
And I thought my 4,5 km long Aurora was big
Moderators: winston, another_commander
I think the whole Interstellar Space thing might need a tweak anyways.Commander McLane wrote:When the OXP was first released, there was less going on in interstellar space than nowadays.
Not by much. Oolite is not a game or a game engine designed for giant structures. If you ignore this fact, you will build things that don’t work well in Oolite. I hereby pledge not to “fix” this for MNSR.Commander McLane wrote:(2) Oolite's still crappy collision detection. Probably it has improved now, I shall check it out in the latest versions.
He responded to this Youtube video in the reasonably recent past.Commander McLane wrote:I think about that, and try to ask Draco_Caeles. He isn't out of the world—at least he wasn't when the issue if Generation Ships came up last time.
The one place a generation ship would never be is witchspace, surely? The whole point is they do interstellar travel the old-fashioned way...dajt wrote:Oolite doesn't have these big ships either, as far as I know. I recall a thread a long time ago where the it was said it was only fair for Giles to create these ships and have Oolite be the first version of Elite that included them because the game is his baby.
You can script what happens in witchspace in Oolite, and that would be a pretty good place to look for these things.
I’m not so sure about that.zevans wrote:The one place a generation ship would never be is witchspace, surely? The whole point is they do interstellar travel the old-fashioned way...
Hesperus, please, you should write about that poor trader who accidentally ended up in witchspace with a trumble aboard and no other food than passenger filled cabins...every former trumble owner knows that they know every human is edible, not only the poets.Captain Hesperus wrote:But that's just superstitious nonsense, right?
Right?
Fair enough. There are probably ways around it by cleverly using what we already have. For instance, and just off the top of my head, collision detection gets better in the vicinity of the player, doesn't it? So I could spawn ships around the Generation Ship only if the player has closed in. That should prevent at least some of them from going 'pop'.Ahruman wrote:Not by much. Oolite is not a game or a game engine designed for giant structures. If you ignore this fact, you will build things that don’t work well in Oolite. I hereby pledge not to “fix” this for MNSR.Commander McLane wrote:(2) Oolite's still crappy collision detection. Probably it has improved now, I shall check it out in the latest versions.
Good to know. I just PMd him, and the new version of genships is done already, anyway. (Wasn't too much work.)Ahruman wrote:He responded to this Youtube video in the reasonably recent past.Commander McLane wrote:I think about that, and try to ask Draco_Caeles. He isn't out of the world—at least he wasn't when the issue if Generation Ships came up last time.
No. That would a be a somewhat reasonable optimization, although not entirely in the spirit of Oolite’s design, but it isn’t done at the moment.Commander McLane wrote:For instance, and just off the top of my head, collision detection gets better in the vicinity of the player, doesn't it?
It depends at what range you are looking. When further away than Math.sqrt(1E9) meters (=31622.7766 meters) there is no collision detection. Anything within the collision radius than is assumed to be colliding. (Except along the z-axis of stations so ships can dock with a distant player)Ahruman wrote:No. That would a be a somewhat reasonable optimization, although not entirely in the spirit of Oolite’s design, but it isn’t done at the moment.Commander McLane wrote:For instance, and just off the top of my head, collision detection gets better in the vicinity of the player, doesn't it?
Ok.. now I'm confused too.. why would improved collision detection at close range to the player be "not entirely in the spirit of Oolite’s design"?Ahruman wrote:No. That would a be a somewhat reasonable optimization, although not entirely in the spirit of Oolite’s design, but it isn’t done at the moment.Commander McLane wrote:For instance, and just off the top of my head, collision detection gets better in the vicinity of the player, doesn't it?
Because Oolite (unlike Elite) isn't player centred. In principle everything in the system should work all by itself, regardless how close or far the player currently is.Diziet Sma wrote:why would improved collision detection at close range to the player be "not entirely in the spirit of Oolite’s design"?