Screenshots
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Re: Screenshots
that looks nice!
- Disembodied
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Re: Screenshots
It does - really impressive. It's great to see an asteroid at something beginning to approach full size.
This, though, makes me wonder if a rescaled game would need to have a different approach to asteroid mining … you might have done this already, Redspear, but if not, it seems a bit crazy to me that shooting this asteroid a few times would cause it to break up (or to vaporise altogether). Maybe, for rescaled asteroids, shooting them with ordinary lasers should do nothing except to produce a small explosion on the asteroid's surface every now and then, for visual effect only. Shooting them with mining lasers could cause a boulder or two - scaled down to ship-size - to pop off the surface, where they could be further reduced to fragments and then scooped. The original asteroid would remain where it is, unchanged.
This - I hope - wouldn't require too much rejigging of miner AI: it's still basically "shoot an asteroid until boulders appear, shoot boulders until fragments appear, scoop fragments". The boulders would have to pop reasonably far away from the asteroid surface, to avoid miners constantly colliding with the parent asteroid.
This, though, makes me wonder if a rescaled game would need to have a different approach to asteroid mining … you might have done this already, Redspear, but if not, it seems a bit crazy to me that shooting this asteroid a few times would cause it to break up (or to vaporise altogether). Maybe, for rescaled asteroids, shooting them with ordinary lasers should do nothing except to produce a small explosion on the asteroid's surface every now and then, for visual effect only. Shooting them with mining lasers could cause a boulder or two - scaled down to ship-size - to pop off the surface, where they could be further reduced to fragments and then scooped. The original asteroid would remain where it is, unchanged.
This - I hope - wouldn't require too much rejigging of miner AI: it's still basically "shoot an asteroid until boulders appear, shoot boulders until fragments appear, scoop fragments". The boulders would have to pop reasonably far away from the asteroid surface, to avoid miners constantly colliding with the parent asteroid.
- Redspear
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Re: Screenshots
Thanks guys
A few considerations / clarifications:
I do like your suggestion of non-mining lasers being ineffective however and it might make sense given the very high intensity, short duration damage that the mining laser can inflict. Given that asteroids are fairly big anyway there's a case for such a change to the core game. More realistic and impressive but sadly restricting a new pilot from the easiest bounties and target practice out there.
Any more discussion and we should probably switch threads but meanwhile thanks for the much appreciated feedback
That's a good point and one I was reminded of upon shooting the very asteroid you see on the previous page.Disembodied wrote:This, though, makes me wonder if a rescaled game would need to have a different approach to asteroid mining … you might have done this already, Redspear, but if not, it seems a bit crazy to me that shooting this asteroid a few times would cause it to break up (or to vaporise altogether). Maybe, for rescaled asteroids, shooting them with ordinary lasers should do nothing except to produce a small explosion on the asteroid's surface every now and then, for visual effect only.
A few considerations / clarifications:
- Relative to the cobra, the asteroid is actually only twice as big as before
- Asteroids needn't be solid masses of course and 'destroying' them might not be as impressive as it sounds
- Boulders are at half size and splinters at 1/3 (so that even the smallest ships can scoop them)
I do like your suggestion of non-mining lasers being ineffective however and it might make sense given the very high intensity, short duration damage that the mining laser can inflict. Given that asteroids are fairly big anyway there's a case for such a change to the core game. More realistic and impressive but sadly restricting a new pilot from the easiest bounties and target practice out there.
Any more discussion and we should probably switch threads but meanwhile thanks for the much appreciated feedback
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Re: Screenshots
Hello everyone, it's been a while!
I was debating as to whether this belonged in Screenshots or Tales from the Spaceways, eventually decided that it was mostly images and belonged here.
Anyway, I present:
"Death of a Reesdice Worker's Commuter"
I was lucky enough to be recording a mission when this happened - these are stills from my video recording.
(Video recording software: OBS Studio for Linux)
I was debating as to whether this belonged in Screenshots or Tales from the Spaceways, eventually decided that it was mostly images and belonged here.
Anyway, I present:
"Death of a Reesdice Worker's Commuter"
I was lucky enough to be recording a mission when this happened - these are stills from my video recording.
(Video recording software: OBS Studio for Linux)
Commander Ranthe: Flying the Anaconda-class transport Atomic Annie through Galaxy 2.
Combat Ranking: Dangerous
Combat Ranking: Dangerous
"Big ships take more booty on your interstellar flights..."
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Re: Screenshots
Oh, the—
(checks planetary data for Reesdice)
—humanity!
Good to see you again, Ranthe!
(checks planetary data for Reesdice)
—humanity!
Good to see you again, Ranthe!
- Cody
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Re: Screenshots
'... in the hands of an Ace, it is a killing machine!'
0.60LM - or has that been tweaked?
0.60LM - or has that been tweaked?
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots
The additional mass of this many guns cause somewhat lower speed and turn rates, yes.Cody wrote:0.60LM - or has that been tweaked?
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Re: Screenshots
A "BattleCruiser":
These guns are two times larger and powerful ones than the others above.
These guns are two times larger and powerful ones than the others above.
- Cody
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Re: Screenshots
<nods> I once had a tweaked Constrictor in my hangar (a reward from a test mission in interstellar space) on which the fore laser had been replaced by a plasma cannon (at least, I think that's what it was). With that loadout, it was a fearsomely powerful, and extremely fast, ship!Norby wrote:The additional mass of this many guns cause somewhat lower speed and turn rates, yes.Cody wrote:0.60LM - or has that been tweaked?
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Screenshots
I hate to write this but I actually worked on something completely like that. FOV is a bother though.. seems i need to enter custom coordinates for each FOV setting. been trying to use math.. no successful so farRedspear wrote:Of course, it's a fudge but once it's done...spara wrote:Shame, you still have to duplicate details from shipdata.plist to effectdata.plist . Granted it works, but it's a helluva lot of work and needs to be updated for every new object.
There are some other issues too, like lighting and trying to place a background behind it.
I could tweak the effectsdata models to be more shiny (doesn't solve ambient lighting isues) or even change their textures to resemble green (or whichever) wireframes (without all the 'fiddly bits').
Absolutelyspara wrote:A way to dynamically create effectdata from shipdata on the fly would be quite awesome.
Bounty Scanner
Number 935
Number 935
Re: Screenshots
Still tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target.
Bounty Scanner
Number 935
Number 935
Re: Screenshots
I like the yellow shading looks like something from a ships databaseStill tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target.
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Re: Screenshots
The altitude indicator on your HUD has me bemused. Don't remember seeing a main station that close to a planet. Some logical explanation, I wouldn't wonder?Frame wrote:Still tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target.