This is really the wrong measure, BTW; a better model of what I’m thinking would be something like total Lambertian albedo, i.e. an integral over the cosine of the angle between the normal of each point on the surface and each direction from which that point is visible.Ahruman wrote:I believe that if two surfaces subtend the same area projected onto a sphere around the ship
artificial gravity
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- JensAyton
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Re: artificial gravity
E-mail: [email protected]
- CommRLock78
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Re: artificial gravity
There used to be a lady that worked with my dad whose husband was working on something very similar to this. (I believe through Sandia National Labs or Los Alamos Labs if I recall).Selezen wrote:Dammit, there are NO original ideas left in the world.
I've had a take on a "gravitomagnetic drive" for some time. I trust you lot, so I'm going to reveal something secret. And very work in progress. But the actual linked page is pretty much static for the moment.
Keep it safe and keep it secret...
Still - I think there must be a connection between the two. I spent part of last Christmas break playing around with both the permittivity and permeability or free space to see if there might be a way to connect E&M with Gravity. Although I obviously haven't come to any conclusion, I still strongly believe that there must be a connection (and even if there isn't, Newton's law still doesn't explain anything lot about how gravity really works).
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
Re: artificial gravity
Reminds me of the Original idea for an Ion Drive.
http://www.dailygalaxy.com/my_weblog/20 ... -live.html
and this rather nice idea:
http://en.wikipedia.org/wiki/Yamato_1
http://www.dailygalaxy.com/my_weblog/20 ... -live.html
and this rather nice idea:
http://en.wikipedia.org/wiki/Yamato_1
- Rese249er
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Re: artificial gravity
Couldn't you adapt the Yamato One drive for operation in solar wind?
Got all turned around, lost my nav connection... Where am I now?
- CommRLock78
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Re: artificial gravity
The problem with using the solar wind is that it only accelerates the craft to the edge of the helioshphere. I honestly think that long distance travel in normal space is quite impractical - although if this drive (Alcubierre Drive) works, then we might be in business - Star Trek style .Rese249er wrote:Couldn't you adapt the Yamato One drive for operation in solar wind?
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
Re: artificial gravity
One of my little projects in the future is to build an OXP that allows for a fleet of 'Sailing' craft (from personal yachts to trading clippers).
Is there (yet) a way of animating an object on a player ship or non player ship?
Is there (yet) a way of animating an object on a player ship or non player ship?
- Shipbuilder
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Re: artificial gravity
NigelJK - I understand that you can define moving/rotating sub-entities however this is not something that I have looked in to as yet (I don't know if this will provide exactly what you are looking to achieve).
Perhaps someone else with more knowledge in this field may be able to confirm or otherwise that I am correct and provide some more detailed info.
Perhaps someone else with more knowledge in this field may be able to confirm or otherwise that I am correct and provide some more detailed info.
The GalTech Industries Corporation - Building ships to populate the galaxies.
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
- Tricky
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Re: artificial gravity
Try looking at the demo section of Thargoid's wiki user page*. (Demo/Taster OXPs)NigelJK wrote:One of my little projects in the future is to build an OXP that allows for a fleet of 'Sailing' craft (from personal yachts to trading clippers).
Is there (yet) a way of animating an object on a player ship or non player ship?
* Still can't do links to user page's with the wiki bbcode.
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Re: artificial gravity
You never will. And not only because it's a user page (colon in page title), but also because it's a link to a subtitle ('#' in page title).Tricky wrote:* Still can't do links to user page's with the wiki bbcode.
But you can incorporate the Wiki logo by hand: Demo/Taster OXPs
Typed like this:
Code: Select all
[url=http://wiki.alioth.net/index.php/User:Thargoid#Demo.2FTaster_OXPs][img]https://bb.oolite.space/images/elitewikismall.png[/img] Demo/Taster OXPs[/url]
Re: artificial gravity
Rotating sub-entities have been possible for a long time - via the rotational_velocity key in shipdata.plist.
But recently we've also gained frame callbacks, which allows per-frame access for things like the animation I have used in some of the demo items linked to above. As you can access both the position and orientation of sub-entities from script (as well as both for the main entity too) you can have all sorts of fun
And then there's shaders, which are a whole other area for animation. For that have a look at Griff's fabulous constores in YAH.
But recently we've also gained frame callbacks, which allows per-frame access for things like the animation I have used in some of the demo items linked to above. As you can access both the position and orientation of sub-entities from script (as well as both for the main entity too) you can have all sorts of fun
And then there's shaders, which are a whole other area for animation. For that have a look at Griff's fabulous constores in YAH.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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- CommonSenseOTB
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Re: artificial gravity
Yes, frame callbacks allow for all sorts of fun!Thargoid wrote:Rotating sub-entities have been possible for a long time - via the rotational_velocity key in shipdata.plist.
But recently we've also gained frame callbacks, which allows per-frame access for things like the animation I have used in some of the demo items linked to above. As you can access both the position and orientation of sub-entities from script (as well as both for the main entity too) you can have all sorts of fun
And then there's shaders, which are a whole other area for animation. For that have a look at Griff's fabulous constores in YAH.
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.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: artificial gravity
Sorry for the delay RL getting in the way of important stuff.
Rotation is exactly what I need. I'll take a look at Thargoids wiki page.
Rotation is exactly what I need. I'll take a look at Thargoids wiki page.