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Posted: Thu Jul 16, 2009 2:41 pm
by Cmdr James
Because its logically correct.

Re: ..

Posted: Thu Jul 16, 2009 3:12 pm
by zevans
Cmdr James wrote:
zevans wrote:
So in a "big" ship you don't necessarily have to dock - you just have to get within a certain minimum range and open hailing frequencies. What do you think?
Right, thats what L has been talking about, perhaps using the scape pod as some kind of way of implementing one of those landing craft.

The problem is, that this isnt supported in the core game, and it is far from clear that it will be. This is possibly related to the suggestions for support/escort ships being carried. One of the real underlying problems is that oolite isnt really player oriented, its player-ship oriented, with some less than elegant work arounds for buying/selling ships. So that there isnt really a way to launch a shuttle with the player in, or to dock the player in anything other than the player ship. What would be nice (but a non-trivial amount of work) would be to properly decouple the player and the ship, potentially allowing things like this. But that isnt going to happen any time soon.
Good point. I was thinking of the shuttle working the other way around and belonging to the dockable entity, but I see from your explanation that this has the same problem. As long as the player/ship gestalt isn't docked, then the player isn't either, and you can't get at the equipment or trading screens. If you forced a dock (one of those less-than-elegant solutions :-) ) without the physical movement of the player/ship I guess the other objects in the game would all leap out of the engine bay in an ugly mess...

So you gotta decouple trading and equipment from the "docked" state or you've got to decouple the player and the ship, and both are definitely in the Too Hard pile for now.

I had been wondering why the player-ship seemed so different to a ship-ship, I am learning why!

Posted: Thu Jul 16, 2009 8:41 pm
by Nemoricus
Cmdr James wrote:
Because its logically correct.
Though I'm not a dev, I think that the reason that the player ship is now treated as as a ship object is to make it more consistent with how all ships in-game are treated.

Ship is a class that Oolite uses to model the vessels in-game. Player is the class that represents the player in-game. Making the player ship a ship class within the player class allows greater consistency with other ships.

It probably makes it simpler to handle, too, as changes and revisions to the ship class that should also apply to the player likely need to be made in only one place.

However, as I've said, I'm no dev and the above is speculation based on my understanding of how C++ works, which differs from Objective C used in Oolite.

Posted: Thu Jul 16, 2009 8:50 pm
by pagroove
Thargoid wrote:
The simplest way would be, as thrown into the ideas ring before, to use a separate terminal-like station away from the main one. If that's suitably positioned, it would do away with the problems mentioned (and players in any ship could use it).
.
I already made one that I offer to anyone taking this ideay seriously namely
Super Hub. So if anyone wants the model I can put it online this weekend.
Also Griff Shadered it already.

EDIT in addition to that a big ship should have one ore more boarding shuttles to let the commander also dock with the other stations.

..

Posted: Fri Jul 17, 2009 11:28 am
by Lestradae
Hi pagroove,

a super hub would be a very welcome addition to OSE, if you want me to!

I don't think it could be the sole solution for the big player ships docking issue for the reasons already listed, but it might play a role as a further shipyard corporation or perhaps even a buyable player station? I am already working on those, a small scale test version is fully functional!

Let me know what you think

Cheers

L

Re: ..

Posted: Fri Jul 17, 2009 4:15 pm
by pagroove
Lestradae wrote:
Hi pagroove,

a super hub would be a very welcome addition to OSE, if you want me to!

I don't think it could be the sole solution for the big player ships docking issue for the reasons already listed, but it might play a role as a further shipyard corporation or perhaps even a buyable player station? I am already working on those, a small scale test version is fully functional!

Let me know what you think

Cheers

L
Then its yours. I will send you the link tomorrow
Feel free to use it as a high tech shipyard, big ships dock or as a buyable player or science base. grtZ PAg

Posted: Fri Jul 17, 2009 4:18 pm
by Thargoid
Just don't over-use it, as it's wonderful and detailed texturing in its default (large) state is an FPS killer for low-end systems.

It stops my laptop system dead in its tracks in a furious mass of cooling fans and thrashing hard disc...

Posted: Fri Jul 17, 2009 4:24 pm
by pagroove
I will try to make a light texture then. 8)

...

Posted: Fri Jul 17, 2009 5:15 pm
by Lestradae
Perhaps the Super Hub could be used as a very high-tech trading center for really everything legal, ships, equipment, really big trading?

A very nice option would be to use it as the main station for OSE's eight special TL 16-18 worlds, and to have it appear rarely in TL 15 systems. Then it would be put to spectacular use and really really rich players might be able to buy one and have it placed into a TL 14+ system, too.

That should only trash T's harddisc inside the special systems and a few high-TL ones then. I have to remember not to do big space battles in there when I do the OSE "extremely long way around" mission series I have in mind due to that ...

Very much looking forwards to your contribution, pagroove, it's very much appreciated and I put it in the moment it appears in my PNs.

Cheers :D

L