Tionisla Orbital Graveyard

An area for discussing new ideas and additions to Oolite.

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Arexack_Heretic
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Post by Arexack_Heretic »

No, the Quarts are for placing 8 sub-units around the y-axis.

If he used these quarts, he'd end up with either exploding stations or 9 stations aranged in a circle.
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Rxke
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Post by Rxke »

:oops: time to hit the sack, meguess.

(I'm not fooling anyone with that lame excuse, studying art restoration does not a good mathematician make, heehee)
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Arexack_Heretic
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Post by Arexack_Heretic »

Is that why you are interested in Elite? ;) Art restoration?
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Rxke
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Post by Rxke »

I specialize in visual media, so ... yess! (hmmm. not making sense, I am.)
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Selezen
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Post by Selezen »

beacons are on thier side, relative to the orientation of the graveyard...

The whole thing's getting redesigned tomorrow anyway, so I'll see what I can do...
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Post by Selezen »

Arexack_Heretic wrote:
Questions:
1) What axis does the dodec rotate around?
I want a rotation around the y-axis.

2) I have 4 subentity variants. I calculated the quaternion rotations for the 8 locations that I want them in.
How do you randomise the instance of the 4 variants in the 8 slots?

edit: here is what i have so far:

Code: Select all

Having no experience in plisting, I’ll edit the hermit list to fit my needs…
* means delete?
(between I’ll write comments)

</dict>
  <key>Derelict_Python</key> 
- <dict>
  <key>ai_type</key> 
  <string>station.plist</string> (or null_ai) 
  <key>bounty</key> 
  <integer>-500</integer> (fine)
  <key>cargo_type</key> 
  <string>CARGO_NOT_CARGO</string> 
  <key>energy_recharge_rate</key> 
  <real>0</real> 
  *<key>equipment_price_factor</key> 
  *<real>4.5</real> 
  <key>equivalent_tech_level</key> 
  <integer>0</integer> 
  <key>forward_weapon_type</key> 
  <string>WEAPON_NONE</string> 
  <key>has_ecm</key> 
  <false /> 
  <key>has_escape_pod</key> 
  <false /> 
  <key>has_scoop</key> 
  <false /> 
  <key>likely_cargo</key> 
  <integer>alloys gemstones</integer>  (?)
  <key>max_cargo</key> 
  <integer>4</integer> 
  <key>max_defense_ships</key> 
  <integer>0</integer> 
  <key>max_energy</key> 
  <real>1000</real>  
  <key>max_flight_pitch</key> 
  <real>0</real> 
  <key>max_flight_roll</key> 
  <real>0</real> 
  <key>max_flight_speed</key> 
  <real>0.0</real> 
  <key>max_scavengers</key> 
  <integer>0</integer> 
  <key>max_missiles</key> 
  <integer>1</integer> 
  <key>missiles</key> 
  <integer>0</integer> 
  <key>model</key> 
  <string>MO1.dat</string> 
  <key>name</key> 
  <string>Derelict Python</string> 
  *<key>port_radius</key> 
  *<real>0</real> 
  <key>roles</key> 
  <string>coriolis station</string> (I need a rotation around the y-axis)
  *<key>smooth</key> 
  *<false /> 
  <key>subentities</key> 
- <array>
(my SU’s (A,B,C,D) All have a location of z500wu from 0,0,0, 8SU’s rotated around the y-axis) 
<string> Ring-SU-N 0 1 0 1 0 0 0</string>
<string> Ring-SU-NE 0 1 0 2.414213563 0 1 0</string>
<string> Ring-SU-E 0 1 0 1 0 1 0</string>
<string> Ring-SU-SE 0 1 0 1 0 2.414213563 0</string>
<string> Ring-SU-S 0 1 0 0 0 1 0</string>
<string> Ring-SU-SW 0 1 0 -1 0 2.414213563 0</string>
<string> Ring-SU-W 0 1 0 1 0 0 0</string>
<string> Ring-SU-NW 0 1 0 -2.41423563 0 1 0</string>
</array>
  <key>thrust</key> 
  <real>0</real> 
  <key>weapon_energy</key> 
  <real>0.0</real> 
  <key>weapon_offset_x</key> 
  <real>0.0</real> 
  </dict>
Hey, I thought I was doing the plisting? Seeing as I have a working version and all!!!???
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Arexack_Heretic
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Post by Arexack_Heretic »

:lol: Don't hog all the fun! ;)

Be my guest. I was just trying to be helpfull.

What I need is;
-this monument to rotate arond the y-axis.
-The 4 variant SU's (same coordinates) to be randomly generated
-in the 8 22.5deg radiant sectors around the y-axis.

-If rotation around the Y is not possible, i'll need to rotate the whole thing by 90 degrees and redo the quaternions. (a disk of debris that is spinning like a coin is weird.)
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Selezen
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Post by Selezen »

Don't take offence, dude! It's just that if we start crossing over on who's doing what, we could end up with different versions of things and different codebases all over the place.

You're doing a damn fine job on the models, and the fact you don't have a running version of Oolite will make debugging plists a bit difficult...
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Post by jonnycuba »

Rxke wrote:
(I'm not fooling anyone with that lame excuse, studying art restoration does not a good mathematician make, heehee)
My wife did her Degree in art conservation...
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Rxke
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Post by Rxke »

Really? It's a small Ooniverse!

Oh, I forgot, in English it's better to say conservation, restoration having a bad name etc... Officially its called conservation/restoration, over here, but I'm sloppy with terms. (ouch!)

(Um... going offtopic again)
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Post by Selezen »

Yeess... Dragging stuff back on topic, I have been reviewing the information about the GY, and how the shizznah am I gonna model two spiral layouts, one atop the other, all slowly rotating? :?

In additional news, can anyone tell me if there is a command for an AI to launch a missile?
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Post by aegidian »

Selezen wrote:
In additional news, can anyone tell me if there is a command for an AI to launch a missile?
fireMissile will do that.
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Selezen
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Post by Selezen »

Thanks, Giles - I could kiss you, but I won't, cos that'd be icky.

Now for the star prize, can you tell me why my station still won't rotate?

I'm using the dodecahedron station entry from the main shipdata plist and the following entry for it in planetinfo.plist

Code: Select all

         "checkForShips: dodecahedron",
            {
               conditions = ("shipsFound_number lessthan 2");
               do = ( "addShipsAt: dodec 1 psm 0 0 200500" );
            },
EDIT: I've added a comms string and the fireMissile line to the AI, but neither seem to work! I never seem to be able to get these things to work first time...

The code is as follows:

Code: Select all

    DEFENSE_MODE = {
	ATTACKED = (
	    setTargetToPrimaryAggressor,
          "sendTargetCommsMessage: Oi! No! Not in my graveyard!!",
	    increaseAlertLevel,
          fireMissile
	);
If anyone can help, it will be once more appreciated!
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Arexack_Heretic
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Post by Arexack_Heretic »

about the GY, and how the shizznah am I gonna model two spiral layouts, one atop the other, all slowly rotating?
You are not, most probably. At least: not rotating.
In order to do that all the objects in the GY would need to be sub-entities of a central object (2) which spins. Keeping track of all these SU's (500?) would grind down even the fastest mac. I think.

You could however plot the coordinates so that the objects are generated in a spiral pattern (manually).

BTW: I read the double spiral as a bar-spiral, a spiral with two arms.
But I could have mis-read. *goes off to check TDW*
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Post by Selezen »

I considered the double armed spiral, but I;m sure the novella says that it's on two layers.

I think you're right - I think the rotation is gonna be impossible

My plan is to generate them as small groups of ships arranged in a spiral pattern...it may be about 75 to a hundred groups...
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