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Posted: Wed May 21, 2008 10:54 pm
by pagroove
That is also a good idea :D

Posted: Sun May 25, 2008 11:22 pm
by pagroove
@Lestradae

Whats the plan from here? Should we choose a system to enhance? What do you think of the entry points idea and do you have new ideas maybe?

Greetings,

P.A. Groove
8)

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Posted: Wed May 28, 2008 8:41 am
by Lestradae
Hi pagroove! :)
Whats the plan from here?
Well, I for one, as said, think I have to do Realistic Shipyards 3.02 when I again have the RL time to do it.

After that, I would restart doing something for the Solar Systems again, but I have come to the conclusion that it would become better if someone took the idea over from me who has better scripting capabilities.

What I would really like to do would be to organise a community effort to create it.

If no one shows up to do this instead of me I will presumably - asking for a LOT of help - do it myself, but then it will take a rather long time and I will not be as commited to it time-wise as I was/am to RS.

So much concerning my plans atm.
Should we choose a system to enhance?
You know, I`d still go for the "slider" version, with nested conditions, that autogenerates solar systems for from all to just a few systems.

I think it could be like this, say, orbital 1 (close to the star):

* Is it a gas giant, a brown dwarf, an earthlike planet, a moonlike (without atmosphere) planet?

* Does it have any moons, how many?

* How many ground and orbital stations are there, and where?

* In which orbital position is/are the planet/moon/stations?

I would do some basic combinations of those points and then let the game generate them by nested conditions. You know what I mean? That way, it looks as if each system was unique (and it may well be!), but each orbital would simply be in one of twenty or so different configurations chosen by the nested conditions.
What do you think of the entry points idea and do you have new ideas maybe?
What I was thinking, if it could be possible to create a quasi-interstellar space that is entered if a certain altitude is reached, that contains an ultra-blown-up planet to simulate more realism (like, radius not 5000 but more like 500.000), a background with blue atmospheric lighting and cities, stations, perhaps mountains, lakes, oceans? modelled onto the titanic surface.

It could be sold as the spaceship going into "shuttle" or "aviation" mode when closing in on the planet in-game.

The texture could also be massive so that it looks more the part. Don`t know if that`s possible performance-wise, but why not? Space around the superplanet would be empty, only traffic in its atmosphere, city models etc.

If you rise up to a certain altitude, you are placed back in the original system in the "same" altitude over the "normal" planet in the standard system you came from.

Or such.

Still hoping for discussions, ideas and contributions pouring in :)

L

Posted: Wed May 28, 2008 9:16 pm
by pagroove
Ok then,

Then this is a bit of a 'frozen' project I assume?

Then I just continue texturing of famous planets. I do not have scripting capabilities and even have to rely on advice from better scripters for understanding the simple(??) code for texturing a planet ( see the whole story in the discussion forum)

My aim is make a little (very little OXP) that does not anything else than give some 'famous' or well known planets ( in Galaxy 1 a.t.m.) a texture. I'm in no hurry and it's a little project.

In the meantime I will follow this discussion with interest and doing suggestions. When you have finalized your version of Realistic Shipyards (I hope for a strict version again because I like the price system but like to have personalized ship sets) and you get working on this OXP I will gladly provide a few textures.
8)

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Posted: Thu May 29, 2008 12:33 am
by Lestradae
Hi again pagroove,
Then this is a bit of a 'frozen' project I assume?
Atm, yes, due to RL time constraints.
In the meantime I will follow this discussion with interest and doing suggestions. When you ... get working on this OXP I will gladly provide a few textures.
Cool, thanks :)
When you have finalized your version of Realistic Shipyards (I hope for a strict version again because I like the price system but like to have personalized ship sets)
As already mentioned, I think I will do such a version again, yes. When 1.72 comes out with its fancy new override.plists ...

Cheers 8)

L

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Posted: Sun Jul 13, 2008 5:23 pm
by Lestradae
So, now I make it official, by resurrecting this thread:

I`m not going to do this oxp, because my scripting capabilities are by far not up to it and perhaps, never will be.

But.

Many cool ideas have been developed here btw been suggested that are entirely doable. Amongst them in-system-trade, planetary beacons, stations and landing pads on planets have been shown to be working etc. etc.

If the oxps

* Far Sun (for believable distances),

* System Redux (for texturing) and

* Orbits (which actually installs a planetary system which`s orbits move around the sun and stay the same if you come back - the distances would have to be made bigger by a factor of five or so, though, to look believeable)

... are merged and combined with some of the good ideas here (like, for example, first models for ground-based stations) a solar systems oxp could be cobbled together over the course of a month or so.

Does this interest enough people to make it a community project perhaps, or would someone step up and take it into their scripting-capable hands? I would be ready to help organise such an effort, just the scripting is too much for me.

Any takers out there? I would love something like this to come into existence still ...

8)

L

Posted: Sun Jul 13, 2008 8:39 pm
by FSOneblin
Would it be posable to Make a small moon a Large asteroid or space station? I think it would be neat to blow one up. :twisted:.


Don't Panic: FSOneblin

Posted: Sun Jul 13, 2008 9:51 pm
by JensAyton
That’s not a moon – that’s target practice!

Posted: Sun Jul 13, 2008 9:53 pm
by Frame
Ahruman wrote:
That’s not a moon – that’s target practice!
what do you call that. movie citing with a twist ? :-P

Posted: Mon Jul 14, 2008 1:03 pm
by Lestradae
Ahruman wrote:
That’s not a moon – that’s target practice!
:lol:

Posted: Mon Jul 14, 2008 2:30 pm
by Amen Brick
Just read through this. Sounds like fun.

Some thoughts,

Maybe 1-5 planets would cut down the systemwork?

Interesting planetary textures can be made with the hot wax feature in PSP (maybe Photoshop??).

How about a star trek beam if you can't auto dock. I can imagine my enthusiasm dropping like a Zaoncian yo yo if I travel a very long way and then crash on docking.

May do some building models, if I get bored of ships, but only when this gets moving again. :)

Posted: Wed Jul 16, 2008 12:20 pm
by Amen Brick
I hope this gets going soon, its got me creative juices going into overdrive!

Ground based laser/missile batteries
Rescue missions to dive into a dock under fire
Drop Ships off the Arm of Orion. C-Beams... no hang on..

Posted: Wed Jul 16, 2008 12:38 pm
by Lestradae
Amen Brick wrote:
I hope this gets going soon, its got me creative juices going into overdrive!
The moment someone (else) takes it on, it`s going to run ... what about yourself?

Posted: Wed Jul 16, 2008 12:56 pm
by Amen Brick
Lestradae wrote:
Amen Brick wrote:
I hope this gets going soon, its got me creative juices going into overdrive!
The moment someone (else) takes it on, it`s going to run ... what about yourself?
Will do.... after pirate clans.oxp 1-5 are finished, shipyard.oxp is finished, Joinable Clans.oxp is finished, Mergers and Acquisitions.oxp is finished and I've done the Clans stations and capital ships. Lol.

Wouldn't mind doing some models though, if I can fit them in.

Posted: Wed Jul 16, 2008 9:49 pm
by pagroove
I would advice starting VERY small and make one POCS (Proof Of Concept System). I can donate a planet texture for a main planet if you like.

I also advice against planetary landing in the first version. I have now some doubts about it if it will be fun. I think that due to scaling issues the landing will not be very realistic. And difficult too because some planets rotate very fast.

A good alternative is the system from the game Freelancer which uses a sort of docking rings or entry points. I think thats more doable. And then play a nice planetary classic text adventure or design a planetary interface screen.