[Release] Imperial Astrofactory 2.0
Moderators: winston, another_commander
- hiran
- Theorethicist
- Posts: 2397
- Joined: Fri Mar 26, 2021 1:39 pm
- Location: a parallel world I created for myself. Some call it a singularity...
Re: [Release] Imperial Astrofactory 2.0
Haystacks in space? Maybe not that strange an idea. After all we start building satellites with wood.
https://www.theguardian.com/science/202 ... -pollution
https://www.theguardian.com/science/202 ... -pollution
Sunshine - Moonlight - Good Times - Oolite
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [Release] Imperial Astrofactory 2.0
What should the ship library entry be for AstroFarms?
- Cholmondely
- Archivist
- Posts: 5345
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: [Release] Imperial Astrofactory 2.0
Does this work?
(
{
ship = "dfl_astrofarm";
class = "station";
summary = "Station";
description = "The Junta dictatorships use these re-purposed mined asteroids to grow various agricultural products under zero-G gravity.
These are not GalCop stations.";
},
)
Reference:
(
{
ship = "dfl_astrofarm";
class = "station";
summary = "Station";
description = "The Junta dictatorships use these re-purposed mined asteroids to grow various agricultural products under zero-G gravity.
These are not GalCop stations.";
},
)
Reference:
Code: Select all
(
{
ship = "dfl_astrofactory";
class = "station";
summary = "Station";
description = "A result of the Imperial Dictatorship’s ambition to establish itself amongst the galaxy’s industrial leaders, re-using mined asteroids. These are not GalCop stations.";
},
)
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [Release] Imperial Astrofactory 2.0
That’s perfect! Thanks!
Re: [Release] Imperial Astrofactory 2.0
Not sure about completely green, how about a gradient with the one below!
Smart solution with the solar panels
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [Release] Imperial Astrofactory 2.0
Debated putting this in the Dictators thread, but given it relates to the AstroFarms anyway, I thought I'd put it here.
So, the existing AstroFactories have freighters and tankers that are moving goods to the main station. But now that I've created the AstroFarms, it seemed appropriate to have a space truck shipping farm products. On examining the Dictator's shipdata, the tankers are largely shipping radioactives, and their containers have a red element to them. The freighters are largely shipping computers, and their containers have a blue element. I thought green would be a good container color to use, but then discovered I wouldn't be able to re-use the existing textures because they were limited to blue and red. This led to a complete re-build of the containers on the back of all the freighters. They now all look like this:
(showing a 2-container length truck in each case)
Each container is numbered, and there could be anything up to 6 of them in tow. I've called these new space trucks "Merchantmen". Feel free to throw another name at me if you've thought of something better. It can't be tanker or freighter, though - they're already in use.
Anyway, I thought they turned out pretty nice. Now, in Dictatorships that have AstroFarms, you might find one or two of these Merchantmen on their way to the main station.
So, the existing AstroFactories have freighters and tankers that are moving goods to the main station. But now that I've created the AstroFarms, it seemed appropriate to have a space truck shipping farm products. On examining the Dictator's shipdata, the tankers are largely shipping radioactives, and their containers have a red element to them. The freighters are largely shipping computers, and their containers have a blue element. I thought green would be a good container color to use, but then discovered I wouldn't be able to re-use the existing textures because they were limited to blue and red. This led to a complete re-build of the containers on the back of all the freighters. They now all look like this:
(showing a 2-container length truck in each case)
Each container is numbered, and there could be anything up to 6 of them in tow. I've called these new space trucks "Merchantmen". Feel free to throw another name at me if you've thought of something better. It can't be tanker or freighter, though - they're already in use.
Anyway, I thought they turned out pretty nice. Now, in Dictatorships that have AstroFarms, you might find one or two of these Merchantmen on their way to the main station.
Re: [Release] Imperial Astrofactory 2.0
Improvement? Yes, but i think when using more of the grey they 'tie in' better as a set but that also based only on the screenshots.
They look great and I must congratulate you with finding yet again unique unused namephkb wrote: ↑Tue Apr 30, 2024 1:43 am
Each container is numbered, and there could be anything up to 6 of them in tow. I've called these new space trucks "Merchantmen". Feel free to throw another name at me I've you've thought of something better. It can't be tanker or freighter, though - they're already in use.
Anyway, I thought they turned out pretty nice. Now, in Dictatorships that have AstroFarms, you might find one or two of these Merchantmen on their way to the main station.
Merchantmen --> Astro-Merchant
- Cholmondely
- Archivist
- Posts: 5345
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: [Release] Imperial Astrofactory 2.0
"Merchantman" implies (to me) that they are independent merchanters who just happen to be stationed in the system and be lugging stuff around it. But they are presumably under the thumb of the regime and just transporting regime stuff from a to b.
How about "Revolutionary Hauliers"? Or "Logistics"? Or some such?
Merchantmen/Astro-Merchant puts me more in mind of the various Cherryh novels which I greatly enjoyed. And what I do as a player while kitting out my ship.
How about "Revolutionary Hauliers"? Or "Logistics"? Or some such?
Merchantmen/Astro-Merchant puts me more in mind of the various Cherryh novels which I greatly enjoyed. And what I do as a player while kitting out my ship.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [Release] Imperial Astrofactory 2.0
With the "ier"?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [Release] Imperial Astrofactory 2.0
- Wildeblood
- ---- E L I T E ----
- Posts: 2446
- Joined: Sat Jun 11, 2011 6:07 am
- Location: Western Australia
- Contact:
Re: [Release] Imperial Astrofactory 2.0
I believe that implies a person (natural or legal), with personal agency.
I thought the grey swan symbol was good, but when he said the new country's flag should be printed on "holographic" fabric, I began to doubt.
Re: [Release] Imperial Astrofactory 2.0
For the ships:
Junta Hauler - could be appended with a letter designation for the type of cargo: Junta Hauler - R; Junta Hauler - C; Junta Hauler - F
Dictagistics - combo of Dictatorship and Logistics
Leader's Cargo Fleet - abbreviated to L-C-F with the same letter designation as the Junta Hauler: L-C-F-R; L-C-F-C; L-C-F-F
Junta Hauler - could be appended with a letter designation for the type of cargo: Junta Hauler - R; Junta Hauler - C; Junta Hauler - F
Dictagistics - combo of Dictatorship and Logistics
Leader's Cargo Fleet - abbreviated to L-C-F with the same letter designation as the Junta Hauler: L-C-F-R; L-C-F-C; L-C-F-F
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- Griff
- Oolite 2 Art Director
- Posts: 2481
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: [Release] Imperial Astrofactory 2.0
I love the green gradient on the dome in this example, looks like its foggy and being lit from inside!
https://wiki.alioth.net/index.php/Materials_in_Oolite
normal_and_parallax_map
parallax_bias
parallax_scale
when i saw that, it got me thinking if the Oolite's Material parallax bindings could be used to fake light glows on the glass looking as if like they are positioned somewhere inside the dome but it looks like that code is tied in with the normal map so couldn't be used to modify a glow map texture
https://wiki.alioth.net/index.php/Materials_in_Oolite
normal_and_parallax_map
parallax_bias
parallax_scale
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries