it off I’d say “AI is making those high paying jobs that people enjoy doing less necessary, while leaving the harder manual jobs for everyone to scramble to compete for”.