cim wrote:Paradox wrote:1. Modeling. This round of discussion started because I tried to model a ship "to scale" and that made it incompatible with Oolites scale. The very heart of the problem is that someone changed feet into meters, and made all the ships ~3 times larger than they were supposed to be. Let's please fix the problem once and for all, and not camouflage it by make everything else bigger. That would still make modelers who are trying to "build to scale" go back and re-scale everything to make it "fit". I have no problem really with everything being in meters, as long as a 1.8 meter tall pilot does not end up being 5.4 meters tall!
Changing the Oolite units from "metres" to "feet" is a simple matter of changing one letter in the Scanner Targeting Enhancement - the only in-flight link between the in-game distance unit and a real-world scale - from "m" to "f".
Right, I understand that we are using units here, and that feet and meters are for the most part irrelevant and just a matter of spelling.
cim wrote:All other distances in Oolite are in game units, as far as the game engine is concerned. So, if you want to rescale the game to Elite's feet, that's literally the only change you'll need to make. (You'll then still need to scale up your ship by a factor of 3.3 because it's built in 1 unit = 1 metre scale)
Then why, when I modeled that ship in wings3d, using 1 wings3d unit = 1 meter, do I then
still need to scale it up 3.3 times to "make it work"? Because all the ships are 3.3 times too big.
Ok, someone wanted to use the word "meters" instead of "feet" to describe a unit in Oolite right? Thats fine except then, they took a Cobra MK3 and said "this ship is no longer 65 feet long, it is now 65 meters long", making the pilot for that ship a freaking giant (bet his mom was shocked!). What
should have been done right then and there, was to make the Cobra MK3 19.812 meters long... but they didn't and
that is what needs to be fixed. Saying and using meters instead of feet is fine! As long as the
scale is kept consistent, and it wasn't. So let's fix it...
cim wrote:Paradox wrote:A ship that size can still scoop cargo with no problems right?
A ship the size of a cargo pod can quite happily scoop a (much larger) Thargon fighter, since we don't check scales for that. However, the scoop
range is exactly 250 in-game units (regardless of what you call an in-game unit). So if you make all the ships 3.3 times smaller, their scoops will start attracting cargo from - relative to the size of the ships - 3.3 times further away. You may or may not consider this a problem...
Okay, then that may be something that Redspear will need to look into, but until we actually playtest, hard to tell.
I understand "units"... 1 unit in Wings3D = 1 unit in Blender = 1 oonit in Oolite. and a unit can be called a "foot" or a "meter" or whatever... and it's just a word at that point. Oolite has chosen to call a unit a "meter", which is just fine and dandy... However, a human pilot is not 5.4 meters (oonits) tall! But that is what we have to deal with when we model right now.
Ok, I take back what I said earlier, it wasn't the change of the word "feet" to "meters" that caused all the problems, it was the not re-scaling everything afterwards that fubar-ed everything...
cim wrote:This (among other things) is why I suggested making the planets bigger rather than the ships smaller - the planets will end up 3.3 times bigger than the ships either way, but making the planets bigger is a change to one line of code, and making the ships smaller is a change to every core and OXP ship model in existence (yes, you can test with a smaller sample, but what if it actually worked?). Considerably more of the game's code relates to ship scale rather than to planetary or system scale - scoops being one example, but also laser ranges, missile ranges, distance from planet to get "close to surface" events, scanner ranges, collision detection set up, etc., so I think you'll get more oddities by scaling the ships down than you would by scaling the planets up.
If the problem was the relative size of ships to planets or ships to stations etc, then making the planets/stations/whatever bigger would indeed work, but that is not the issue at all because a pilot/ship/whatever would still have to be modeled 3.3 times bigger. It doesn't
fix the original boo-boo... A Cobra MK3 should be ~20 meters, the Planet Express should be ~15 meters and a human pilot should be ~1.8 meters.
I know this is going to be a big hassle to fix. Probably too big... I don't know how proficient Redspear is at programming, and maybe he won't be
able to fix it (though I, and I am sure others, are very glad that he seems willing to try!
). However, that is not a good reason to not fix it correctly. Making things bigger in relation to the ships does not fix the original problem. You are
still going to have the inevitable "question about scale" post again and again and again... If someone is going to go to the immense trouble of re-programming the core game... why not fix it correctly this time?