air (er, space) traffic control
Moderators: winston, another_commander
air (er, space) traffic control
would it be possible to add some kind of traffic control system where you have to request clearances to launch, for the hyperspace jump and for the approach? of course there should be penalties for ignoring procedures, depending on the severity of the consequences. no consequences, minimum penalty; some ship crashes, maximum penalty.
agree? disagree? discuss!
agree? disagree? discuss!
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And when launching, we (some of us, anyway) already assume the captain is waiting in queue until cleared for take off. You can always make an oxp to 'roleplay' waiting in a queue until told you can go...
And for hyperspace jump, OoPhysics (tm pending) make it impossible to generate a wormhole near a station, but your ship can generate a wormhole from just about anywhere else, so it would be difficult to explain traffic control procedures from that end.
When emerging from hyperspace, you never appear exactly in the same spot either, but rather in a region of space. The witchspace buoy simply marks the approximate centre of that 'inbound wormholes' space...
And for hyperspace jump, OoPhysics (tm pending) make it impossible to generate a wormhole near a station, but your ship can generate a wormhole from just about anywhere else, so it would be difficult to explain traffic control procedures from that end.
When emerging from hyperspace, you never appear exactly in the same spot either, but rather in a region of space. The witchspace buoy simply marks the approximate centre of that 'inbound wormholes' space...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: air (er, space) traffic control
Open your planetinfo.plist, find the lines that readharry747 wrote:would it be possible to add some kind of traffic control system where you have to request clearances to launch, for the hyperspace jump and for the approach? of course there should be penalties for ignoring procedures, depending on the severity of the consequences. no consequences, minimum penalty; some ship crashes, maximum penalty.
agree? disagree? discuss!
Code: Select all
// Default docking clearance requirement for main stations.
stations_require_docking_clearance = no;
Asking permission to launch is a totally pointless thing, in my opinion.
Re: air (er, space) traffic control
AFAIK the minimum distance is 10 km, which makes it well within detection (and communication) distance.Kaks wrote:And for hyperspace jump, OoPhysics (tm pending) make it impossible to generate a wormhole near a station
pointless? not if another ship is approaching and trying to dock. more than once i was trying to dock when another ship launched and i had to wait.another_commander wrote:Asking permission to launch is a totally pointless thing, in my opinion.
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Re: air (er, space) traffic control
Not quite so. Oolite always clears the docking corridor when you launch.harry747 wrote:pointless? not if another ship is approaching and trying to dock. more than once i was trying to dock when another ship launched and i had to wait.another_commander wrote:Asking permission to launch is a totally pointless thing, in my opinion.
Re: air (er, space) traffic control
Well, you can always create an oxp that looks for a station nearby when your jump is masslocked, and as well as the usual on screen message, the nearest station can broadcast an appropriate message...harry747 wrote:AFAIK the minimum distance is 10 km, which makes it well within detection (and communication) distance.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: air (er, space) traffic control
How about adding a small amount of time to clock after hitting F1 (say 5min +/- 5min?) - simulating launching exactly when requested or having to wait for something slow and ponderous that's already on final approach.another_commander wrote:Not quite so. Oolite always clears the docking corridor when you launch.harry747 wrote:pointless? not if another ship is approaching and trying to dock. more than once i was trying to dock when another ship launched and i had to wait.another_commander wrote:Asking permission to launch is a totally pointless thing, in my opinion.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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A Quote from another_commander:
"Not quite so. Oolite always clears the docking corridor when you launch."
So it was harrys fault that i couldnt dock at Xeesle last week!
He launched and i was "cleared out"
"Not quite so. Oolite always clears the docking corridor when you launch."
So it was harrys fault that i couldnt dock at Xeesle last week!
He launched and i was "cleared out"
Last edited by Yrol_Denjeah on Sat May 15, 2010 3:10 pm, edited 2 times in total.
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Re: air (er, space) traffic control
10 minutes are added to the clock on launch from stations.DaddyHoggy wrote:How about adding a small amount of time to clock after hitting F1 (say 5min +/- 5min?) - simulating launching exactly when requested or having to wait for something slow and ponderous that's already on final approach.
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Re: air (er, space) traffic control
I know - what I was suggesting is that this could be the maximum time with perhaps a chance that your launch is instant (ok not instant but say 6min +/- 4min)another_commander wrote:10 minutes are added to the clock on launch from stations.DaddyHoggy wrote:How about adding a small amount of time to clock after hitting F1 (say 5min +/- 5min?) - simulating launching exactly when requested or having to wait for something slow and ponderous that's already on final approach.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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About adding time...
If that has not a Real Time equivalent, its pretty meaningless i
would say. While the game adjusts time, thats real fast,
if i remember correctly. 5 minutes would be over too fast.
To make it "felt" to the player without punishing the player,
a waiting time so big would have to be chosen,
that its ridiculously long.
Lets say it is made so that the game adjusts for 10 seconds,
i mean, the "adjusting time"-thingy is seen for ten seconds.
That already would be an amount of, how much? 3 days?
If that has not a Real Time equivalent, its pretty meaningless i
would say. While the game adjusts time, thats real fast,
if i remember correctly. 5 minutes would be over too fast.
To make it "felt" to the player without punishing the player,
a waiting time so big would have to be chosen,
that its ridiculously long.
Lets say it is made so that the game adjusts for 10 seconds,
i mean, the "adjusting time"-thingy is seen for ten seconds.
That already would be an amount of, how much? 3 days?
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Are you Afraid? What is it you Fear?
The End of your Trivial Existence? Ha!
When the History of my Glory is written,
your Species shall only be a Footnote
to my Magnificence.
I am SHODAN.
Are you Afraid? What is it you Fear?
The End of your Trivial Existence? Ha!
When the History of my Glory is written,
your Species shall only be a Footnote
to my Magnificence.
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I would disagree with that. 10 minutes game time can make the difference between missing or achieving a contract deadline. The time passing is not meant to be felt by the player as a punishment or anything, it is just meant to simulate time required for the launch sequence to complete.Yrol_Denjeah wrote:About adding time...
If that has not a Real Time equivalent, its pretty meaningless i
would say.