Pages:
Author

Topic: Pollard's kangaroo ECDLP solver - page 51. (Read 58537 times)

newbie
Activity: 11
Merit: 0
June 22, 2021, 12:39:23 PM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
The only thing you mentioned that will speed up search is the number of cores. Each core you run has 1024 kangaroos; you can change that by compiling your self. So if you run 64 cores versus 32 then you have doubled the amount of kangaroos running at once.

I have been interested in what a quality AMD processor (especially a threadripper) can do so please post your MKey/s once you have it set up and running.


ok, let's do it. I understand that the exchange of information is a golden value.
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 22, 2021, 11:57:14 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
The only thing you mentioned that will speed up search is the number of cores. Each core you run has 1024 kangaroos; you can change that by compiling your self. So if you run 64 cores versus 32 then you have doubled the amount of kangaroos running at once.

I have been interested in what a quality AMD processor (especially a threadripper) can do so please post your MKey/s once you have it set up and running.
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 22, 2021, 11:54:01 AM
~

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range

Why are you searching 16 pubkeys at once in 110bit when there's only one pubkey for #110?

Runtime increases linearly with respect to the number of pubkeys, and when solving 1 pubkey, the runtime is already exponentially high, so you can't really find pubkeys quicker by batching them together in the same command invocation.
Brainless is not looking for pubkey #110; he is looking for #120's pubkey inside 2^110 range via shifting #120's pubkey.  Ultimately he has shrank the range by a factor of 2^10 = 1024 but needs to run the program for each pubkey or integrate runs with the 260 pubkeys.   
legendary
Activity: 1568
Merit: 6660
bitcoincleanup.com / bitmixlist.org
June 22, 2021, 11:49:03 AM
I ordered a computer with AMD Ryzen Threadripper PRO 3995WX 4.2 GHz and 256 GB of RAM. The motherboard ASUS Pro WS WRX80E-SAGE SE WIFI has 6 x PCI 16. I have not decided on the video cards yet.
Should get it in a week. I think to ask the help of specialists to help launch the program.
Do you think I will find support?

Depends on what you mean by specialists. 9-to-5 computer technicians, or ordinary bitcointalk users?

I doubt technicians have heard anything about Kangaroo (some may not even know what bitcoin is!) so I would avoid that route. There is plenty of support on this thread to kelp you get Kangaroo up and running.
newbie
Activity: 11
Merit: 0
June 22, 2021, 11:17:10 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
HDD speed doesn't matters.
If you using CPU then more cores => more threads => more speed.


We are talking about multithreading or we need to run 64 commands?
For example,  Brainflayer works only on one core.

There is no need to run 64 different instances of Kangaroo at once, use the -t option to launch that many worker threads.

I wouldn't run Kangaroo on a virtual disk because of the overhead of running programs inside a VM, but other than that, since Kangaroo isn't a disk intensive program it doesn't matter which disk you run it on.


I ordered a computer with AMD Ryzen Threadripper PRO 3995WX 4.2 GHz and 256 GB of RAM. The motherboard ASUS Pro WS WRX80E-SAGE SE WIFI has 6 x PCI 16. I have not decided on the video cards yet.
Should get it in a week. I think to ask the help of specialists to help launch the program.
Do you think I will find support?


legendary
Activity: 1568
Merit: 6660
bitcoincleanup.com / bitmixlist.org
June 22, 2021, 10:59:29 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
HDD speed doesn't matters.
If you using CPU then more cores => more threads => more speed.


We are talking about multithreading or we need to run 64 commands?
For example,  Brainflayer works only on one core.

There is no need to run 64 different instances of Kangaroo at once, use the -t option to launch that many worker threads.

I wouldn't run Kangaroo on a virtual disk because of the overhead of running programs inside a VM, but other than that, since Kangaroo isn't a disk intensive program it doesn't matter which disk you run it on.
newbie
Activity: 11
Merit: 0
June 22, 2021, 10:42:45 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
HDD speed doesn't matters.
If you using CPU then more cores => more threads => more speed.


We are talking about multithreading or we need to run 64 commands?
For example,  Brainflayer works only on one core.
member
Activity: 110
Merit: 61
June 22, 2021, 10:03:39 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
HDD speed doesn't matters.
If you using CPU then more cores => more threads => more speed.
newbie
Activity: 11
Merit: 0
June 22, 2021, 08:31:54 AM
Search speed will increase or not if you use:
- HDD, SSD, M.2 or DDR vertual disk?
-32 cores or 64 processor cores?
legendary
Activity: 1568
Merit: 6660
bitcoincleanup.com / bitmixlist.org
June 22, 2021, 04:18:03 AM
~

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range

Why are you searching 16 pubkeys at once in 110bit when there's only one pubkey for #110?

Runtime increases linearly with respect to the number of pubkeys, and when solving 1 pubkey, the runtime is already exponentially high, so you can't really find pubkeys quicker by batching them together in the same command invocation.
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 22, 2021, 01:36:24 AM
Quote
I have heard that the key space for 120 can be compressed but how?
Jean Luc's program (the one this thread is about) automatically subtracts the inputted start range.
member
Activity: 330
Merit: 34
June 22, 2021, 12:32:27 AM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630

I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range
Did you cut it by 800000000000000000000000000000 to drop it down one range before cutting down to 110?  Could mean the difference in 2^110 versus 2^109
No cut it by 800000000000000000000000000000
exact 110 bit range 16/260 (  2^109 to  2^110-1 )
jr. member
Activity: 76
Merit: 4
June 21, 2021, 10:06:15 PM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630

I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range
Did you cut it by 800000000000000000000000000000 to drop it down one range before cutting down to 110?  Could mean the difference in 2^110 versus 2^109

I have heard that the key space for 120 can be compressed but how?
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 21, 2021, 07:38:58 PM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630

I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range
Did you cut it by 800000000000000000000000000000 to drop it down one range before cutting down to 110?  Could mean the difference in 2^110 versus 2^109
member
Activity: 330
Merit: 34
June 21, 2021, 11:11:45 AM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630
I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
16 out of 260 will be in 110bit range
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 21, 2021, 11:07:41 AM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630
I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
The quick and easy answer would be to look at how long it took to solve #110...roughly 2 days.  You could take the 2 days and times that by 260 to get a quick and easy answer however, we know that the tames generated while searching for each pubkey would be used/valid for each subsequent pubkey. I think if one had 260 GPUs, each searching for 1 of the 260 pubkeys, and doing a daily merge/collision check, it would be much faster than the 2 x 260 days, but no way to be 100% certain.

Are all 260 in the 110 range?
full member
Activity: 1162
Merit: 237
Shooters Shoot...
June 21, 2021, 10:05:48 AM
What to use to look at the DP's I have in the workfiles?
If you can compile your own version, you can add the export option that https://github.com/PatatasFritas/FriedKangaroo created.  If you search for PatatasFritas in this thread, they also have a python script that will do the same; export the wild and tame files.
full member
Activity: 706
Merit: 111
June 21, 2021, 07:57:21 AM
What to use to look at the DP's I have in the workfiles?
member
Activity: 330
Merit: 34
June 21, 2021, 06:00:45 AM
For example If I am running with 1 loaded public key BSGS and for argument sake with 1 key loaded I am operating at 100 million keys per second but if I substract and load  1000 of the same key just offset by a different distance from the target key my keys per second drops 100 million/1000 (more actually) but now I have 1000 more possible chances of a collision because i have added 1000 targets.

Example
03b6c66d90910721ac8e6f8ef0ebb222fff638227122b21c5853e787ca3d119f08 # - 651321717934608777722865459537368854
030e7b9ccf0feabe79d8745a89b575b52ff21333368b4a9c95c72dbef88a6105e2 # + 651321717934608777722865459537368854
029a564b60e6bed3449052228a609334b43d59bc5f79ca5c622334658ce89b6026 # - 657967857913533357087384494838770577
03a127833050783f814ee013e796fbc937067a86741564bdb9086a6e6e6398e11d # + 657967857913533357087384494838770577
03d0203676b61edda6208b2f9b204de5e8ee2849723458dc7531b1eaba503de390 # - 664613997892457936451903530140172300
0247dd5a10ae3aab4187c7af2a5babcc8ee401ed09e67fbc6ea75e35cc8471d8c9 # + 664613997892457936451903530140172300
02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630 # target


If one of these keys hits then i just add or subtract the decimal value on the right from the hex private key found  convert to decimal add or subtract than convert back to hex  and now I have the  key for 120 02ceb6cbbcdbdf5ef7150682150f4ce2c6f4807b349827dcdbdd1f2efa885a2630
I don't think keys per second drops using BSGS, not the one I put out that Jean Luc built.
It's actually faster because with multiple pubkeys you do not have to rewalk the baby steps every time.  If you are using another version of BSGS, then I'm not sure about it. But the one I use, it's the same speed, but overall faster because it doesn't have to perform and store the baby walks every time.

With Kangaroo, it probably is faster searching 1 pubkey.  Let's say you shifted down 2^10; now you'd have to search 1024 pubkeys in the 2^110 range.
Avg operations of 1 pubkey at 2^120 = 2^60 (roughly) but 1024 at 2^110 = 1024 * 2^55 = 2^65 operations

if 260 pubkeys in 110bit, then how much time it will take ?
jr. member
Activity: 76
Merit: 4
June 20, 2021, 10:49:09 PM
How then were the ranges calculated in https://privatekeys.pw/puzzles/bitcoin-puzzle-tx
?

The private keys were deliberately generated within those ranges by the author. The ranges themselves weren't calculated.

So it's like the author made #64's private key between ranges 2^64 and 2^65-1, #65 between 2^65 and 2^66-1, and so on.

why at certain times the kangaroo program start to accumulate dead kangaroos? does this give any indication as to solving the the puzzle
Not really.  I don't know what range you are running but normally they start accumulating when running through a small range.  There is limited space in smaller range so the kangaroos in the same herd start to trip over each other.  But if you do get dead kangaroos in a larger range, no worries, the program automatically resets them to different random points.
Yes the full range of 120
Pages:
Jump to: