Re: Split: Re-scaling experiment
Posted: Mon Apr 03, 2017 10:49 pm
Now that lane width is proportional to the scanner (unlike version 1) then the major factor in encounter rate becomes lane length.
Length is roughly twice as long so proportion of scanner to lane width should be roughly halved:
Adjust the space-lane
Universe.m line
In normal game it is twice scanner radius, so that should be right (scanner occupies a quarter of the lane width rather than a half).
Width is not the same as area of course...
Therefore:
Another tweak:
Double (approx.) planet distance from witchpoint as it is currently:
Universe.m line
Here's the original line with it's predecessor:
If the default value is not proprtional to the size of the planet then the multiplier should really be 6.6 (planet size 3.3 times bigger doubled for greater proportional distance from witchpoint.
So,
is probably closer to the defaul game in terms of number of encounters.
Looks like I have my might have my first git hub tweaks to do (gulp)...
Not sure which variable this would be but oolite-populator.js would probably be the place to look.
Any observation, good or bad, please feel free to share.
Length is roughly twice as long so proportion of scanner to lane width should be roughly halved:
Adjust the space-lane
Universe.m line
Code: Select all
#define LANE_WIDTH (4.0 * SCANNER_MAX_RANGE)
Width is not the same as area of course...
- 2x2 (twice scanner radius) = 4 /1 (lane length) = 1:4 encounter ratio (standard game)
- 4x4 = 16 /2 = 1:8 encounter ratio (rescaled game)
- 3x3 = 9 /2 = 1:4.5 encounter ratio (proposed adjustment for rescaled game)
Therefore:
Code: Select all
#define LANE_WIDTH (3.0 * SCANNER_MAX_RANGE)
Another tweak:
Double (approx.) planet distance from witchpoint as it is currently:
Universe.m line
Code: Select all
planet_zpos *= [planetDict oo_floatForKey:@"planet_distance_multiplier" defaultValue:5.0];
Code: Select all
double planet_zpos = [planetDict oo_floatForKey:@"planet_distance" defaultValue:500000];
planet_zpos *= [planetDict oo_floatForKey:@"planet_distance_multiplier" defaultValue:1.0];
So,
Code: Select all
planet_zpos *= [planetDict oo_floatForKey:@"planet_distance_multiplier" defaultValue:6.6];
Looks like I have my might have my first git hub tweaks to do (gulp)...
What I've done is made asteroid fields a little more common. What I probably should have done is instead make them a little larger. Same number of entities but in larger clusters for a more cinematic effect without being more common. With more room to play with, asteroid 'fields' (a generous descriptor) could certainly be a little larger.pleiadian wrote:As a matter of fact I didn't find any huge asteroids yet, but I attribute that to me not knowing how to scan for asteroid fields That means, I don't know how to find them yet.
Not sure which variable this would be but oolite-populator.js would probably be the place to look.
Really glad you're having fun with itpleiadian wrote:Anyways, as for the Hyperdrive - I must say it's quite fun to zoom around a system with about 300 km per second. I'd say the planets "zoom" by as they should be. I can hyperdrive toward a station and only in a relatively short distance to the station I mass-lock into the aegis. This is quite fun I have to say and much more realistic. When not hypercruising, I'm still at normal speed of 320m/s with a Cobra Mark II-X. This is really cool, and it looks stable enough for me to be used for normal game play.
Any observation, good or bad, please feel free to share.