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A Solar Systems OXP - @Frame

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: A Solar Systems OXP - @Frame

Post by Dr Beeb »

Lestradae wrote:
Resurrected thread - please look at last posting!


I have created a concept study that IS NOT YET AN OXP AND SHOULD NOT BE USED AS SUCH!!!

The concept study can be downloaded here:

http://www.box.net/shared/static/dcdfjsiu8c.zip

L
Is the concept study no longer available from box.net ?
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Post by Lestradae »

No, because although the concept study worked, I noticed that i had neither the time nor the skill to really make this sort of oxp into something that works well, and Frame decided to do it.

If and when Frame is going to continue is something you might have to ask him himself.

8)

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Post by Dr Beeb »

:( Understand that such an OXP is a major piece of work and will take time. When you first posted your concept I decided to tackle
Add a randomised, but always the same system to each and every solar system
After 6? months I have reached the point of having most of my planet mixes sorted out, and even moved on to adding sites to planets. At the moment all just text files created by a stand-alone engine that tries to keep to 8-bit Elitish style as much as possible. It needs further tweaking and probably time to invite input from others. As a teaser at the system Maraus, Galaxy 7:

Code: Select all

# 0 Planet Maraus [1] with Radius 5767 km , Tilt 26 degrees, is a hospitable World with 4 moons. Orbital radius 1 h.u., inclination 0.75 degrees.
    Activity : Very high, TL : 15, Pop  6.4 B (Small Yellow Lizards) Prod  56320 M Cr ,  GalCop recognized Home system and Space Station present.
    Planet analysis : Civilization fully established on this hospitable planet.
    Politics : Home planet of GalCop recognized Corporate State, Economic profile : Rich Ind.
    Description : This world is very well known for Marausian shrew cutlet and the Marausian edible grub.
   # 6  Moon Ekjaok [1] with Radius 1096 km , Tilt 18 degrees, is a small round moon at orbital radius 5.252e+05 km, inclination 3 degrees.
         Activity : Moderately high, TL : -14, Pop  2 (Human Colonials) Prod  8.7 Cr ,  Isolated structures present.
         Moon analysis : A few individuals mine gemstones, extract minerals, from this body.
         Politics : Dependent freelance Anarchy, Economic profile : Very limited, Description : Removed exaggerated claims.
   # 14  Moon Joduofep [2] with Extent 18 km , Tilt 34 degrees, is a planetesimal moon at orbital radius 1.7976e+06 km, inclination 9 degrees.
         Activity : Moderately high, TL : -19, Pop  0 , Prod  0 Cr ,  Metal scrap present.
         Moon analysis : Occasional eruptions could disrupt the future integrity of this small body.
         Politics : None, Economic profile : None, Description : None available.
etc.

# 2 Planet Zoanad [2] with Extent 493 km , Tilt 41 degrees, is a large planetoid with 1 moons. Orbital radius 93.726 h.u., inclination 13.2 degrees.
etc.
  
# 3 Planet Toruta [3] with Radius 1786 km , Tilt 14 degrees, is a airless dwarf planet with 3 moons. Orbital radius 75.884 h.u., inclination 6.9 degrees.
etc.
  
# 4 Planet Etgovo [4] with Radius 79795 km , Tilt 25 degrees, is a gas giant with 7 moons. Orbital radius 0.61421 h.u., inclination 0.8 degrees.
    Activity : Very high, TL : 8, Pop  14 M (Human Colonials) Prod  123.2 M Cr ,  GalCop recognized Space Station present.
    Planet analysis : Several large cloud cities in atmosphere of Gas giant.
    Politics : Dependent regional Feudal, Economic profile : Mainly Ind.
    Description : This orb is most notable for Etgovoian Leusou condensates but beset by a evil disease.
   # 24  Yarvin Moon Iwetle [1] with Radius 7912 km , Tilt 42 degrees, is a large hot desert moon at orbital radius 1.4201e+05 km, inclination 1.9 degrees.
         Activity : Low, TL : -18, Pop  0 , Prod  0.3 Cr ,  Metal scrap present.
         Moon analysis : Terraforming this lifeless (claimed) moon with an atmosphere is possible. Maybe downed pilots to rescue?
         Politics : None, Economic profile : Very limited, Description : None available.
   # 51  Moon Oslii [2] with Extent 302 km , Tilt 18 degrees, is a very small irregular moon at orbital radius 1.339e+06 km, inclination 10.5 degrees.
         Activity : Moderately high, TL : -15, Pop  0 , Prod  0.4 Cr ,  Abandoned craft detected.
         Moon analysis : Initiating mining activities on this (claimed) small body is possible.
         Politics : None, Economic profile : Very limited, Description : None available.
etc.
And the first couple of significant locations on the gas giant Etgovo:

Code: Select all

loc # 0 in oct# 0 has moderately high activity at cloud platform Quthve.
  Elevation -924 m,  Long : -164.79 E/W,  Lat : 2.6867 N/S
  Area (373.72 km)^2 ,  Prod =  1 M Cr  Pop  248684  (Bony Birds)
  TL : 3  GalCop recognized orbital shuttle facilities.
  Local Politics : Represented municipal Feudal, Economics : Poor Ind.
     Description : The cloud platform Quthve is a dull unimportant cloud platform.
loc # 1 in oct# 0 has below average activity at cloud platform Teatar.
  Elevation -2166 m,  Long : -94.307 E/W,  Lat : 3.191 N/S
  Area (255.97 km)^2 ,  Prod =  3.7556e+05 Cr  Pop  120711  (Blue Fat Felines)
  TL : -2  Scheduled transporter service available.
  Local Politics : Represented municipal Feudal, Economics : Mainly Ind.
     Description : This cloud platform is ravaged by occasional magneto-storms.
loc # 2 in oct# 0 has above average activity at exploration craft Zabice.
  Elevation -642 m,  Long : 16.084 E/W,  Lat : -10.238 N/S
  Area (3.28 km)^2 ,  Prod =  250.4 Cr  Pop  23  (Human Colonials)
  TL : -8  Long-lasting storm marked by beacon.
  Local Politics : Autonomous freelance Multi-Government, Economics : Average Ind.
     Description : Conflicting descriptions removed.
loc # 3 in oct# 0 has low activity at Cloud city Zaceno.
  Elevation -1094 m,  Long : 65.303 E/W,  Lat : -39.62 N/S
  Area (785.98 km)^2 ,  Prod =  8.2 M Cr  Pop  1.3 M  (Human Colonials)
  TL : -1  Scheduled transporter service available.
  Local Politics : Represented colonial Feudal, Economics : Mainly Agri.
     Description : The Cloud city Zaceno is reasonably fabled for its exciting theatre and its fabulous obwer souffle.
etc.
The areas above are intended to be input into weighting some terrain (cloud deck) generating code - hopefully written by someone else :wink:
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Post by Lestradae »

Wow ... you really should drop Frame a PN, and show off your solutions imo :shock:
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Post by pagroove »

Great Dr beeb!.
Shall we take this system as a Proof of concept system?
First one system then more?
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Post by pagroove »

I hope this OXP idea can become reality. Maybe combine some features with the planetfall OXP?

I want to contribute some gas giants if you like or other HD-textures. 8)
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Post by Dr Beeb »

Thanks. I recall Frame said he was doing something similar (early September?) then I had a major hardware crash and lost a few months work (last back-up corrupted ...) so now back to where I was. I have also learnt that I was way too over ambitious with this and not clear how much further I am going to get. I am leaving textures, objects to others, I am just going to try to finish (a version of the) Xmas tree for others to hang the ornaments on.

As for planets/moons so far in the mix, the list below hopefully covers the suggestions in this thread (apologies for code snippets, but they give some clues what I am up to :wink: )

Code: Select all

planame =	  ['comet nucleus..............'; % 0 government type mapped to planet type
		   'small planetoid............';
		   'small airless dwarf planet.'; % 2 nothing smaller is a dwarf, hydrostatic not achieved.
		   'airless planet.............';
		   'habitable moon.............';
		   'desert planet..............';
		   'glaciated World............';
		   'hospitable World...........'; 
		   'large comet nucleus........'; % +8 promotion
		   'large planetoid............';
		   'airless dwarf planet.......'; % 2+8 = 10
		   'large airless planet.......'; % 11 large (Yarvin-sized) airless planet
		   'large habitable moon.......'; % 12 earth-size Yarvin
		   'rocky giant planet.........'; % 13 
		   'ice giant planet.......... '; 
		   'ocean giant planet.........'; % 15 about 1.6 bigger than earth in radius
		   'gas giant..................'; % 16 non Yarvin-spawned only
		   'brown dwarf star...........'; % 17
		   'red dwarf star.............'; % 18
        	   'yellow dwarf star..........';]; %19  
%							if planet kind is [20 23] that maps to mooname 04-07 regular Yarvins (-16)
%							if planet kind is [28 31] that maps to mooname 12-15 large Yarvins (-16)
%							if planet kind is [24 27] says where Yarvin GG==16 regular core is. 24 is cold, 25 cool, 26 warm, 27 hot GG.	   
%							if planet kind is [32 35] says where Yarvin GG==16  large  core is. 32 is cold, 33 cool, 34 warm, 35 hot GG.	
		    
		   
mooname = 	  ['planetesimal moon........'; % 0 Aradstea
		   'very small irregular moon'; % 1 Amalthea
		   'small round moon.........'; % 2 Rhea
		   'airless moon.............'; % 3 Ganymede
		   'cold habitable moon......'; % 4 subclass 0 of regular Yarvin core class 4 rare  TL unchanged, pop_kind  by 1, % orbiting a Saturn, 
		   'warm ocean-covered moon..'; % 5 core class 5, TL unchanged, pop_kind unchanged. Starting at yarvin type, class.
		   'warm habitable moon......'; % 6 core class 6, TL unchanged, pop_kind unchanged.
		   'hot desert moon..........'; % 7 core class 7 - probably orbiting a brown dwarf, TL unchanged, pop_kind by 1
		   'large planetesimal moon..'; % 8 promoted Aradstea
		   'small irregular moon.....'; %  9 large Amalthea
		   'modest round moon .......'; % 10 large Rhea, fills Triton gap 
		   'large airless moon.......'; % 11 large Ganymede, same size as atmospheric regular Yarvin
		   'large cold habitable moon'; % 12 subclass 0 of large Yarvin core class 4 rare, TL drops by 1  pop_kind by 2
		   'large ocean-covered moon.'; % 13 large Yarvin gg core class 5, TL unchanged, pop_kind by 1
		   'large warm habitable moon'; % 14 large Yarvin gg core class 6
		   'large hot desert moon....';]; %15 has an atmosphere, so just a desert, class 7, TL drops by 1  pop_kind by 2
		   
To pagroove, as to which planet to use as a 'playground', I am generating the extra bodies using the actual Oolite seed that was used to create the 'home' planet. So basically I can populate all 8 * 256 systems by mapping, distorting, data from other 'galaxies' onto the ones that we already know in Oolite. If you have a favorite system, body, that you want to decorate let me know and I will 'find out' what it looks like. I am not sure how to integrate this work into Oolite, it may be ok as a stop-gap measure for me to create files in a format that can be parsed by an OXP ? I am still fiddling with radii, number of objects, so things can still change. Including the names, which is one of the bigger pains as they repeat quite often. Another major pain is getting the geo-politics of highly-populated places to look right, here is a snippet for Lave so far (apologies for violating canon)

Code: Select all

# 0 Planet Lave [1] with Radius 4116 km , Tilt 29 degrees, Rotation 20 hours, is a hospitable World with 1 moons.
    Orbital radius 1.0003 h.u., inclination 3.75 degrees, ascending node 51.9 degrees.
    Activity : Very high, TL : 5, Pop  2.5 B (Human Colonials) Prod  7000 M Cr ,  GalCop recognized Home system and Space Station present.
    Planet analysis : Civilization fully established on this hospitable planet.
    Politics : Home planet of GalCop recognized Dictatorship, Economic profile : Rich Agri.
    Description : Lave is most famous for its vast rain forests and the Laveian tree grub.
----------------------------------------------

loc # 0 in oct# 0 has moderately high activity in city Stitma.
  Elevation 80 m,  Long : -142.91 E/W,  Lat : 28.461 N/S
  Area (374.61 km)^2 ,  Prod =  8.9 M Cr  Pop  2.7 M  (Human Colonials)
  TL : -3  Space-craft available for hire.
  Local Politics : Represented regional Dictatorship, Economics : Mainly Ind.
  Description : The city Stitma is scourged by deadly tree grubs.
loc # 1 in oct# 0 has low activity in small hamlet Etnuit.
  Elevation 987 m,  Long : -69.873 E/W,  Lat : -24.399 N/S
  Area (0.47 km)^2 ,  Prod =  4.9 Cr  Pop  2  (Fierce Blue Horned Lizards)
  TL : -27  No space-faring technology identified. Maybe downed pilots to rescue at this location?
  Local Politics : Represented recognized Feudal, Economics : Mainly Agri.
  Description : None available.
loc # 2 in oct# 0 has very low activity in large town Anonu.
  Elevation 725 m,  Long : 109.25 E/W,  Lat : -15.753 N/S
  Area (33.71 km)^2 ,  Prod =  25496 Cr  Pop  13409  (Human Colonials)
  TL : -17  Abandoned craft.
  Local Politics : Represented colonial Multi-Government, Economics : Poor Agri.
  Description : Anonu is  famous for its inhabitants' ancient mating traditions but cursed by dreadful civil revolt.
loc # 3 in oct# 0 has moderately high activity in the Domain of Ates.
  Elevation 253 m,  Long : 3.9551 E/W,  Lat : 40.645 N/S
  Area (1632.1 km)^2 ,  Prod =  52.2 M Cr  Pop  38.2 M  (Human Colonials)
  TL : -2  Scheduled transporter service available.
  Local Politics : Represented provincial Dictatorship, Economics : Mainly Agri.
  Description : Ates is mildly well known for Atesian wolf meat and its wierd rock formations.
loc # 4 in oct# 0 has above average activity in the Despotate of Abgesebi.
  Elevation 10 m,  Long : 172.97 E/W,  Lat : -64.468 N/S
  Area (8810.1 km)^2 ,  Prod =  3171.3 M Cr  Pop  1176.7 M  (Human Colonials)
  TL : 3  GalCop recognized orbital shuttle facilities.
  Local Politics : Represented  Dictatorship, Economics : Rich Agri.
  Description : The Despotate Abgesebi is scourged by killer edible Usoids.
loc # 5 in oct# 0 has moderately high activity in the Domain of Reartha.
  Elevation 171 m,  Long : 3.6914 E/W,  Lat : -71.485 N/S
  Area (1927.8 km)^2 ,  Prod =  76.3 M Cr  Pop  55.8 M  (Human Colonials)
  TL : -1  Scheduled transporter service available.
  Local Politics : Represented provincial Dictatorship, Economics : Mainly Agri.
  Description : The Domain Reartha is scourged by deadly edible arts graduates.
loc # 6 in oct# 0 has low activity in the Motherland of Beilre.
  Elevation 379 m,  Long : -23.994 E/W,  Lat : -10.01 N/S
  Area (3760 km)^2 ,  Prod =  352.2 M Cr  Pop  179.7 M  (Human Colonials)
  TL : -4  Space-craft available for hire.
  Local Politics : Represented  Dictatorship, Economics : Average Agri.
  Description : The Motherland Beilre is an unremarkable dump.
loc # 7 in oct# 0 has moderately high activity at expedition site Abstit.
  Elevation 20 m,  Long : 14.062 E/W,  Lat : 1.7348 N/S
  Area (0.23 km)^2 ,  Prod =  3.7 Cr  Pop  0  
  TL : -23  No space-faring technology identified. Maybe downed pilots to rescue at this location?
  Local Politics : None, Economics : Very limited
  Description : None available.
loc # 8 in oct# 0 has very high activity in small town Diillo.
  Elevation 100 m,  Long : 0.79102 E/W,  Lat : 24.46 N/S
  Area (26.97 km)^2 ,  Prod =  16474 Cr  Pop  8557  (Human Colonials)
  TL : -6  Landing facilities with beacon.
  Local Politics : Represented municipal Dictatorship, Economics : Average Ind.
  Description : The small town Diillo is a boring small town.
loc # 9 in oct# 0 has very high activity in small town Abse.
  Elevation 0 m,  Long : -11.25 E/W,  Lat : 67.347 N/S
  Area (27.14 km)^2 ,  Prod =  21142 Cr  Pop  8629  (Human Colonials)
  TL : -7  Landing facilities with beacon.
  Local Politics : Represented municipal Multi-Government, Economics : Average Ind.
  Description : This small town is a tedious place.
loc # 10 in oct# 0 has moderately high activity in small hamlet Usstbi.
  Elevation 75 m,  Long : -8.0859 E/W,  Lat : -43.279 N/S
  Area (0.98 km)^2 ,  Prod =  85.9 Cr  Pop  20  (Human Colonials)
  TL : -16  Abandoned craft. Maybe downed pilots to rescue at this location?
  Local Politics : Represented recognized Feudal, Economics : Average Ind.
  Description : Awaiting arbitration.
etc.
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Post by pagroove »

Well as I was adding the Multabilis system Zadies why not begin with this system?

I' m no way a scripter (you can see by the many comments on the script of my Famous Planets OXP. Without others I simply couldn't make that oxp).

Maybe someone with more experience can help you to put your eninge ingame. Looks great if everything is randomly generated. One question though. Does is affect the systems I did for famous planets (the textures I mean) or does it only add other planets with descriptions? I have also made custom texts in the famous planets pack. I assume that your descriptions will replace them??
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Post by Frame »

cool cool... while i want to give you a big reply... i will cut it down to say... amazing work.. i´ll be sure to use it...

Now a little on the progress... There is really non ATM due to sickness, pills, the dope sort of ones... that is the short story..

Furthermore i have had bug problems with 1.72.. They are quite strange as i sometimes can reproduce them and sometimes not... i ruled out hard drive failure, GFX failure, it involves resizing of windows switching from window to full screen, shader troubles with nebulas... all in all it interferes with my nornmal developing routines... To add to it, my mouse has begun to double click... on every click... It all just frustrates the heck out of me...

However, I intend, in the new year to restart and kick start the development again... it is all in my head, i even drew some 3d max maps of where would be most sensible to place planets and still maintain some sort of varity..

I even toyed with the idea of moving planets and sun around to avoid the precision problems...

The process in this would be to not move the player.. but move the entire system. this would be nice and easy... and a space lane would allways be auto created...

however 2 things

The save anywhere oxp would´nt work
I think certain OXPs would clash witht his method...

the problem is that even at a mere 7,000,000 million Oolite Km from the witch point the precision problems start to show... you can see this by taking a shady cobra, use player.ship.setPosition(0,0,7000000) in debug console or javascript with Oolite 1.72

Now switch to external view and go full throttle, and you will see how the flashers start to shake. other ships also shake....

if you go even further out to 15,000,000 million Oolite km, the problem gets significantly worse... at 150,000,000 its hilarious as your ship flashers rotates into the front of your front view...

There ought to be a way around all this, but beside hard coding a new coordinate behaviour there really is not...

All my work arounds will surely clash with something...

So i plan to stick to 7,000,000 as a maximum range for any planets...

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Post by Lestradae »

Hi Frame,

Very happy to hear that you are going to continue this one :D - and, even more importantly, that you hope to get better again healthwise.

I wish you to get well soon and am much looking forwards to your ideas and how you will implement them. Especially if you plan on integrating Dr Beeb's ideas - it sounds just awesome.

Cheers

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Post by Dr Beeb »

pagroove wrote:
Well as I was adding the Multabilis system Zadies why not begin with this system?
I have not read Multabilis nor installed Famous Planets, so my version of the Zadies system will be probably be completely different depending on how the seeds grind away. I only really tuned things to give Lave one moon and that is all that is added to the Lave system. Other systems tend to have more planets and moons with our Solar System being possible (although I haven't come across it yet..). I assume that if what I am working on is loaded first, treated as default, and over-written by other OXPs, then everyone should be happy?
Will let you know what my version of Zadies does.

To Frame, I installed Farsun, 'went to make a cup of tea' while finding out how bad a fuel-scoop flight would be, saw all the exhaust plume shaking etc. that you refer to. I also suspect that just moving the whole system in jumps (like original Elite's jump vs the Oolite torous drive) may be the way to go for big distances. I listed orbital radii for moons in km as they are related to synchronous lock around planets with radii in km, but the distances to the star I am reporting for the time being in h.u. - habitual unit = a.u. for Sol - as I don't know what will work re realistic km in the game.
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Post by Frame »

Yeah, I'm also convinced that moving the entire system is the way to go...

I am worried though, that some OXPs will clash with this method....
I'm not so worried about instalments that only spawn random bases as these only do so at exit witchspace and launch from station...

Which means Their position are stationary, some issues however are still to address like ship targets... I guess I can store these before moving the system, and restore them to the ships upon completion of moving the system. I hope that I do not have to deal with also storing their AI and AI state...

I´ll design a proof of concept OXP first, before making a decision on the final method,

The Method though has its bonuses..

1. we do not need to add ships at the witch point, Oolite will do that for us.

2 planet orbits becomes less significant, in fact, these will be added so far away when the player first enters the system that he cannot see them...

3 no shaking / precision problems...

4 no need to relocate the buoys witch point and navigation buoy.

5 we can recreate entire solar systems if we want to.

6 we can even minimize the number of Globes used, by reusing already used globes, and just change their texture... however since we cannot alter the radius of a planet in-flight, some serious trickery is needed here...

6.1 (not a bonus without cons)

I Thought about putting the main planet inside the jump gate planet, that however only works for planets larger than the main planet.. and it could have some odd side effects, like transporters blowing up on spawn on planet surface... along with other issues like, what will ships at the main planet witchspace-route-sun then do.. I Could put them into suspended mode... but that would freeze them until the player went back to the main space lane... simulating what they should have done in the mean time is beyond scope I think.. it is already complex enough..

Graphical issues also matters, i know that putting two planets with identical size will cause flickering... but since I cannot alter the radius of planets on the fly, as these are set on load of Planet-info.plist, this seems to be a bad option / work around to get the beacon into place...

One Con that affects an OXP of mine is save anywhere OXP, as this moves players to locations of stations, and not stations to player location..

I´ll try to design the proof of concept OXP in the holidays... since my last work day this year is tomorrow...

The scheme for the proof of concept will look like this

Add a custom planet far away.(gas giant with moons)
Add a jump gate near the main station


system creation
1 When player enters jump gate, move the entire system
1.1 set a property to all existing ships, so we know they belong to the main planet

2 Add pirates / traders / hunters at the new space lane

2.1 ships gets a special AI, we spawn them somewhere far,and change their AI.

2.2 Add properties to these new ships, so we know what planet they
belong to.

2.3 deal with newly spawned ships at the witchspace beacon, change their AI if AI known, like trader/pirate/hunter/police and so on. do this via timer or some script event... event preferable.

2.4 deal with transporters spawning at the main planet..

3. Add stations to planet... We do not reuse the main station, For starters these are Oolites own type of stations: Coriolis, dodec and so on.

4 move jump-gate to witch point, launch player, move jump-gate back.. reuse it....

5. if player enters jump gate at new planet back to main lane, do everything above in reversed order..

6 if player enters jump gate to next planet.. do everything above again except point # 5... do however move this to another location than the main space lane... Will look into reusing traders and pirates.To lower the system load...

Edit forgot: If some players gets the odd idea of flying by the torus drive instead of the Jump gate... move everything.. I think the detection method will be at 20.000.000 km, and 18.000.000 km in reversed order a timer running every 2 Min will check that..
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Post by Frame »

Progress report

Designed a function

1 it moves everything that the player is not supposed to see planet number*150 AU Oolite kms away...

2 it moves everything the player is supposed to see, into the precise stable range Coordinate system. places a new planet at the same spot as main Planet used to be.

It is designed in such a way, that you pick the planet to "jump to", and the planet you are jumping away from, keeping it this way for versatility

only thing that is not moved yet is system redux planets and moons.. however they are nice way points to a well known system..

All this above is in a working version... That however atm is only setup to work 1 way... but making it work both ways should be trivial...

TO DO:
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Already got a working planet naming scheme in the Fuel Collector, this will be copied into the solar system OXP

Random generated planets, I'm currently using a fixed yellow giant of mine.

Figure if I can make the fuel scoop work when at gas giants...

Jump gate spawning, ATM main stations act as jump gates pr default. Its simple... they got a new property attached to them, that is detected upon the player leaving the station (will exit), that triggers the movement of everything.

That way people can design their own versions of the jump gates.. if they like.. they just need to set a property to them and set that property to the planet they want jump too..

The jump gate will be named according to what planet it is targeting..

In high tech systems.. jump gates can make the player jump to several different planets.. not only 1 Pr. jump gate.

Concerns:

I seem to have seen the rock hermit locator fail to find the witch point. Buoy, when using this system...

will look into that...

OXP writers should not fear, that their missions ships and so on do not appear in the correct system... They will carry a property that the Script identifies as them being a main planet ship.

properties are set on just before jump and works like this...

on first jump, mark every ship in the system as main planet ship
everything else that is spawned since then is marked as belonging to the next planet system...

After that Timer will every 1 minut or so detect wheter or not there are unmarked ships... once it detects one, it will range to various planets to find out what planetsystem it belongs to... and then mark it...
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Thargoid
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Post by Thargoid »

One other concern. The planet pointed at by system.mainPlanet will now be one of the far away ones, and the one that's in its place will fail a system.isMainPlanet check (because as far as the game is concerned it's a supplimentary one).

This will mess up some aspects of Planetfall. All of your planets will be treated as sub-planets (added ones), and you will no longer get any of the main planet locations appearing.

Not sure if your marking will work in this case or not? (as I've just seen your post alteration ;) ).
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Post by Frame »

I wish we could bypass or set the mass lock feature to what we want

large gas giant, standard yellow.. no eye candy... as I keep textures relative simple with this broken mouse of mine...

those are standard system redux moons of 6-8000 kms radius..
the gas giant is about 410,000 radius, or 820,000 diameter...


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