spara wrote:That being said... I see them all as numbers, vectors and quaternions. Re-scaling and re-positioning should be just maths.
That sounds like you've got a point there. Thanks
another_commander wrote:Before changing all ships sizes by hand, maybe it would be worth to investigate the ShipEntity method - (void) rescaleBy:(GLfloat)factor
. Right now it is used in the code only for rescaling wreckage meshes, but it might be worth experimenting with it also during new ship spawns, just before adding them to the universe. No guarantees, but it would be easier than re-dimensioning all existing ships. Note that the method takes care of subentities rescaling too.
Ship & subentity models but I'm guessing that it doesn't do player views and scoop/missile/subentity positions???
Hey, if it does anything then it's helpful. Thanks
cim wrote:In that case I would suggest the following source changes as the simplest approach to correct the ratios:
- adjust the STE range indicator to divide all "metre" ranges by 3.3ish (the base modelling scale is now 1 unit = 1 foot), or alternatively change its unit.
- adjust the initialisation function for StationEntity to rescale the mesh by x3.3 as a default (this will give oversized docking bays but there's nothing short of a complete remodel which will fix that) so that Stations and only Stations are scaled to 1 unit = 1 metre
- adjust the planet scale factor to be x3.3 bigger, and then adjust the planet masslock radius to be x3.3 smaller. Otherwise the stations will be ridiculously large next to the planets.
- play around with the torus drive modifier (x3.3 as well might work, if you sharpened the deceleration)
That means you only need to remodel the stations, rather than all the ships, which is a much shorter job.
Thanks cim, that makes sense (but would still leave Paradox with his modelling issue I suspect...)
Is mass-lock from ships purely triggered by their appearance on your scanner?
If so, it might be beneficial for me to increase that a bit (not necessarily by as much as 3.3) in order to approach current encounter rates.
In any case that sounds like a worthy test environment.
cim wrote:I would say that the relationship between scale levels that currently exists is at least well-tested, and lots of different components of that scale are integrated into the gameplay. I don't think you can make significant changes to the relationship between "ship scale" and "planetary scale" without also making a significant modification to the way in which the player's ship (and possibly also NPC ships) travel large in-system distances: the key figures if you keep the torus drive being the torus speed multiplier, the masslock radii (scanner range and planetary lock range), and of course the in-system distances themselves. If you switch to a disjoint drive like some of the 8-bit Elites have, or a super-TAF drive like FE2 [1], then that gives more scope to adjust the ratios, but that's a much more major adjustment than a refinement.
[1] Or an alternate-space-scale drive like Elite Dangerous is planned to have, for that matter. That particular solution was necessary to get multiplayer to work but if you're aiming for mostly symmetric NPCs it's also a workable approach for a single-player game.
Yes, I agree, the current set-up works and many things are adapted to fit it (as you'll know much better than me). This re-scale was always a bit of a long-shot but...
It's nice to hear that the 'key figures' match ones already considered on some level. If adjustments of those can be made in such a way that little else is required then we should be in business.
Replacing the torus-drive with an alternative method is probably beyond my skill at present, so I'll stick to tweaking it for now. Thanks for the ideas though.
Norby wrote:Redspear wrote:My motivation is to address the inter-scale relationships within the game
This is an experiment so here is my ideas about a try to fix more scaling issues in one step.
Hi Norby, glad to have your input
Norby wrote:Ships: I think the scale_ship = yes can be a metadata in ship oxps to flag it is designed to human scale and the core can rescale with the rescaleBy method. For backward compatibility the missing flag mean the oolite ship scale. In the main branch the core can scale up human sized ships, an other (scaled?) branch can scale down all other ships so both can use all ships after some possible bugfixes.
Like it, that should make Paradox happy
Norby wrote:Planets: if we enlarge planets 100 times to get natural sizes then we need much longer lanes so we need much higher torus multipliers and scanner ranges also to avoid missing all other ships without adding 100 times more ships. Interesting challenge but not impossible imho.
I'd be very interested in anything you achieve in this area but 100 times is so much more ambitious than my current plans. I also wonder if once we get past, say 10 times bigger, will the benefit be significant?
As I said, very interested to hear any ideas on this though...
Norby wrote:
Sun and Gas Giants: less problematic if we assume that nobody wants to go around these. In this case the needed 25x further increase over planets maybe thinkable with very extended scooping ranges to made usable these with the previous changes scaled to the planets. Still not end up with the sizes of a full solar system but some really big playable space is imaginable. These huge sizes shouts after Newtonian movements what I am trying to avoid.
Commander McLane wrote:make the journey to sunskimming 150.000 times as long as it is now.
It is ok, but 100x is possible within acceptable time if we develop new ideas around long accelerating torus which start braking much sooner scaled with the gained speeds. I plan to make an OXP to confirm this idea.
Again, beyond my current ambition but I don't doubt that you're a much more experienced coder than me so please let me know your findings
I used to wonder if the torus speed could change depending on say your distance from the witch-point?
If the further you got from the witch-point the faster it went then longer distances might be navigable.
If the gradient of change was a gradual one then it might appear subtle in game.
There might also be a more realistic effect of planets appearing small for a long time and then more abrubtly starting to get bigger as you begin to get close to them (I explained that quite badly but I hope it makes sense).
The decelleration on the torus would have to be very strong in that situation I suspect.
Anyway, that's for another time perhaps...
Norby wrote:So I think a private fork named to "real sizes" with smaller ships and 100x sized planets, distances and torus speed is possible after enough works of fans.
Maybe one day but let's get 3.3 working first, if we can...
Norby wrote:However my current goal is to get
3.3 times more space in the game which is reachable without drastical changes. After enough tests at OXP level what I
started to plan, maybe it has a few chance to arrive into the nightly builds in some form imho.
If everyone loves it then sure, why not? but I don't think that's likely to happen any time soon.
I think we need to remember that any experiment is just that. If we can make it truly great then like you say, maybe it has a chance.
But first, work to do, right?
As you say, see if we can get 3.3 to work and then if we can do that there will probably be some more adjusting to do to get it to work better, and perhaps closer (gameplay wise) to the current Oolite.
e.g. If we have to increase scanner range even a little then that could change the start of every encounter with other ships. Something to ponder...
Thanks again for your interest and support