Could also perhaps use that idea to have a solar wind oxp where there is always a slight velocity imparted away from the sun. Could make for an interesting flight dynamic to take into account drift while aiming or close dogfighting or scooping cargo. Everything should have this slight velocity imparted however depending on mass I'd guess. Imagine flying a tiny little ship that gets bucked by heavy solar winds in systems with heavy flare activity and having a real hard time aiming the long shots? Could be a cool idea if done right.Thargoid wrote:Use a timer to periodically check the player ship velocity. If it's zero, then give him a small forward velocity.Wildeblood wrote:I'd like that. Can that be done in unrestricted mode somehow?Eric Walch wrote:In strict mode there is always a minimum speed > zero.
Not quite a true non-zero minimum speed, but as close as you can get I think by OXP.
Strict Play/Unrestricted Play/Strict Mode(JS)
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- CommonSenseOTB
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Re: Strict Play/Unrestricted Play/Strict Mode(JS)
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
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Re: Strict Play/Unrestricted Play/Strict Mode(JS)
That would be the only sort of situation where not being able to come to a full stop would make sense to me. Although it could be interesting with stations and trying to dock!CommonSenseOTB wrote:Could also perhaps use that idea to have a solar wind oxp where there is always a slight velocity imparted away from the sun. Could make for an interesting flight dynamic to take into account drift while aiming or close dogfighting or scooping cargo. Everything should have this slight velocity imparted however depending on mass I'd guess. Imagine flying a tiny little ship that gets bucked by heavy solar winds in systems with heavy flare activity and having a real hard time aiming the long shots? Could be a cool idea if done right.
Re: Strict Play/Unrestricted Play/Strict Mode(JS)
It would also be somewhat more tricky to code. Or at least to code and still have a ship you can control, as velocity is cumulative, and of course as soon as you actually move you then have that velocity in play too. If you're not careful over time the ship (and everything else it's applied to) will just end up flying away from the sun at high speed.
But having a non-stop (ie non-stationary) OXP would be quite easy, as you can just check if velocity is zero and then add it (which will of course make it non-zero for the next check, hence no further addition).
But having a non-stop (ie non-stationary) OXP would be quite easy, as you can just check if velocity is zero and then add it (which will of course make it non-zero for the next check, hence no further addition).
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Re: Strict Play/Unrestricted Play/Strict Mode(JS)
I vote no.. or via OXP only..Wildeblood wrote:I'd like that. Can that be done in unrestricted mode somehow?Eric Walch wrote:In strict mode there is always a minimum speed > zero.
Fuel stations and satellites require you to come to a complete halt. Even one or two metres per second of movement will cause you to move out of the refuelling zone before your tanks are full. When my joystick throttle was jittering at zero thrust, it gave me no end of problems.. even worse was back in the pre-1.72 days when the joystick routines would sometimes give you a low amount of reverse thrust, when you zero'd the throttle. I was very glad when Screet tracked that bug down.
Last edited by Diziet Sma on Sat Apr 28, 2012 7:09 am, edited 1 time in total.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Strict Play/Unrestricted Play/Strict Mode(JS)
Logically speaking, this would have to apply to Main Stations, beacons and every other item in the System as well.. though to be honest, I seriously doubt the charged particle stream (I don't like the term 'solar wind', it gives totally the wrong idea of what is going on) flowing from a star is enough to really impact anything less than several kilometres across, and even then it would only affect it if the object's mass is also very small.CommonSenseOTB wrote:Could also perhaps use that idea to have a solar wind oxp where there is always a slight velocity imparted away from the sun. Could make for an interesting flight dynamic to take into account drift while aiming or close dogfighting or scooping cargo. Everything should have this slight velocity imparted however depending on mass I'd guess. Imagine flying a tiny little ship that gets bucked by heavy solar winds in systems with heavy flare activity and having a real hard time aiming the long shots? Could be a cool idea if done right.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied