Dyson Sphere (why do small?)
Posted: Thu Jul 10, 2008 4:35 pm
Its probably not practical, but can you dwarf a sun and put a shell around it. (about the size of a normal/novad oolite sun) and have craft enter it through some big hole?
For information and discussion about Oolite.
https://bb.oolite.space/
You mean it would result in gargantuan collision boxes, that blasted everything in the system to smithereens immediately?Ahruman wrote:I suspect that this will fail miserably due to the limitations in Oolite’s collision handling.
...to this moment there's still no Dyson.OXP. Search the archives to see the full threads.nijineko wrote:i will see what i can do. now it's a challenge! =D any tips for model size to final oolite size?
I flown quite alot inside the bounderies of stations lately.. and you do not crash until you come from the direction where you can see the faces, the astromine model found in commies.oxp has some collision issues... you can fly right through the non dock area of that station, from one side, however not from the other side... at least i did once.. never cared to check it out any further... might be a dock related error though. but there seems to be something wrong with these stations, as the target reticle embraces alot more empty space than the visible station..Commander McLane wrote:For the sizes: 1 unit in Wings is 1 meter in Oolite, so it's as simple as it gets.
The usual distance between sun and planet is about 1,000,000 meters. To be on the safe side your dyson sphere should have a diameter (the inner diameter, that is) of no less than 1,200,000 meters, probably better something like 1,500,000 meters. If you want to make sure that the witchpoint is also included (which can be as far out as 900,000 meters from the planet on the opposite side of the sun), you better make it 2,000,000 meters.
I am not sure whether Wings will even allow you to scale it to that size, but of course you can design it with a much smaller size and only blow it up (read: scale it big) as the very last step of work. Remember, however, that with growing diameter also the walls of the object will become incredibly thick. To compensate for that you would have to make them incredibly thin in the small-size version.
And there is still no guarantee that it would work in Oolite, as Ahruman reminds us. Oolite could simply assume that everything within a distance of a couple of 100,000 meters from the sphere has already collided with it, rendering it impractical for in-game purposes.
The past weeks I have been sending a lot of ships into very close station range. (external grs-station docking etc.) I still don't see why a ship survives a trip 10 times, but blows up the eleventh. What I did see is that Oolite does not work to hard on collision detection when the player is more than 31000 km away. (or more exactly: sqrt(1E9) meters ) At such a distance it does not put effort in calculating the bounding boxes but just describes objects as colliding spheres. When I have ships close to the grs station and head away at full speed and pass the 31000 km border, I see them explode in my back mirror. Very funny to see.And it's already terrible with a Generation Ship (non-centered or centered, I didn't see much of a difference in the spontaneous blow-up of close-by ships).
Which probably would mean that, if the player is outside the Dyson Sphere and more than 31000 m (I think you actually mean m, not km?!?) away, everything inside would explode for being, well, inside the sphere...Eric Walch wrote:At such a distance it does not put effort in calculating the bounding boxes but just describes objects as colliding spheres. When I have ships close to the grs station and head away at full speed and pass the 31000 km border, I see them explode in my back mirror. Very funny to see.
looking at the boundary box of the GRS station, i see alot of boundary boxes.. pause, then press X, this also shows in demoscreen, and buy ship screen/load/save scren... but can only be activated when paused...Eric Walch wrote:The past weeks I have been sending a lot of ships into very close station range. (external grs-station docking etc.) I still don't see why a ship survives a trip 10 times, but blows up the eleventh. What I did see is that Oolite does not work to hard on collision detection when the player is more than 31000 km away. (or more exactly: sqrt(1E9) meters ) At such a distance it does not put effort in calculating the bounding boxes but just describes objects as colliding spheres. When I have ships close to the grs station and head away at full speed and pass the 31000 km border, I see them explode in my back mirror. Very funny to see.And it's already terrible with a Generation Ship (non-centered or centered, I didn't see much of a difference in the spontaneous blow-up of close-by ships).
And when pressing "d" while paused you enter full debug mode and a lot of smaller grey boxes are added. But with full debug on, the computer almost stops.looking at the boundary box of the GRS station, i see alot of boundary boxes.. pause, then press X, this also shows in demoscreen, and buy ship screen/load/save scren... but can only be activated when paused...
Svengali has made a lot of different station models. Also a model were the two external docking bays are part of the main entity. In the current release version, there is only one docking bay defined, but that is placed as subentity at two different places and one is 90 degr. rotated. (Rotation is defined in the subentity definition in shipdata, PlatA has the same dat file as PlatB).I also noted that one of the external docking slits, has no boundary box of its own, but may be attached to the circular plat, which is why the boundary box of the plat, gets to be so large.
Code: Select all
"GRSAPlatA 0 0 0 1 0 0 0",
"GRSAPlatB 0 0 0 1 0 1 0",