Posted: Sun Apr 19, 2009 8:37 pm
It's built at dock 1 at Vetitice and dock 1 was built in parts
Wormhole from the Frontier Cruiser is like a Q-bomb
Wormhole from the Frontier Cruiser is like a Q-bomb
For information and discussion about Oolite.
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You are aware that you just described a scriptable mechanism that could circumvent the "7LYs max" limit for players, yes?Cmdr James wrote:Im thinking systemwide wormhole cascades. Each visited system grows an event horizon, and anyone crossing it is transported into the next system, which again has a permanent wormhole so big that you appear inside it, and so on until you catch up with the transport.
Yes, coincidentally I noticed that today. The GRS buoy is so close that it's almost hit by the rotating main stationEric Walch wrote:It is pure coincidence, but the "random" generator that adds the buoy repair factories, places also one in Vetitice. And not just anywhere in orbit, but almost near the main station.
Hehe...that idea really sounds funny, but unusable...and I guess it would not work with the current code, as that would require to save wormholes and ships over many systems at once!Lestradae wrote:You are aware that you just described a scriptable mechanism that could circumvent the "7LYs max" limit for players, yes?Cmdr James wrote:Im thinking systemwide wormhole cascades. Each visited system grows an event horizon, and anyone crossing it is transported into the next system, which again has a permanent wormhole so big that you appear inside it, and so on until you catch up with the transport.
No, it wouldn't require that. (Have I already become so devious in the skill of undermining limits put up by the game that I see that at once?)Screet wrote:Hehe...that idea really sounds funny, but unusable...and I guess it would not work with the current code, as that would require to save wormholes and ships over many systems at once!Lestradae wrote:You are aware that you just described a scriptable mechanism that could circumvent the "7LYs max" limit for players, yes?Cmdr James wrote:Im thinking systemwide wormhole cascades. Each visited system grows an event horizon, and anyone crossing it is transported into the next system, which again has a permanent wormhole so big that you appear inside it, and so on until you catch up with the transport.
Ok now I've gone a bit to farClymAngus wrote:Hmm maybe a transport ship thats doughnut like in the middle? That way finished stations could be secured with an equal amount above and below the transport ship.
I see one technical potential flaw in your carrier vehicle for the stations: For a reaction engine, the exhaust has to be in line of the centre of gravity.pagroove wrote:It's built at dock 1 at Vetitice and dock 1 was built in parts
The net thrust should be in line with the COG, or else of course you end up with rotation. As PAGroove's vehicle has symmetric exhausts, then that should be the case as the line of thrust is along the ships central z-axis, which is where the station is also centred?Eric Walch wrote:I see one technical potential flaw in your carrier vehicle for the stations: For a reaction engine, the exhaust has to be in line of the centre of gravity.
The reactor was in the dock, so that is not a transport. The Titan Cruisers are viewed from top. I forgot to mention that. I'm gonna make some more concepts though. It's fun.Eric Walch wrote:I see one technical potential flaw in your carrier vehicle for the stations: For a reaction engine, the exhaust has to be in line of the centre of gravity.pagroove wrote:It's built at dock 1 at Vetitice and dock 1 was built in parts
Then means the exhaust has to be near the bottom end of your carrier when loaded, while it has to shift up when not loaded. So make sure you use different exhaust positions for both versions.
I am just curious about the size of the factories that build the GRS stations.
Any screenshots of your experiments? BTW the thrusters on the Titan Cruiser should be directional. In my idea the GASECstation frame is a sort of mobile construction yard. They can even construct the station while transporting although the exterior is then ready. I also reckon that it is maybe necessary to have an integrity shield active around the station frame while hyperspacing.Thargoid wrote:The net thrust should be in line with the COG, or else of course you end up with rotation. As PAGroove's vehicle has symmetric exhausts, then that should be the case as the line of thrust is along the ships central z-axis, which is where the station is also centred?Eric Walch wrote:I see one technical potential flaw in your carrier vehicle for the stations: For a reaction engine, the exhaust has to be in line of the centre of gravity.
Or am I missing something here?
As a general comment, having recently played around with very large ships (I've just about got the elsewhere-discussed large hauler now working, subject to some sub-entity positioning quirks that Eric and I are now looking at) one thing I did find when I tried an uber-hauler (about 3km x 3km top-view as above) was that the game engine seemed to have some problem in displaying it, at least on my (fairly low-spec I admit) system. It had some very weird strobing and texturing effects appear which I'm not seeing in the current smaller version (just under 1km x 1km).
It may just be an artifact of my useless graphics hardware, but may be worth a test elsewhere before anyone gets too into making a fancy-looking and complex large ship.