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Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 3:11 pm
by Smivs
spara wrote:
Smivs wrote:
Haunted hermits. WHOOOOOOooooooooo!
What an awesome idea! An abandoned hermit, lights turned off, pipes removed and the dock sealed tight. And yet, a miner launches through the seal, flies from asteroid to asteroid and docks again. You shoot the miner, and the laser just goes through. You try ram it, and you just fly through. Upon destruction of the rock, the miner appears no more.
Although afterwards your ship feels a bit cold and there are those strange noises, and you get the impression there are things moving, always just out of sight, but you can sense they are there.......

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 3:23 pm
by Cody
Forty OU? Crikey... far out, man!

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 3:37 pm
by spara
Cody wrote:
Forty OU? Crikey... far out, man!
Pic doesn't open, but if it's an abandoned hermit, no wonder it's been deserted.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 3:40 pm
by spara
Smivs wrote:
spara wrote:
Smivs wrote:
Haunted hermits. WHOOOOOOooooooooo!
What an awesome idea! An abandoned hermit, lights turned off, pipes removed and the dock sealed tight. And yet, a miner launches through the seal, flies from asteroid to asteroid and docks again. You shoot the miner, and the laser just goes through. You try ram it, and you just fly through. Upon destruction of the rock, the miner appears no more.
Although afterwards your ship feels a bit cold and there are those strange noises, and you get the impression there are things moving, always just out of sight, but you can sense they are there.......
:lol: And the sudden, unexplainable urge to shoot rocks.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 3:41 pm
by Cody
spara wrote:
Pic doesn't open...
Damn, that again... opens fine here (and I ain't logged into Box). Back to Photobucket, I suppose.

Yeah, 'twas an abandoned hermit.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 5:02 pm
by spara
"It's dead, Jim."

Image

Cody, have you tried postimage.org? I switched sometime ago from photobucket.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 5:08 pm
by Cody
Postimage is one I hadn't tried, spara:

Image

I'll experiment with them - thanks.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 6:02 pm
by spara
Ghost launching. Don't know if this will lead to anything, but it's been refreshing. I haven't really worked with visual effects before. That's a visual effect ship launching from an abandoned hermit and silently flying around. Kind of spooky.

Image

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 6:23 pm
by Fritz
I'm not into ghost stories, but this looks really spooky!

No progress today with my OXP. Sadly (or luckily!) I sometimes have something else to do! I didn't even try version 0.13...

But what is an OU? Some kind of Oolite-AU, i.e. the distance planet-sun? If yes, 40 seems quite a lot, especially because I use Sensible Sun...

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 6:27 pm
by Cody
Fritz wrote:
But what is an OU? Some kind of Oolite-AU...
<nods> Yeah... and I have sun_distance_multiplier = 5; in my personal planetinfo.plist so forty OU is a long way out!

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 6:40 pm
by Fritz
So the travel time must be calculated with torus speed! Something so far away would be impossible to find without some navigation aid, even without increasing the distance of the sun.

Re: [WIP] Spicy Hermits

Posted: Sun Jan 17, 2016 6:53 pm
by spara
OU, an ostronomical unit, is a distance unit from Navigation MFD. Main reason for using it, is to add immersion by hiding the real metric units when measuring long distances. It's defined as a distance between Lave planet and sun in an unmodified game.

One of the regions used for positioning abandoned hermits is "OUTER_SYSTEM_OFFPLANE, a position at least as far from the sun as the planet is, but no further than 10,000km from it." If the sun is moved very far and the RNG decides to position the hermit to the other side of the sun, the distance can be quite ostronomical.

Luckily abandoned hermits get randomly positioned at every system entry.

Re: [WIP] Spicy Hermits

Posted: Mon Jan 18, 2016 10:29 pm
by Cody
Whilst running the milk train, I've been pondering how to find distant abandoned hermits - could waypoints help?

Re: [WIP] Spicy Hermits

Posted: Tue Jan 19, 2016 12:24 am
by Anonymissimus
This is probably just personal preference, but my ooniverse shall contain only scientifically explainable things, so please don't include ghost ships in SH. (I'm planning to remove pirate cove and olde hermits in favour of this one once it's polished.)

Re: [WIP] Spicy Hermits

Posted: Tue Jan 19, 2016 5:21 am
by phkb
It could be explained. What if the ghost ship was actually a holographic projection installed by a pirate group who want to scare away curious traders, because somewhere close by is a stash of goods they are yet to collect. Or maybe it's a part of a tourism push by the local government, setting up these holographic ghost ships and saying, "Come and see the ghost ships of Tionisla". There's probably some other explanations as well.