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air (er, space) traffic control
Posted: Sat May 15, 2010 2:30 pm
by harry747
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!
Posted: Sat May 15, 2010 2:38 pm
by Yrol_Denjeah
Posted: Sat May 15, 2010 2:43 pm
by Kaks
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...
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 2:45 pm
by another_commander
harry747 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!
Open your planetinfo.plist, find the lines that read
Code: Select all
// Default docking clearance requirement for main stations.
stations_require_docking_clearance = no;
then change the no to yes. Once done, see
http://wiki.alioth.net/index.php/Oolite ... _later) for information on how it works. It should contain most of what you ask.
Asking permission to launch is a totally pointless thing, in my opinion.
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 2:54 pm
by harry747
Kaks wrote:
And for hyperspace jump, OoPhysics (tm pending) make it impossible to generate a wormhole near a station
AFAIK the minimum distance is 10 km, which makes it well within detection (and communication) distance.
another_commander wrote:
Asking permission to launch is a totally pointless thing, in my opinion.
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.
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 2:57 pm
by another_commander
harry747 wrote:another_commander wrote:
Asking permission to launch is a totally pointless thing, in my opinion.
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.
Not quite so. Oolite always clears the docking corridor when you launch.
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 3:02 pm
by Kaks
harry747 wrote:
AFAIK the minimum distance is 10 km, which makes it well within detection (and communication) distance.
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...
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 3:03 pm
by DaddyHoggy
another_commander wrote:harry747 wrote:another_commander wrote:
Asking permission to launch is a totally pointless thing, in my opinion.
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.
Not quite so. Oolite always clears the docking corridor when you launch.
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.
Posted: Sat May 15, 2010 3:04 pm
by Yrol_Denjeah
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"
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 3:06 pm
by another_commander
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.
10 minutes are added to the clock on launch from stations.
Re: air (er, space) traffic control
Posted: Sat May 15, 2010 3:08 pm
by DaddyHoggy
another_commander wrote: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.
10 minutes are added to the clock on launch from stations.
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)
Posted: Sat May 15, 2010 3:10 pm
by Yrol_Denjeah
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?
Posted: Sat May 15, 2010 3:12 pm
by Killer Wolf
launch requests would be useful in Hacker outposts, eg. There's a long corridor/tunnel, and if you haven't got a reverse gear on your ship, it's vexing to find someone heading in.
Posted: Sat May 15, 2010 3:17 pm
by another_commander
Yrol_Denjeah wrote:About adding time...
If that has not a Real Time equivalent, its pretty meaningless i
would say.
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.
Posted: Sun May 16, 2010 10:02 pm
by harry747
Yrol_Denjeah wrote:
So it was harrys fault that i couldnt dock at Xeesle last week!
of course it was. it's ALWAYS my fault, especially when it isn't.