[Release] Spicy Hermits

Discussion and information relevant to creating special missions, new ships, skins etc.

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Smivs
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Re: [WIP] Spicy Hermits

Post by Smivs »

spara wrote:
Smivs wrote:
Haunted hermits. WHOOOOOOooooooooo!
What an awesome idea! An abandoned hermit, lights turned off, pipes removed and the dock sealed tight. And yet, a miner launches through the seal, flies from asteroid to asteroid and docks again. You shoot the miner, and the laser just goes through. You try ram it, and you just fly through. Upon destruction of the rock, the miner appears no more.
Although afterwards your ship feels a bit cold and there are those strange noises, and you get the impression there are things moving, always just out of sight, but you can sense they are there.......
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Re: [WIP] Spicy Hermits

Post by Cody »

Forty OU? Crikey... far out, man!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Spicy Hermits

Post by spara »

Cody wrote:
Forty OU? Crikey... far out, man!
Pic doesn't open, but if it's an abandoned hermit, no wonder it's been deserted.
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Re: [WIP] Spicy Hermits

Post by spara »

Smivs wrote:
spara wrote:
Smivs wrote:
Haunted hermits. WHOOOOOOooooooooo!
What an awesome idea! An abandoned hermit, lights turned off, pipes removed and the dock sealed tight. And yet, a miner launches through the seal, flies from asteroid to asteroid and docks again. You shoot the miner, and the laser just goes through. You try ram it, and you just fly through. Upon destruction of the rock, the miner appears no more.
Although afterwards your ship feels a bit cold and there are those strange noises, and you get the impression there are things moving, always just out of sight, but you can sense they are there.......
:lol: And the sudden, unexplainable urge to shoot rocks.
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Re: [WIP] Spicy Hermits

Post by Cody »

spara wrote:
Pic doesn't open...
Damn, that again... opens fine here (and I ain't logged into Box). Back to Photobucket, I suppose.

Yeah, 'twas an abandoned hermit.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Spicy Hermits

Post by spara »

"It's dead, Jim."

Image

Cody, have you tried postimage.org? I switched sometime ago from photobucket.
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Re: [WIP] Spicy Hermits

Post by Cody »

Postimage is one I hadn't tried, spara:

Image

I'll experiment with them - thanks.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Spicy Hermits

Post by spara »

Ghost launching. Don't know if this will lead to anything, but it's been refreshing. I haven't really worked with visual effects before. That's a visual effect ship launching from an abandoned hermit and silently flying around. Kind of spooky.

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Re: [WIP] Spicy Hermits

Post by Fritz »

I'm not into ghost stories, but this looks really spooky!

No progress today with my OXP. Sadly (or luckily!) I sometimes have something else to do! I didn't even try version 0.13...

But what is an OU? Some kind of Oolite-AU, i.e. the distance planet-sun? If yes, 40 seems quite a lot, especially because I use Sensible Sun...
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Re: [WIP] Spicy Hermits

Post by Cody »

Fritz wrote:
But what is an OU? Some kind of Oolite-AU...
<nods> Yeah... and I have sun_distance_multiplier = 5; in my personal planetinfo.plist so forty OU is a long way out!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Spicy Hermits

Post by Fritz »

So the travel time must be calculated with torus speed! Something so far away would be impossible to find without some navigation aid, even without increasing the distance of the sun.
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Re: [WIP] Spicy Hermits

Post by spara »

OU, an ostronomical unit, is a distance unit from Navigation MFD. Main reason for using it, is to add immersion by hiding the real metric units when measuring long distances. It's defined as a distance between Lave planet and sun in an unmodified game.

One of the regions used for positioning abandoned hermits is "OUTER_SYSTEM_OFFPLANE, a position at least as far from the sun as the planet is, but no further than 10,000km from it." If the sun is moved very far and the RNG decides to position the hermit to the other side of the sun, the distance can be quite ostronomical.

Luckily abandoned hermits get randomly positioned at every system entry.
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Re: [WIP] Spicy Hermits

Post by Cody »

Whilst running the milk train, I've been pondering how to find distant abandoned hermits - could waypoints help?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Spicy Hermits

Post by Anonymissimus »

This is probably just personal preference, but my ooniverse shall contain only scientifically explainable things, so please don't include ghost ships in SH. (I'm planning to remove pirate cove and olde hermits in favour of this one once it's polished.)
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Re: [WIP] Spicy Hermits

Post by phkb »

It could be explained. What if the ghost ship was actually a holographic projection installed by a pirate group who want to scare away curious traders, because somewhere close by is a stash of goods they are yet to collect. Or maybe it's a part of a tourism push by the local government, setting up these holographic ghost ships and saying, "Come and see the ghost ships of Tionisla". There's probably some other explanations as well.
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