Split: Re-scaling experiment
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Re: Split: Re-scaling experiment
what? where? how do I test?
- Redspear
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Re: Split: Re-scaling experiment
Dizzy, thanks for the report and trunk updates.
Re torus drive:
Change the *2 to *4 for torus decelleration, that should do it.
Re nav beacon:
Thought about making it smaller (v. easy to do) and then I saw another adder next to it... it looked like a fly on a beach ball
Re docking:
The adder shot was just outside the station, the angle may have been misleading. Sorry about that.
Zireael,
Not had a chance to tackle github yet (and not likely for next few days either), so the only way at present is to install from source, edit the code and then "make -f makefile" as signposted earlier in this thread. Then install the oxp.
Re torus drive:
Change the *2 to *4 for torus decelleration, that should do it.
Re nav beacon:
Thought about making it smaller (v. easy to do) and then I saw another adder next to it... it looked like a fly on a beach ball
Re docking:
The adder shot was just outside the station, the angle may have been misleading. Sorry about that.
Zireael,
Not had a chance to tackle github yet (and not likely for next few days either), so the only way at present is to install from source, edit the code and then "make -f makefile" as signposted earlier in this thread. Then install the oxp.
- Diziet Sma
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Re: Split: Re-scaling experiment
You need to obtain the Oolite v1.81 source code from Github ('Master' branch), edit 10 or so files in it as detailed here, then compile the code, install the OXP mentioned here, and then run the new executable..Zireael wrote:what? where? how do I test?
Last edited by Diziet Sma on Mon Oct 13, 2014 9:20 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
- Redspear
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Re: Split: Re-scaling experiment
Re docking....
I think it's possible to set the docking bay (by which I mean the detection area, not the model itself) slightly further back in the shipdata.plist.
Need to be careful here though as the likes of the Anaconda are still full size...
I think it's possible to set the docking bay (by which I mean the detection area, not the model itself) slightly further back in the shipdata.plist.
Need to be careful here though as the likes of the Anaconda are still full size...
Last edited by Redspear on Mon Oct 13, 2014 9:19 am, edited 1 time in total.
- Diziet Sma
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Re: Split: Re-scaling experiment
Thanks.. will give that a shot.Redspear wrote:Re torus drive:
Change the *2 to *4 for torus decelleration, that should do it.
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: Split: Re-scaling experiment
I have uploaded a (totally unofficial) 64-bit build of Redspear's work for anyone who want to test but can't / don't feel like compiling source. Get it here. You will still need to download and install the OXP part and have the latest trunk installed so you can copy the exe over to its oolite.app folder..
Hopefully I've managed to follow all instructions correctly.
Hopefully I've managed to follow all instructions correctly.
- Redspear
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Re: Split: Re-scaling experiment
A few lines below that is a decelleration factor that's applied only when mass-locked (*3 I think, in any case, the two are cumulative), so you could adjust that instead (if you like your asteroid fields to be hazardous )
a_c, thanks so much
a_c, thanks so much
- Diziet Sma
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Re: Split: Re-scaling experiment
If you have MIN_HYPERSPEED_FACTOR and HYPERSPEED_FACTOR set to 256, you've probably gotten it all correct..another_commander wrote:Hopefully I've managed to follow all instructions correctly.
Ok.. I'll try that, cranked up to 4, first..Redspear wrote:A few lines below that is a decelleration factor that's applied only when mass-locked (*3 I think, in any case, the two are cumulative), so you could adjust that instead (if you like your asteroid fields to be hazardous )
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
- Diziet Sma
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Re: Split: Re-scaling experiment
That's actually why I thought of reducing the size.. my ballpark guesstimate of an appropriate size for a nav beacon would be about 1/2 the size of a Cobby3..Redspear wrote:Re nav beacon:
Thought about making it smaller (v. easy to do) and then I saw another adder next to it... it looked like a fly on a beach ball
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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- Redspear
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Re: Split: Re-scaling experiment
Dizzy: ok, I can halve the beacon size and update the oxp (probably tomorrow).
a_c, did you use the torus decelleration that I originally posted or the one above?
If it was the former (my mistake, I forgot to re-make the source after my last tweaks and so it didn't show in last test), then take care flying out there folks
a_c, did you use the torus decelleration that I originally posted or the one above?
If it was the former (my mistake, I forgot to re-make the source after my last tweaks and so it didn't show in last test), then take care flying out there folks
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Re: Split: Re-scaling experiment
I'm afraid I used the *2 deceleration, not the *4 one. Oh well, I'll try to upload another exe sometime later today or tomorrow then.Redspear wrote:a_c, did you use the torus decelleration that I originally posted or the one above?
If it was the former (my mistake, I forgot to re-make the source after my last tweaks and so it didn't show in last test), then take care flying out there folks
- Diziet Sma
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Re: Split: Re-scaling experiment
Aye.. whilst spectacularly entertaining for the locals (at least, for the ones who don't live too close to the action), punching a hole in a planet at 70 km/s is not good for one's long-term career prospects..Redspear wrote:If it was the former (my mistake, I forgot to re-make the source after my last tweaks and so it didn't show in last test), then take care flying out there folks
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
- Redspear
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Re: Split: Re-scaling experiment
Ah, hang on... the x2 is cumulative
So that means x2 for each part = x8 for testing the whole thing.
Dizzy, if you typed in * 2 to the code then you'll likely need * 8.
That would certainly explain your 'landing'
If it still didn't work then try a total of x16.
So that means x2 for each part = x8 for testing the whole thing.
Dizzy, if you typed in * 2 to the code then you'll likely need * 8.
That would certainly explain your 'landing'
If it still didn't work then try a total of x16.
- Diziet Sma
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Re: Split: Re-scaling experiment
Well.. by following your suggestion, and leaving line 2670 of
and changing line 2676 to:
which would be a cumulative total of *8, I came to a (relative) halt at 0.1 planetary radius above the surface.. still rather scary, but safely above the danger point of 0.04-0.02.. sunskimming seems a little improved, too.. as in, I slowed down to normal speed shortly before the scoops activated.. as opposed to shortly after the tanks were full..
I also stopped considerably quicker when mass-locked by ships.. no longer flying right by them before slowing down. Which is some pretty damn brutal deceleration, when you think about it..
If that holds true for subsequent tests, I'll be happy with that setting. Some folks might like a bit bigger margin, of course.
A couple of other observations..
Is it just my imagination, or is the Station Aegis smaller than normal? It seems like I get closer than before, before reaching the Aegis.
After running from a pack of pirates, I noticed I had to get them considerably beyond my scanner range before my alert condition changed from red to green again.. are NPCs able to maintain a lock beyond scanner range, or is their scanner range still the same size as before? IIRC, condition red is actually triggered by a NPC getting a missile lock, and I seem to recall you saying that missiles now have a range substantially larger than the scanner range.. related?
PlayerEntity.m
at:
Code: Select all
float deceleration = (speed_delta * delta_t * HYPERSPEED_FACTOR * 2); // original has no * 2
Code: Select all
deceleration *= 4; // original value 3
I also stopped considerably quicker when mass-locked by ships.. no longer flying right by them before slowing down. Which is some pretty damn brutal deceleration, when you think about it..
If that holds true for subsequent tests, I'll be happy with that setting. Some folks might like a bit bigger margin, of course.
A couple of other observations..
Is it just my imagination, or is the Station Aegis smaller than normal? It seems like I get closer than before, before reaching the Aegis.
After running from a pack of pirates, I noticed I had to get them considerably beyond my scanner range before my alert condition changed from red to green again.. are NPCs able to maintain a lock beyond scanner range, or is their scanner range still the same size as before? IIRC, condition red is actually triggered by a NPC getting a missile lock, and I seem to recall you saying that missiles now have a range substantially larger than the scanner range.. related?
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