Re: Split: Re-scaling experiment
Posted: Mon May 23, 2022 10:06 pm
Can you elaborate on this please? Are you saying you have successfully achieved these size/distance variations? And is this able to be made into an oxp?
For information and discussion about Oolite.
https://bb.oolite.space/
Can you elaborate on this please? Are you saying you have successfully achieved these size/distance variations? And is this able to be made into an oxp?
Yep.
Nope (with the exception of asteroids and sun distances... although I wouln't recommend either without the other changes)
I'm definitely increasing that but maybe not as much as you'd like.
Yeah, I've not done anything to change that yet and the glare is actually quite useful in that regard.
As a Stranger's World fanatic, I'd like to mention the potential existence of Solar Flux.
Not sure I've understood that correctly but...Cholmondely wrote: ↑Thu May 26, 2022 10:27 pmAs a Stranger's World fanatic, I'd like to mention the potential existence of Solar Flux.
The good news...
Thanks.
Only OXP conflict AFAIK, of which my modest testing has thus far revealed only one: the fairly obvious solarflares.oxp (I briefly thought I'd broken the entire game when I tried that )
A thought: our orbital space stations are officially 1km x 1km x 1km. And there is a lot of discussion over the years about how this is incompatible with fitting in thousands of spaceships.Redspear wrote: ↑Thu May 26, 2022 8:41 pmIn other words: which game events are the most glaring examples of the scale being messed up?
My current thinking:
(Rating each issue in severity by multiplying frequency by severity)
Station next to planet (high frequency, high incongruence = 3x3 = 9)
- it's nearly always where the player is headed and can be seen far too early to achieve any sense of a planet that might be anything more than a tiny moon.
Sunskimming (low frequency, high incongruence = 1x3 = 3)
- it doesn't look good when you look back at the planet but then how often does it happen?
Sun distance (high frequency, low incongruence = 3x1 = 3)
- it's off and it's there but it's relatively easy to ignore (at least if you neuter the glare it is)
Station altitude (low frequency, medium incongruence = 1x2 = 2)
- high orbit round a tiny planet yet looks massive (again) from near the planet's surface
Ship Scale (high frequency, medium incongrence = 3x2 = 6)
- has been addressed via oxp
Space lane length (med frequency, high incongruence = 2x3 = 6)
- anything big can be very visible along the entire lane
Reported distances (medium frequency, low incongruence = 2x1 = 2)
- anything close up gives massive readings but it's numbers only
Rock hermits (low frequency, low incongruence = 1x1 = 1)
- hard to imagine where there's any space left in the hollowed out asteroid.
So, a ranking of importance:
- station next to planet
- space lane length
- ship scale
- sun distance
- sun skimming
- reported distances
- station altitude
- rock hermits
Complications
increasing planet size requires increasing many of the others which in turn has further knock on effects.
One partial solution might be to accept that the stations must be much larger than their officially stated size.The inside of the station is free-space, and on each inner facet of the station there are berthing and refueling facilities for up to 2000 ships, as well as cities, hospitals, farmlands and leisure-scapes.
HeresiesCholmondely wrote: ↑Wed Jun 01, 2022 5:53 amOne partial solution might be to accept that the stations are much larger than their officially stated size.The inside of the station is free-space, and on each inner facet of the station there are berthing and refueling facilities for up to 2000 ships, as well as cities, hospitals, farmlands and leisure-scapes.