
hmm

Moderators: winston, another_commander
This is a way better explanation of the visual clues. This entry point is above the atmosphere/clouds, so any movement you might see is actually stormy weather. A good indication you want to be guided down.phkb wrote: ↑Fri Mar 22, 2024 11:27 pmI refer you to what I said earlier:I'm not planning to go down the "let's give the docking point a geostationary orbit", at least not in the first version of this rework. My handwavium is "The flasher represents the entry point to the automated planetary docking control, which is kept in a fixed position to ease traffic complexity in the upper atmosphere. When engaged, you are guided through the lower atmosphere and into your docking berth."
All these limitation emerge from the Oolite model and simulator and how they were designed. I totally understand a redesign is out of question for such a niche use case of landing on a planet.phkb wrote: ↑Fri Mar 22, 2024 11:27 pmI think it's probably time to have this discussion. *Anything* we do this close to the surface of the planet is going to look wrong on a number of levels. First, unless we switch over to 8k textures for every planet, the "ground" starts to look very grainy and unrealistic. If we put some sort of "star port" on the surface of the planet, to make it even slightly believable (ie large enough to accommodate a Cobra MkIII) will make the base the size of a small country. Oolite planets were *never* intended to be interacted with, and so anything we do with them (like PlanetFall) is forcing them into a role they weren't designed for. Everything we do has an element of "unrealism" to it. I'm just trying to find the best "least jarring" way to communicate to the player they are landing on a planet. And if we feel that having a flasher to indicate the docking point is too jarring, I could potentially use a visual effect that looks like a standard station buoy. But it would be pretty hard to see on the dark side of the planet.
sed on cloud details of the planet object.
I'm getting deja-vu of exactly what I ran into 16 years ago with the original, albeit with a slightly less advanced toolkit to do anything about it back then.phkb wrote:I think it's probably time to have this discussion. *Anything* we do this close to the surface of the planet is going to look wrong on a number of levels. First, unless we switch over to 8k textures for every planet, the "ground" starts to look very grainy and unrealistic. If we put some sort of "star port" on the surface of the planet, to make it even slightly believable (ie large enough to accommodate a Cobra MkIII) will make the base the size of a small country. Oolite planets were *never* intended to be interacted with, and so anything we do with them (like PlanetFall) is forcing them into a role they weren't designed for. Everything we do has an element of "unrealism" to it. I'm just trying to find the best "least jarring" way to communicate to the player they are landing on a planet.
Not getting incarcerated first? (planetFall_scene_prison.png)
If you’ve got a bounty, then yes, there’s a period of incarceration. If you’re clean, you just get frowned at before being booted.
1) Does breaking the equipment make much sense if one is not playing with regular breakable ship equipment (Ship Configuration/Capt Murphy)?phkb wrote: ↑Sat Mar 23, 2024 11:44 pmI’ve been thinking about how to make visuals work. The video where I approach at a shallower angle, the transition to the clouds image actually felt fairly natural, I think because the change in sky colour was also visible as you descend closer towards the ground.
So, my next coding challenge is to encourage pilots to approach the interface point at a shallow angle. You would still be able to dock vertically if you ignore all the warnings, and maybe I’ll include a chance of breaking a piece of equipment from the additional stress you’re putting your ship through.
But, if I can match the cloud choice to the atmosphere colour as your ship descends, I think the transition will be good enough.
Question though: do I keep to discard the cyan-coloured “docking” pattern?
Looks interesting.hiran wrote: ↑Sun Mar 24, 2024 10:33 amHere is the landing animation of a Starflight remake:
https://bravearmy.com/starflight/2019/0 ... -landings/
You said in Oolite there is 2.5 seconds of landing animation time. What are further limitations?
Could we simply play an animated gif? Or mp4? Could we render the player's ship on top of the video?
2.5 seconds should be good enough IMHO.
Does it have to be the case that the landing sequence begins at a certain altitude?phkb wrote: ↑Sat Mar 23, 2024 11:44 pmI’ve been thinking about how to make visuals work. The video where I approach at a shallower angle, the transition to the clouds image actually felt fairly natural, I think because the change in sky colour was also visible as you descend closer towards the ground.
Which OXP was that?Cholmondely wrote: ↑Sun Mar 24, 2024 9:49 amWhat about Thargoid's cabin temperature tweak which relies on approach angle (and also speed)?
When I use Thargoid's version of Planetfall, I have to reduce my speed at around 10km (?) altitude and then have to flatten my angle of approach at maybe 1km. Otherwise my cabin temperature starts sky-rocketing...phkb wrote: ↑Sun Mar 24, 2024 12:35 pmWhich OXP was that?Cholmondely wrote: ↑Sun Mar 24, 2024 9:49 amWhat about Thargoid's cabin temperature tweak which relies on approach angle (and also speed)?
That’s the core game at work. PlanetFall 1.51 doesn’t do anything extra to the players cabin heat value.Cholmondely wrote: ↑Sun Mar 24, 2024 12:56 pmWhen I use Thargoid's version of Planetfall, I have to reduce my speed at around 10km (?) altitude and then have to flatten my angle of approach at maybe 1km. Otherwise my cabin temperature starts sky-rocketing...phkb wrote: ↑Sun Mar 24, 2024 12:35 pmWhich OXP was that?Cholmondely wrote: ↑Sun Mar 24, 2024 9:49 amWhat about Thargoid's cabin temperature tweak which relies on approach angle (and also speed)?
I've not tried landing on any moons, though.
The equipment is already breakable - I haven’t changed that. All I’m changing is what the damaged equipment would allow you to do. In the original, you can’t land at all if you have damaged equipment. For this update, you can still land, but the chance of breaking something extra is quite high.Cholmondely wrote: ↑Sun Mar 24, 2024 9:49 am1) Does breaking the equipment make much sense if one is not playing with regular breakable ship equipment (Ship Configuration/Capt Murphy)?
Short answers: No, no, and no.