Enabling EVA's in Oolite

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Cholmondely
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Enabling EVA's in Oolite

Post by Cholmondely »

EVA = Extravehicular activity

Image

Massively Locked and I are pondering Limbo's idea of a more realistic "non-oxygenated" Rock Hermit for Life in the Frontier v2.0.

To make this more credible, it would be nice to introduce the ability to perform an EVA, to get from one's spaceship to the oxygenated sections of the RH.

Other OXP's could also benefit - eg Murgh's Refugee Adders where one could personally take the food/water/medicine over to the refugees in the "Stretch Adder".
Cholmondely wrote: Thu Oct 20, 2022 10:06 am
3) How does one get food/medicine/water/machinery etc over to the refugee adder?
* they do it themselves - and send somebody over in a spacesuit to pick up the goodies.
* you do it yourself - use Astronaut and haul the goodies over to them...
* maybe there would be some sort of bot/drone which could do the job - there might be one which might be part of the CobraMk3 equipment which might be modifiable for the job


So! What changes would be needed to the Vanilla game core code to enable this to happen?

How can one change into one's spacesuit (Astronaut.oxp) inside one's Cobra Mk.III and leave it - and then later re-enter it?

Just parking this link here for future analysis: How long can one live in the vacuum of space? (ClymAngus, 2014)
Last edited by Cholmondely on Thu Jan 19, 2023 9:39 pm, edited 1 time in total.
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?
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Re: Enabling EVA's in Oolite

Post by Redspear »

Cholmondely wrote: Mon Dec 12, 2022 12:07 pm
So! What changes would be needed to the Vanilla game core code to enable this to happen?

How can one change into one's spacesuit (Astronaut.oxp) inside one's Cobra Mk.III and leave it - and then later re-enter it?
In practice, player nearly always = ship, but that ship can of course be changed.
  • Change player ship to 'astronaut' (with very low size and speed, masslocked by own ship or torus otherwise disabled).
  • Spawn replica of player ship nearby (ideally at original player coordinates and nudge the astronaut to be adjacent).
  • Test range of player (astronaut) to vehicle/target.
  • When within range, grant option to dock/board/otherwise interact.
  • Mission screen the rest.
If you want to experience the process of boarding etc. in a more live-action sense then model changes would likely be required with minimal interiors and likely for minimal benefit.
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Re: Enabling EVA's in Oolite

Post by Cholmondely »

Redspear wrote: Mon Dec 12, 2022 1:18 pm
Cholmondely wrote: Mon Dec 12, 2022 12:07 pm
So! What changes would be needed to the Vanilla game core code to enable this to happen?

How can one change into one's spacesuit (Astronaut.oxp) inside one's Cobra Mk.III and leave it - and then later re-enter it?
In practice, player nearly always = ship, but that ship can of course be changed.
  • Change player ship to 'astronaut' (with very low size and speed, masslocked by own ship or torus otherwise disabled).
  • Spawn replica of player ship nearby (ideally at original player coordinates and nudge the astronaut to be adjacent).
  • Test range of player (astronaut) to vehicle/target.
  • When within range, grant option to dock/board/otherwise interact.
  • Mission screen the rest.
If you want to experience the process of boarding etc. in a more live-action sense then model changes would likely be required with minimal interiors and likely for minimal benefit.
Redspear - can this be done by an .oxp with the game code as it currently stands?
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?
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Re: Enabling EVA's in Oolite

Post by Redspear »

Cholmondely wrote: Mon Dec 12, 2022 1:53 pm
Redspear - can this be done by an .oxp with the game code as it currently stands?
I don't see why not.

Theres a few things to consider, especially around preserving ship state but I think they have mostly (if not entirely) been done before.
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Re: Enabling EVA's in Oolite

Post by Cholmondely »

Redspear wrote: Mon Dec 12, 2022 1:59 pm
Cholmondely wrote: Mon Dec 12, 2022 1:53 pm
Redspear - can this be done by an .oxp with the game code as it currently stands?
I don't see why not.

Theres a few things to consider, especially around preserving ship state but I think they have mostly (if not entirely) been done before.
Thank you!

Which OXP's should we be looking at?

I'd thought that it was impossible to "change ship" unless docked...
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?
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Re: Enabling EVA's in Oolite

Post by Redspear »

Cholmondely wrote: Mon Dec 12, 2022 2:55 pm
Which OXP's should we be looking at?

I'd thought that it was impossible to "change ship" unless docked...
Not sure about that but (as usual) it's not entirely true all of the time (e.g. escape pod).

So if necessary: dock the player at a station elsewhere, change the ship, then return the player to the spot where they chose to 'dock' (potentially quite some distance from the station).

Ship Storage Helper (or whatever it's called) would likely be a good place to poke around I'd imagine.
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Re: Enabling EVA's in Oolite

Post by cbr »

Cholmondely wrote: Mon Dec 12, 2022 12:07 pm

To make this more credible, it would be nice to introduce the ability to perform an EVA, to get from one's spaceship to the oxygenated sections of the RH.
3d eva module handling like https://youtu.be/P3GBbyfSIHs?t=1662 would also be nifty...
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Re: Enabling EVA's in Oolite

Post by Wildeblood »

Cholmondely wrote: Mon Dec 12, 2022 2:55 pm
I'd thought that it was impossible to "change ship" unless docked...
Yup. You define the simplest dockable possible (no market, no shipyard), but using the same model as the player ship, dock the player ship, switch ships to the spacesuit, go to the F3 page which is now full of spacesuit specific equipment you've never seen before (oxygen supply, thruster pack, blah, blah), launch, immediately turn and look back hoping to catch a glimpse of the transient dockable you know must have been involved, but all you see is something that looks like your usual ship.

Or, alternatively, if you can't pull off the illusion that the F3 screen is an airlock, just use PS.launch() as soon as the ship replacement mumbo-jumbo is done.

Now what? It's a lot of coding for a novelty item you'll do once. Where's the story value?
"There are large, white swans, and there are small, black swans," he explained, "But there are no medium-sized swans, and there are no grey swans. The non-existence of grey swans mitigates against belief in Mr Darwin's theory."
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Re: Enabling EVA's in Oolite

Post by Cholmondely »

Wildeblood wrote: Mon Apr 21, 2025 3:28 pm
Now what? It's a lot of coding for a novelty item you'll do once. Where's the story value?
Two things immediately come to mind.

* Rock Hermits á la Donaldson's Gap series - you can deliver and or pick up messages/light-weight items. Or deal personally with the hermit who will then deliver goodies into your cargo hold.
* Missions - possibly versions of the sort of thing which GalCop Missions does

Oh! And of course... cleaning up after the batoids!
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?
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Re: Enabling EVA's in Oolite

Post by Wildeblood »

"There are large, white swans, and there are small, black swans," he explained, "But there are no medium-sized swans, and there are no grey swans. The non-existence of grey swans mitigates against belief in Mr Darwin's theory."
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