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Atmosph3rik

Alpha Team Vanguard
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  1. Like
    Atmosph3rik got a reaction from SimonVolcanov in Builder robots for large scale builds   
    I think part of the problem is that the concept of automation can be interpreted in different ways.
     
    In a way the tech of Dual Universe is far beyond robots doing things for us already.  We can de-materialize matter and store it in our suit,  and then shoot it back out in any shape we want.  So we definitely won't have to lay bricks one at a time or weld seams to build stuff.  So in that sense technology is already automating things for us.
     
    But NQ does have to make a fun game for us to play too.  So i can understand them needing to keep some things like gathering materials manual.  Even if it doesn't exactly line up in terms of realism.
     
    Automating resource gathering might be good for the economy overall.  But eventually  the value of resources would go down as they start to be gathered in larger quantities.  Which would make it less and less viable as an activity and a way for new players to get started in the game.
     
     
     
     
  2. Like
    Atmosph3rik reacted to 0something0 in Builder robots for large scale builds   
    Well experts in real life are not sure what automation would do to the economy(I , for one, support fully automated luxury space post-scarcity economy)  so lets just add automation and see what happens and make our predictions off that! (though to be fair for that to be valid there needs to be an economy with a lot of manual labor and see how automation will affect it so automation need to be added after launch to more accuratly simulate the effects of it to the economy.)  
     
    One thing I find hypocritical is that there will be no doubt a lot of automation in the devices that we use like fly-by-wire in cockpits, automatic rod controls in nuclear reactors, automatic engine controlls, higher level languages, etc. If NQ wanted to truely elimnate automation, all those processes should be done by people. Then we got Dune Online. Without the Spice. But I digress. The thing is that automation is heavily looked down around here, espacially by a certain motor. 
  3. Like
    Atmosph3rik reacted to NQ-Nyzaltar in BOO - Band of Outlaws Recruitment   
    Hi everyone,
     
    All right, the three pages that revolved into a flame war have been archived.
     
    @Paul Nicolas:
    As you are new on the forum, this is a first (but also the last) warning.
     
    Your posts have broken several forum and/or EULA rules, among which:
    - starting a flame war when nobody has agressed you.
    - being particularly rude by calling people dicks and using some inappropriate text emoticons.
    - suggesting to sell your account to someone else.
     
    Being a gold backer gives you rights, but absolutely not those stated above.
    If you continue with this behavior, your account can be banned with no refund possible (as you break the rules you explicitly accepted first when you created a Dual Universe account, to post on the forum and play the game). 
     
    @everyone:
    When you see something that is obviously the beginning of a flame war, just report it and don't respond to this kind of provocation.
     
    Thank you for your understanding.
     
    Best Regards,
    Nyzaltar.
  4. Like
    Atmosph3rik reacted to Whalekit in Sound device controlled via lua   
    Suggestion to add sound devices
    In DU you can present visuals using html, svg, widgets, but when it comes to audio, things are not so bright. 
    Sound is important if you want players to be able to make games. Sound can play role in interfaces, used for alarms and, of cource, playing music!
    So I propose adding to the game lua-controlled "SPUs"/"sound devices"/"sound units", that will allow players to do all kinds of stuff - from simply playing sound on notification in theyr programs to implementing sound effects in the game, or even creating sound trackers and sequencers (to then create music in it).
     

     
    sound device:
      -has sound memory consisting of, say 44100*8 bytes (number depends on sound device tier), which that can be read as integers using get_sample, set_sample. 
      -has 8 channels (also depends on sound device tier). each channel can be set to play samples from area in audio memory or use oscillator. Each channel can have 1 siimple filter on it.
     

     
    sound device api: 
    sound memory manipulation functions:
       samples_count(sample_depth)
          - returns how much integer values of size sample_depth in bytes sound memory can hold
       get_sample(sample_depth, sample_index)
          - interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes return sample_index'th integer number from this array.
             sample_depth can have value 1, 2, 4, 8. On any other value get_sample returns nil
             sample_index wraps around if higher than number of integers in array
       set_sample(sample_depth, sample_index, new_value) 
          - interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes set sample_index'th integer number to new_value.
       getNSamples(sample_depth, sample_index, N)
          - same as get_sample, but instead of getting 1 integer value it returns table consisting of N values from audio memory starting from position sample_index. Can be merged with get_sample
       setNSamples(sample_depth, sample_index, new_value)
          - same as set_sample, but instead of setting 1 integer value, it sets #new_value samples to values from new_value table starting at position sample_index
    channel control fuctions:
       channels_count()
          -returns number of channels sound device has
       channel_set_sound_source_memory(channel_num, sample_depth, sample_rate, start, end, loop)
          -set channel to play sound from sound memory
       channel_set_sound_source_osc(channel_num, type, frequency, osc_param)
          -type is string - "noise", "sin", "tri", "square". triangular and rectangular waveforms take 1 more paramenter for rate
       channel_set_volume(channel_num, new_volume, time, delay)
          - sets channel volume to new_volume. If time arg is provided, volume will be changed gradually in time milliseonds (if not interrupted by another set_volume command). If delay arg is provided, volume change start will start in delay milliseconds after this command called.
       channel_set_pan(channel_num, new_pan, time, delay)
          - sets channel pan to new_pan. 0 is left, 1 is rigth, 0.5 is center
       channel_set_pitch(channel_num, new_pitch, time, delay)
       channel_start_note(channel_num, delay)
          - starts note on channel. start is delayed for delay milliseonds, if delay parameter provided. If other note was playing on this channel, it ends.
       channel_end_note(channel_num, delay)
       channel_set_filter_type(channel_num, type, delay)
          - filter types are "none", "highpass", "lowpass", "comb", "bandpass"
       channel_set_filter_base_frequency(channel_num, freq, time, delay)
       channel_set_filter_gain(channel_num, gain, time, delay)
          - in dB, if applicable to filter
       channel_set_filter_param(channel_num, param_num, param_amount, time, delay)
          - filter-specific params, such as resonance for "highpass" or "lowpass", bandwidth for "bandpass"
     
  5. Like
    Atmosph3rik reacted to Cronael in Public Event   
    I know, that's why I post it in "idea box"
  6. Like
    Atmosph3rik reacted to ShioriStein in Atmosphere friction   
    I just wonder that is the angel when you go from space into Atmos will affect anything ? like temp of the ship if you go so fast from space into atmos with angle like 60 - 90 degree.
    Oh and i wonder if there is different Atmos so the Friction will all so different? 
    It will be hilarious when stand on the ground and see some gigantic ship burning and blow up on the sky because the temp so high.

    P.s: My grammar not so good because my mother language not english so sorry :).
  7. Like
    Atmosph3rik got a reaction from Efeliel in Any LANDMARK builders here ??   
    So this was a project i started in Landmark right at the end of Beta.  I was going to get back to it eventually after the last wipe but never got around to it.
     
    It was meant to be a sort of Scifi condo that would be part of a modern city in a hostile icy environment.  I know weirdly specific.
     
    https://imgur.com/a/bZobv
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     
     
  8. Like
    Atmosph3rik reacted to Damian_Firecaster in Any LANDMARK builders here ??   
    Hello Alpha team
    I am Damian Firecaster legat of the Core worlds Coalition. I am a former Everquest LANDMARK builder,  Current Space engineer and second life resident. I wanted to see How many Alpha team members are also former LANDMARK voxel mancers (Master voxel builders). You guys are going to show JC/novaquark just what a voxel engine is capable of doing. Also we need to test this engine to see if we can do micro voxels and negative voxels. so sound off. gentlemen and Ladies. we know what our job is, we have been down this road before ( Everquest Landmark) stress test, find every bug in this game and get it fixed, as with landmark we will find Some bugs that we like and that can be turned in to features such as the a fore mentioned micro voxels and negative voxels. we might find others. but our job is to get this planet / game ready for the other colonist that are asleep on the Arkship. My job will be to explore this planet and find resources. I look forward to meeting you guys again, some of you I know from landmark. It will be great to get back to building in voxels like we did in landmark. but this time our creations will FLY !!!! If you see me in game please say hello, I enjoy meeting people. to all other Members of the Alpha team, if you need assistence with building tools or building I will help some. the Ships I will be building are the S.S. Ram (Luxury yacht/Mobile Home (unarmed)), CWC Wolverine (Science-Command ship (ARMED)), CWC Amazon (Runabout(armed)).
     
    Good luck to all of you.
    Damian Firecaster
    Core Worlds Coalition
  9. Like
    Atmosph3rik reacted to Torenstahl in Any LANDMARK builders here ??   
    Now, is that some kind of a test?
     
    For in landmark the base voxel position was south/east/up. And it is necessary to define it, since any voxel based shape only comes to existance by drawing lines from a base voxel to it's 7 neighbour voxels in pre defined directions and filling the space between them to create a visible surface (so in the case of landmark, to the north/west/down neighbour voxels).
     
    To say: If you place the smallest cube in a voxel-world - that's not the voxel. The voxel is one of it's corners, building a visible cube by drawing lines to it's neighbours (the other corners) and filling the space between them. That's not a glitch, that's voxel technology basics and inevitable. Just saying.
  10. Like
    Atmosph3rik reacted to Damian_Firecaster in Inspirational Architecture   
    if there are any Landmark Devs in DU please Speakup. We would like to bring the build tools from landmark to DU. not all of it Just the way we could select a voxel fill area. the build tools here are OK for now but we want them to be Just as good as landmark tools were. Easy and intuitive.
  11. Like
    Atmosph3rik reacted to Kuritho in Inspirational Architecture   
    A masterpiece.
  12. Like
    Atmosph3rik reacted to nicknolt in Inspirational Architecture   
    it was realy a great game!
    I was so sad when they stopped this game
  13. Like
    Atmosph3rik reacted to Damian_Firecaster in Inspirational Architecture   
    yamamushi
    I, take it your not FAMILIAR with a Voxel base building game, check out Everquest Landmark video archive on youtube. EQ was the first true Voxel building game made.
    here is the link to show just a Sample of what we built in EQ landmark in other words what your showing here is just the tip of the iceburg as far as what Can and Will be built in DU.
     
  14. Like
    Atmosph3rik reacted to yamamushi in MassivelyOP Best Crowdfunded MMO of 2017 Awards - Please Vote!!!   
    Sorry (but not really sorry) to post this here, but I think it would be a great boost to Dual Universe if everyone would take a few seconds out of their day to vote for it as the top crowdfunded MMO of 2017 in the MassivelyOP poll here:

    http://massivelyop.com/2017/12/22/massively-ops-best-of-2017-awards-best-indie-or-crowdfunded-mmo/


    We're currently sitting at 95 votes with 12% of the total, surely we can do much better than that :-) 
     
    Not to mention that Elite shouldn't even be on the list considering how many years ago it came out... 
  15. Like
    Atmosph3rik got a reaction from gyurka66 in An idea about construct vs construct   
    I apologize if i'm interrupting.  But i'm going to talk about the game for just a minute if that's ok.
     
    I think the OPs original suggestion had to do with constructs becoming more powerful the longer they are around.
     
    That seems like a cool idea to me.  And i don't see any reason why it couldn't fit into the way NQ plans to do "progression" currently.
     
    What if the construct or even maybe individual elements progressed in the exact same way that players will?  Would that be an acceptable topic of discussion to our supreme forum gatekeeper captaintwerkmotor?
     
    Could we have your permission to talk about that?
  16. Like
    Atmosph3rik reacted to 0something0 in An idea about construct vs construct   
    Math?
     
    t=number of words Capt.TwerkMotor has posted on a thread
     
    s=Volume of salt in kg produced by the servers
     
    3t^2 = s
     
     
    Request to lock thread. You don't educate people by salt. Give some actual salt-free websites.
  17. Like
    Atmosph3rik reacted to Takao in An idea about construct vs construct   
    First of, thank you for publicly showing that you are
    arrogant overly self convinced incompetent in many areas Which leeds me to the conclusion that you suffering from Dunning Krueger Effect so I can safely ignore your physic and math crap show and don't even have to bother disproving you in that points.
    Ok, this proves on of two things:
    1) You really think, that a = F/(F/a) is a relevant thing. That means that you are just incompetent in basic math equations.
    2) You know that a = F/(F/a) <=> a = a <=> 1 = 1 and therefore means absolut nothing because
    every formular put inside itself will result in 1 = 1
    which means you trying to just fool other people with that "pseudo science math" and therefor you are just pathetic.
     
    Please, go ahead and do that.
    In vacuum there is 0 presure.
    In earth atmosphere, at ground level there is 1 bar pressure.
    That means the difference is 1 bar.
    If humans would expand in the vacuum like a baloon, they would be crushed when they are in a 2 bar enviroment, like for example after diving 10 meter in water, because there the pressure difference is also 1 bar.
    Do they?
    No they don't.
    What will happen in the vacuum however, is that your body liquids begin to boil, because of the their lowered boiling point.
    This will not couse the human to expand like a ballon.
    It will just kill you.
     
    1. It's interesting, that you have completly ignored the anti-ship missiles here. Because if you make absolute statements, then one counterexample disproves your statement.
    2. So you are saying, that the Saturn V (and any other space craft) are missiles and not rockets? Or are you telling me that they are all unguided?
    3. "Missile" is a guided projectiles mostly with rocket boosters or jet engines (cruise missiles) as propulsion.
    4. A rocket is a missile.
    5. There are unguided and guided anti-tank rockets.
    6. EVERYTHING with explosives and a casing (out of a material that doesn't instantly vaporise because of the explosion) around that explosive has shrapnells. Infantry held anti-tank missiles usually are build to create extra shrapnells, so that you can use those rockets against infantry, too (or better).
     
    So thank you again for proving your arrogance and incompetence to the public.
    If you any actually sources that disproves my statment above (your opinion is still not a proof) AND prove your statements from before, post them or stop talking about this topic.
  18. Like
    Atmosph3rik reacted to Forodrim in An idea about construct vs construct   
    nope, force is needed to change momentum.
    in your example you are wildly mixing newtonian force and stuff like the weak force. 
    => a = F * (a/F)
    => a = a 
    => shocking! 
    nope, HEAT is a type of warhead. Can be used as shell (fired by a tank (russian BK14 shell) for example) or a missile (TOW missile for example)
     
     nope, not going to happen.
    In space heat radiation is very limited, so you will not freeze. you will also not explode. 
    Death in space will occur by suffocation. 
     
    => just in the other thread in which you claimed a modern carrier does fire cruise missiles you mostly have no idea what you are talking about but like to hear yourself talk
    => consider yourself ignored. 

    Edit: I will also start to report your posts since you continue to derail almost every discussion with your ramblings. 
  19. Like
    Atmosph3rik reacted to gyurka66 in An idea about construct vs construct   
    I think i can safely assume you neither know what you are talking about because you should be talking about the mechanic that has been suggested in this topic. You know you could easily send essays about how retarded is the other person in email. That would be great for everybody.
     
    it's perfectly useless to dicuss highschool physics in a video game forum because it's a video game forum. And to video games physics don't apply.
     
  20. Like
    Atmosph3rik reacted to Eternal in An idea about construct vs construct   
    If an Avatar will have a progression-system in this game through EXP and will have stats based on level, so can a ship that is built physically from a blueprint. That is my idea. They will have their own progression-system until they are destroyed and then recreated again from the same-blueprint to restart again. So a ship that survived long will be more powerful based on stats because they have more accumulated-EXP than ships that are newer. How about that, eh? A history for a physical-construct. For example, the Black-Pearl-Ship in Pirates of the Caribbean, it survived and won many battles(including against the Flying Dutchman), so that ship must have accumulated a lot of EXP by now(if it's still afloat) and will build it's reputation in the community that people will fear. 
     
    So an experienced-ship will be stronger stat-based until they are destroyed. For example, the Zumwalt-class-Destroyers of the United-states. We have 3 of them physically(they are all from identical-design); DDG-1000 Zumwalt, DDG-1001 Michael Monsoor, DDG-1002 Lyndon B. Johnson.
    DDG-1000 Zumwalt(the lead-ship of the Zumwalt-class) have sank many ships and built an impressive record, until one day, it was defeated and sank. That ship will be gone forever, but it will go on our history, historians will write about that ship the same way we do about the Yamato-ship. That ship will be replaced and reconstructed from the blueprint under a different-name, but it will not be the same ship.
     
    Make a ship gain EXP from destroying other ships. If it has many kills, that ship will be higher-level, and has the kill-records that it can boast about. Upon the destruction of that ship, the EXPs that are gain throughout it's service, will be gone, and if you reconstruct a copy from the blueprint, that ship will have to restart on the progression-system. 
     
    An avatar progresses through the avatar-progression-system by fighting other avatars(A vs A). That will work differently, there will be no wipe after death for Avatar(the progression is persistent). You do not gain exp for avatar-progression-system by flying and commanding ships, instead, the ship instead will benefit from that (how can you, when the ship has so many crews?).
     
    So to summarize;
    A persistent Avatar-progression-system from A vs A and A vs C kills.
    A Construct-progression-system from C vs C and C vs A kills, until that physical-construct is destroyed physically. (so they have to kill a lot and survive the process to become the Titans of EVE)
    Add a kill-records to a construct that viewers can view. If you cannot do this, add a level that viewers can view(same-thing!).
    To Avatars, do it the Call-of-Duty-way (# of kills and death). If you cannot do this, add a level that viewers can view.
    Add a leaderboard.
     
    That's my proposal.
  21. Like
    Atmosph3rik got a reaction from Razorwire in atmosphere   
    Sup?
  22. Like
    Atmosph3rik reacted to Costanius in The Subscription System   
    - Subscriptions are the best and most honest revenue model for a MMO in my opinion. No extras, no pay2win, no item-shop bs for any player. Everyone is equal. How far You get is all about Your skill and what You make and build in the game.
    - There indeed were lifetime subscriptions within some of the old pledge packages. Probably similiar offers will come back one day...
    - No need to buy overpriced ships You can't design, change or modify Yourself like in Star Citizen.
     
  23. Like
    Atmosph3rik reacted to FD3242 in False Water   
    I think just making all water a translucent, penetrable, voxel like you suggested would be best. (That includes oceans and lakes and so on.)
    We really don't need fancy water physics.
     
    How would it know how many tank blocks there are? This is the same problem with having a dynamic oxygen system just reversed.
    While technically Possible, it's not really worth the performance loss?
  24. Like
    Atmosph3rik reacted to Tango_Lima in False Water   
    Hi,
     
    There is something i would like to see in DUAL: it's water...  Ok  i know that JC said it is very complex to simulate water because many physics behaviors will ruin the server.
     
    So...
     
    In that case, and because i want a swimming pool in my villa and an aquarium too...Will it be possible to create cube with a "water-look-like", only a visual effect but not the physical behaviors inside, just to decorate> it will look like a cube like other cube in alu, brass, carbon fiber etc..but in false water , just to fill my aquarium and my swimming pool... We can imagine too a fountain,  just with a animation.
     
    In the same way, i need torch, and fire to spend my long winter evenings close to my chimney...
     
    FIRE AND WATER !!
     
     
  25. Like
    Atmosph3rik reacted to Cronael in Fast inter-structure transport   
    The idea is on the same logic as rails, but high-speed use.
        -Exp: A ship in a linear tube with two directions for connecting two points.
    This can be connected to a lua panel, stop control or other type of organization in the structure.
     
    A levitation system, or elements allowing to reproduce a similarity with the rails in more futuristic.
     
    What do you think about that?
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