OK, maybe with a little more explanation of my plan will help to clear some things up and ease some concerns (hopefully
)
Diziet Sma wrote:
Heh.. "week"?
I'd expect this project to require quite a few "weeks".. perhaps even 2-3 months worth..
Well, I meant before I really start but yes you're probably right
Paradox wrote:Redspear wrote:It sure will need testing (are you reading Paradox?
) so once (if
) I've got something going I'll explain how to set it up (you'll need to build from source) and I'll eagerly await feedback
You bet! However, "build from source" I would
really rather avoid for multiple reasons, but let me guess, you're not running windows?
Redspear wrote:If it comes to number four (please don't let it come to number four
) then I'll probably put together (or ask Paradox to do it
) a little oxp of the original oolite ships (no subentities or big downloads) that will feature the reduced scale ships. That would make it easier for others to help with testing...
Really sorry, but again, I think #4 is going to be the best fix... However, I think I can handle re-scaling some of the core ships. How about the extremes, the Anaconda, the Cobra MK3, and the Adder? That should get us started...?
Actually, I am running windows
and thanks to another_commander's post in the PC area of the board, I was able to build from source.
I don't know what the 'multiple reasons' are but I could post some screen caps if that would help???
Re #4, there is a way that some of that could be tested without a source build. Just make those ships smaller and go a-scoopin'/fightin and everything else. That will be without the alterations to laser ranges and speeds though but testing might still be useful...
IF ship-shrinking doesn't work as we'd like (and I do intend to test it... or at least to get others to
) then are you aware that you can create your ship models to the 'correct' scale and then tranform them using the model utilities ins JensAyton's thread at the top of the expansion pack board?
I could put a mini-shipset out for testing as an oxp and you could give it a test drive
Smivs wrote:Paradox wrote:...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...
The nub of your arguement seems to be that the Oolite ships are the 'wrong' size. They are not.
They are the size they are! They are the size they are for many reasons, some 'in-game' and some real world reasons. If there is a 'problem' (and I truly don't see a problem here) it is that ships from other universes are smaller overall, and hence look silly-small when moved directly into Oolite.
Well, it's certainly hard to argue with the sentence that I've underlined
Maybe an explanation of where this is coming from in relation to my experience might help...
When I first played Oolite, I knew that planets were very small relative to the ships but it didn't spoil the fun, they were still huge compared to my ship. I knew that the coriolis station would struggle to fit in all that it was supposed to accommodate acording to 'The Dark Wheel' story but again, it was still big, so what's my problem?
There were several, quite strong, 'immersion-breakers' for me that slowly began to emerge...
- #1 Approaching the planet.
Marveling at how much better the planet's looked than in elite, I decided to get closer. Of course the texture blurred heavilly and the surface was featureless but (to my mind) those things were absent, not really wrong. What quickly became apparent however was that the curvature of the planet was such that it would be extremely obvious even if you were standing on the surface. That struck me as 'wrong'.
#2 Encountering a derelict
I grew up on spectrum elite which didn't have many ships; the biggest freighter was the python. So when I fould a derelict anaconda in oolite I was almost childishly excited I approached this beast of a ship with its crew and 750TC cargo hold, me in my 1 man, second-hand adder with just a 2TC hold, and I pulled up along side it... Doesn't look very big, maybe I should swith to external view... Oh... I was distictly underwhelmed...
#3 Sun-skimming
OK, so now I'm approaching a star. Here goes... How close do you need to get to sun-skim? Even if it's a long way, the suns really are tiny in Oolite and going sun-skimming is a powerful reminder of that.
#4 Headed for the station
Should I really be able to see ships before they show up on my scanner? I can even identify some of the larger ones...
Now you may note that not all of these instances relate to the feet to metres issue but they did all affected my game experience.
It is, of course, also down to one's perception as to how each scenariois interpreted. For example, I've come to think of the planet's surface as it's atmosphere, so if I crash, it is into the outer atmosphere, not into the surface. By changing my thinking, the game as it stands can seem less 'problematic'. However, some suspensions of disbelief are more difficult to maintain than others.
Smivs wrote:Unfortunately it seems that 'Oolite-scale' is as embedded into the game as it is weird! The truth is it works and messing with it could affect things in all sorts of ways. None of which has stopped many of our members producing some excellent imports, from Fireball XL5 to a Firefly, and a whole lot more.
Agreed. This thread is about finding out what those mysterious 'things' and their effects are because we seem to have addressed the obvious ones...
As has been said before, to really try to make things realistic is an awful lot of work and would almost certainly be less playable. What I would like to do is to minimise the effect of instances like those listed above.
For me personally: If, IF, I could make the planet 3 times larger
and make the ships 3 times smaller (some of them), then I think that my game would feel a lot better.
Other alterations will be required (some of which have been discussed already) but we have an idea now that might just work. If it does then that would make some people happy, if it doesn't then we should have a clearer idea of what the problems were.
Zireael wrote:And in the main branch, we should just call the units Oolites, therefore removing any reference to metres.
BTW I'd gladly playtest the re-scaled version.
In my version of this I'm considering removing any game references to distance in real-world units...
Thanks. This is likely to produce the sort of game that looks fine in some situations but not others.
You're help is appreciated
Apologies for another long post from me.