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Re: artificial gravity

Posted: Mon Sep 03, 2012 11:23 am
by JensAyton
Ahruman wrote:
I believe that if two surfaces subtend the same area projected onto a sphere around the ship
This is really the wrong measure, BTW; a better model of what I’m thinking would be something like total Lambertian albedo, i.e. an integral over the cosine of the angle between the normal of each point on the surface and each direction from which that point is visible.

Re: artificial gravity

Posted: Mon Sep 03, 2012 6:38 pm
by CommRLock78
Selezen wrote:
Dammit, there are NO original ideas left in the world.

I've had a take on a "gravitomagnetic drive" for some time. I trust you lot, so I'm going to reveal something secret. And very work in progress. But the actual linked page is pretty much static for the moment.

Keep it safe and keep it secret...
There used to be a lady that worked with my dad whose husband was working on something very similar to this. (I believe through Sandia National Labs or Los Alamos Labs if I recall).

Still - I think there must be a connection between the two. I spent part of last Christmas break playing around with both the permittivity and permeability or free space to see if there might be a way to connect E&M with Gravity. Although I obviously haven't come to any conclusion, I still strongly believe that there must be a connection (and even if there isn't, Newton's law still doesn't explain anything lot about how gravity really works).

Re: artificial gravity

Posted: Tue Sep 04, 2012 11:41 am
by NigelJK
Reminds me of the Original idea for an Ion Drive.

http://www.dailygalaxy.com/my_weblog/20 ... -live.html

and this rather nice idea:

http://en.wikipedia.org/wiki/Yamato_1

Re: artificial gravity

Posted: Tue Sep 04, 2012 4:35 pm
by Rese249er
Couldn't you adapt the Yamato One drive for operation in solar wind?

Re: artificial gravity

Posted: Tue Sep 04, 2012 6:14 pm
by CommRLock78
Rese249er wrote:
Couldn't you adapt the Yamato One drive for operation in solar wind?
The problem with using the solar wind is that it only accelerates the craft to the edge of the helioshphere. I honestly think that long distance travel in normal space is quite impractical - although if this drive (Alcubierre Drive) works, then we might be in business - Star Trek style :mrgreen: .

Re: artificial gravity

Posted: Wed Sep 05, 2012 11:46 am
by NigelJK
One of my little projects in the future is to build an OXP that allows for a fleet of 'Sailing' craft (from personal yachts to trading clippers).

Is there (yet) a way of animating an object on a player ship or non player ship?

Re: artificial gravity

Posted: Wed Sep 05, 2012 11:51 am
by Shipbuilder
NigelJK - I understand that you can define moving/rotating sub-entities however this is not something that I have looked in to as yet (I don't know if this will provide exactly what you are looking to achieve).

Perhaps someone else with more knowledge in this field may be able to confirm or otherwise that I am correct and provide some more detailed info.

Re: artificial gravity

Posted: Wed Sep 05, 2012 12:33 pm
by Tricky
NigelJK wrote:
One of my little projects in the future is to build an OXP that allows for a fleet of 'Sailing' craft (from personal yachts to trading clippers).

Is there (yet) a way of animating an object on a player ship or non player ship?
Try looking at the demo section of Thargoid's wiki user page*. (Demo/Taster OXPs)

* Still can't do links to user page's with the wiki bbcode.

Re: artificial gravity

Posted: Wed Sep 05, 2012 3:07 pm
by Commander McLane
Tricky wrote:
* Still can't do links to user page's with the wiki bbcode.
You never will. And not only because it's a user page (colon in page title), but also because it's a link to a subtitle ('#' in page title).

But you can incorporate the Wiki logo by hand: Image Demo/Taster OXPs

Typed like this:

Code: Select all

[url=http://wiki.alioth.net/index.php/User:Thargoid#Demo.2FTaster_OXPs][img]https://bb.oolite.space/images/elitewikismall.png[/img] Demo/Taster OXPs[/url]

Re: artificial gravity

Posted: Wed Sep 05, 2012 4:41 pm
by Thargoid
Rotating sub-entities have been possible for a long time - via the rotational_velocity key in shipdata.plist.

But recently we've also gained frame callbacks, which allows per-frame access for things like the animation I have used in some of the demo items linked to above. As you can access both the position and orientation of sub-entities from script (as well as both for the main entity too) you can have all sorts of fun ;)

And then there's shaders, which are a whole other area for animation. For that have a look at Griff's fabulous constores in YAH.

Re: artificial gravity

Posted: Wed Sep 05, 2012 5:10 pm
by CommonSenseOTB
Thargoid wrote:
Rotating sub-entities have been possible for a long time - via the rotational_velocity key in shipdata.plist.

But recently we've also gained frame callbacks, which allows per-frame access for things like the animation I have used in some of the demo items linked to above. As you can access both the position and orientation of sub-entities from script (as well as both for the main entity too) you can have all sorts of fun ;)

And then there's shaders, which are a whole other area for animation. For that have a look at Griff's fabulous constores in YAH.
Yes, frame callbacks allow for all sorts of fun! :idea:

Re: artificial gravity

Posted: Tue Sep 11, 2012 10:01 am
by NigelJK
Sorry for the delay RL getting in the way of important stuff.
Rotation is exactly what I need. I'll take a look at Thargoids wiki page.