Making Thargoid Carriers more enjoyable.
Moderators: winston, another_commander
Making Thargoid Carriers more enjoyable.
I have recently installed the Thargoid Carriers OXP. However, on my machine - Celeron 2.66, 512MB, 256MB Nvidia G-Force 4, Debian Linux - when I destroy a carrier it generates so many fragments that the game becomes virtually unplayable.
Destroying 2 in Witch Space froze the game.
Is there a way to reduce the number of fragments produced? I've looked through the files and failed to spot anything which seems to define this.
Destroying 2 in Witch Space froze the game.
Is there a way to reduce the number of fragments produced? I've looked through the files and failed to spot anything which seems to define this.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
The number of fragments is directly proportional to the mass of the ship, which in turn is directly propotional to the volume. I agree that this is a problem. (I remember complaining about this to Giles a while back.)
The fix should probably be to set it to something like the square root of the mass, or asymtotically approach a maximum value. (I’ve added it to my to-do list.)
The fix should probably be to set it to something like the square root of the mass, or asymtotically approach a maximum value. (I’ve added it to my to-do list.)
E-mail: [email protected]
- Killer Wolf
- ---- E L I T E ----
- Posts: 2280
- Joined: Tue Jan 02, 2007 12:38 pm
- Star Gazer
- ---- E L I T E ----
- Posts: 633
- Joined: Sat Aug 14, 2004 4:55 pm
- Location: North Norfolk, UK, (Average Agricultural, Feudal States,Tech Level 8)
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
As I said in the message you’re replying to, it’s based directly on the object’s volume. :-)Killer Wolf wrote:speaking of mass, when i was looking through the STDERR files i noticed that every object is given a mass : how is that calculated? is it based on the internal volumes or something? seems an odd thing to be included, does teh game actually use that mass figure for anything?
Mass is used in collision response, and in deciding how big an explosion to make.
E-mail: [email protected]
- Uncle Reno
- ---- E L I T E ----
- Posts: 648
- Joined: Mon Apr 24, 2006 12:54 pm
- Location: UK
A thought occured to me today, couldn't the metal fragments have a texture to them nowadays? They do look very plain compared to the ships that are about now.
"Get back or I unleash my lethal spotted batoid!!"
What I do when not reading the Oolite bulletin board!
What I do when not reading the Oolite bulletin board!
FWIW:
For big ships ( or where you don't want any debris ) a quick fix for this is to add landonPlanet to a deathactions entry in the shipdata.plist
If you're feeling v. clever futher entries can be made to spawn the amount of stuff you do want.
For big ships ( or where you don't want any debris ) a quick fix for this is to add landonPlanet to a deathactions entry in the shipdata.plist
If you're feeling v. clever futher entries can be made to spawn the amount of stuff you do want.
Benulobiweed.inc
By Appointment to
--- : GalCoop : ---
Your nearest Benulobiweed.inc dealer:
http://www.box.net/public/b2tic3tjsk#main
Charlie
By Appointment to
--- : GalCoop : ---
Your nearest Benulobiweed.inc dealer:
http://www.box.net/public/b2tic3tjsk#main
Charlie
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
As mentioned elsewhere, 1.69 will have significantly less complex explosions for really big things.
E-mail: [email protected]