Tionisla Orbital Graveyard
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- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
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Ok, I'll put the generic debris-field monument on hold for a moment and concentrate on scarabs.
uh....what is the standard size of a missile? Nevermind: I need to scale them so they can (reasonably) be launced from the buoy.
Any info on decreasing the energydrain from smaller missiles?
I had another idea for a smallish ship/interceptor or touring ship: Moth.
EDIT:
Do I need to rotate the buoy 45degrees and give the coordinates (from centre) for the missile launcers?
Do missiles launch from a set (coded) point or just generated outside the ship and launched?
Red lights on the 6points might be a nice touch, no flashy though, that lacks respect. maybe green. Let's try it.
uh....what is the standard size of a missile? Nevermind: I need to scale them so they can (reasonably) be launced from the buoy.
Any info on decreasing the energydrain from smaller missiles?
I had another idea for a smallish ship/interceptor or touring ship: Moth.
EDIT:
Do I need to rotate the buoy 45degrees and give the coordinates (from centre) for the missile launcers?
Do missiles launch from a set (coded) point or just generated outside the ship and launched?
Red lights on the 6points might be a nice touch, no flashy though, that lacks respect. maybe green. Let's try it.
Riding the Rocket!
Don't think missile launchers have to get a precice location, normal ships etc don't have misile launch devices that are visible, so...
Actually getting the destructive power down could prove to be impossible, IIRC it's a function that's called 'detonate' that makes a missile do its work, and the effects of that are probably hardcoded into Oolite. Should check, though, not 100% sure.
I was thinking make the scarabs really impact onto the ships, not explode a little way off. So you'd get swarms of them pesky things, buzzing around you, bang, goes one into your hull... bang, another one... BANG, shields down! Uh-oh. KABOOOMMM
um.
That way, you can get the rest to return to the base, normal missiles are not reusable, they always explode, either when close to ship, out of reach or lost contact....
Actually getting the destructive power down could prove to be impossible, IIRC it's a function that's called 'detonate' that makes a missile do its work, and the effects of that are probably hardcoded into Oolite. Should check, though, not 100% sure.
I was thinking make the scarabs really impact onto the ships, not explode a little way off. So you'd get swarms of them pesky things, buzzing around you, bang, goes one into your hull... bang, another one... BANG, shields down! Uh-oh. KABOOOMMM
um.
That way, you can get the rest to return to the base, normal missiles are not reusable, they always explode, either when close to ship, out of reach or lost contact....
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
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Sort of mini-vipers? Maximum of 16.
So you want to make the buoy a mini-base...
with 4 small dockingslits, just big enough for the scarabs, but not for other ships....I don't know if we can prevent other ships from trying to dock though.
As to colliding them into a ship...
is there a scale to collision damage?
I thought there wasn't, but then again there is a momentum factor somewhere.
If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
(Again: I don't have a running Oo-version, so I could be mistaken)
I have finished a Scarab_missile model, but I feel there is too much detail. Will upload the *.wings so you can judge for yourself.
So you want to make the buoy a mini-base...
with 4 small dockingslits, just big enough for the scarabs, but not for other ships....I don't know if we can prevent other ships from trying to dock though.
As to colliding them into a ship...
is there a scale to collision damage?
I thought there wasn't, but then again there is a momentum factor somewhere.
If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
(Again: I don't have a running Oo-version, so I could be mistaken)
I have finished a Scarab_missile model, but I feel there is too much detail. Will upload the *.wings so you can judge for yourself.
Riding the Rocket!
yea, well I'm only running wild with ideas that are not practical, or too much outside the original GY concept.
preventing other ships to dock is easy: don't give it a station AI, NP ships only dock at stations (oh, and Behemoths, hum... printed out the Behemoths plists awhile ago... IIRC, they're actually some kind of flying stations...)
Anyway, forget what I rambled about, I guess.
(Don't ditch the scarabs, there's a role for them somewhere, I'm sure)
preventing other ships to dock is easy: don't give it a station AI, NP ships only dock at stations (oh, and Behemoths, hum... printed out the Behemoths plists awhile ago... IIRC, they're actually some kind of flying stations...)
No need to bug Giles. impact at sufficient speed, that's all i takes.If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
Anyway, forget what I rambled about, I guess.
(Don't ditch the scarabs, there's a role for them somewhere, I'm sure)
- Arexack_Heretic
- Dangerous Subversive Element
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- aegidian
- Master and Commander
- Posts: 1161
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- Location: London UK
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Oolite's collision maths currently figures masses as being proportional to the volume of the bounding box for the ships colliding - which I think is a close-enough estimate.Rxke wrote:No need to bug Giles. impact at sufficient speed, that's all i takes.If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
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I'm going to work on some textures for a while...put the tombs on the shelf.
So:
Coming soon: the Lancet2-graveyard defender.
I'd like the standard dodo-skins from Selezen.
Questions:
1) What axis does the dodec rotate around?
I want a rotation around the y-axis.
2) I have 4 subentity variants. I calculated the quaternion rotations for the 8 locations that I want them in.
How do you randomise the instance of the 4 variants in the 8 slots?
edit: here is what i have so far:
So:
Coming soon: the Lancet2-graveyard defender.
I'd like the standard dodo-skins from Selezen.
Questions:
1) What axis does the dodec rotate around?
I want a rotation around the y-axis.
2) I have 4 subentity variants. I calculated the quaternion rotations for the 8 locations that I want them in.
How do you randomise the instance of the 4 variants in the 8 slots?
edit: here is what i have so far:
Code: Select all
Having no experience in plisting, I’ll edit the hermit list to fit my needs…
* means delete?
(between I’ll write comments)
</dict>
<key>Derelict_Python</key>
- <dict>
<key>ai_type</key>
<string>station.plist</string> (or null_ai)
<key>bounty</key>
<integer>-500</integer> (fine)
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>energy_recharge_rate</key>
<real>0</real>
*<key>equipment_price_factor</key>
*<real>4.5</real>
<key>equivalent_tech_level</key>
<integer>0</integer>
<key>forward_weapon_type</key>
<string>WEAPON_NONE</string>
<key>has_ecm</key>
<false />
<key>has_escape_pod</key>
<false />
<key>has_scoop</key>
<false />
<key>likely_cargo</key>
<integer>alloys gemstones</integer> (?)
<key>max_cargo</key>
<integer>4</integer>
<key>max_defense_ships</key>
<integer>0</integer>
<key>max_energy</key>
<real>1000</real>
<key>max_flight_pitch</key>
<real>0</real>
<key>max_flight_roll</key>
<real>0</real>
<key>max_flight_speed</key>
<real>0.0</real>
<key>max_scavengers</key>
<integer>0</integer>
<key>max_missiles</key>
<integer>1</integer>
<key>missiles</key>
<integer>0</integer>
<key>model</key>
<string>MO1.dat</string>
<key>name</key>
<string>Derelict Python</string>
*<key>port_radius</key>
*<real>0</real>
<key>roles</key>
<string>coriolis station</string> (I need a rotation around the y-axis)
*<key>smooth</key>
*<false />
<key>subentities</key>
- <array>
(my SU’s (A,B,C,D) All have a location of z500wu from 0,0,0, 8SU’s rotated around the y-axis)
<string> Ring-SU-N 0 1 0 1 0 0 0</string>
<string> Ring-SU-NE 0 1 0 2.414213563 0 1 0</string>
<string> Ring-SU-E 0 1 0 1 0 1 0</string>
<string> Ring-SU-SE 0 1 0 1 0 2.414213563 0</string>
<string> Ring-SU-S 0 1 0 0 0 1 0</string>
<string> Ring-SU-SW 0 1 0 -1 0 2.414213563 0</string>
<string> Ring-SU-W 0 1 0 1 0 0 0</string>
<string> Ring-SU-NW 0 1 0 -2.41423563 0 1 0</string>
</array>
<key>thrust</key>
<real>0</real>
<key>weapon_energy</key>
<real>0.0</real>
<key>weapon_offset_x</key>
<real>0.0</real>
</dict>
Riding the Rocket!
- Selezen
- ---- E L I T E ----
- Posts: 2530
- Joined: Tue Mar 29, 2005 9:14 am
- Location: Tionisla
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OK, i admit defeat. I can't get the damn dodo to spin. I also can't get it to face the right way.
as you can see from the following pic:
http://www.hughesd.co.uk/elite/oolite/m ... reen01.jpg
the docking bay faces out from the yard - I would like the docking bay to face into the graveyard. Can I do this?
I'm using the dodo role in the planetinfo.plist file.
as you can see from the following pic:
http://www.hughesd.co.uk/elite/oolite/m ... reen01.jpg
the docking bay faces out from the yard - I would like the docking bay to face into the graveyard. Can I do this?
I'm using the dodo role in the planetinfo.plist file.
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
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I would like to know this too. For implementation in monuments, but also my buoys (beacons to you) don't seem right side up to me (judging from screenshots.
I suspect however that, untill the next update, facing is towards the planet and rotation around the axis from the planet through the station.
Giles has promised we can determine the axis and speed of rotation in the next update.
(Don't beat me with the stick if I'm misunderstanding)
Maybe if you give the station the 'hermit station' role, the facing is not hardcoded? But does a hermit spin?
Rxck: don't forget: I don't have any Mac-programmingskills either.
I suspect however that, untill the next update, facing is towards the planet and rotation around the axis from the planet through the station.
Giles has promised we can determine the axis and speed of rotation in the next update.
(Don't beat me with the stick if I'm misunderstanding)
Maybe if you give the station the 'hermit station' role, the facing is not hardcoded? But does a hermit spin?
Rxck: don't forget: I don't have any Mac-programmingskills either.
Last edited by Arexack_Heretic on Thu Jun 30, 2005 11:58 pm, edited 1 time in total.
Riding the Rocket!
Selezen, have you tried to reverse your coordinate system? like using psm --->spm maybe it's 'upside down' (wild guess.
Another guess is that the stationrole automatically puts the docking towards the planet, then you'd have to write a copy of the stationAI, call it something diiferent and use that role....
spinning: use A_H quarterburgers...err quaternions he calculated,
Another guess is that the stationrole automatically puts the docking towards the planet, then you'd have to write a copy of the stationAI, call it something diiferent and use that role....
spinning: use A_H quarterburgers...err quaternions he calculated,