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ShadowLordAlpha

Alpha Team Vanguard
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Posts posted by ShadowLordAlpha

  1. Yeah I can see two paths for mining logistics: ground and space based. It's certainly more efficient for ground based vehicles to either be small, or use ground based movement (hover engines?). As for space based, yes, that ought to be more efficient outright.

     

    I do like the idea of a nanoformer turret, and to add to this, there should be a larger, fixed, forward mounted type too.

     

    I wouldn't mind a large mining nanoformer however I would also like very large machinery that can just take material and refine ore and other such things out of it quickly in extreme quantities so that your not just sitting around waiting for something to finish refining or extracting or need like 500 of them to do something quickly but they all work in small amounts

  2. First of all, thanks for inviting me.  As for the questions about whether or not we shall be making ships of any size, I can assure you that if it is a conceivable ship class we will be making it.  Small ships, of course, will be a large market for us but I have plans already for much larger ships and buildings.  Naturally we shall have to wait and see what we get to work with, but that will merely be the final layer of the design.

    You should join the discord server (community site there is a link) as we were talking about ship sizes a few days ago and such.

     

    Also I'm a bit late with a lot of these but welcome to SilverLight Industries

     

    KineticPhantom

    SirZombie

    DiscoDude

    Robert

    FireDemon

    Neminemlaede

    FriendlyTyrant03

    Waether

    SacredLegionary

    Shadow_of_Mist

    ThorWotansen

    Anasasi

  3. I like the idea and there was a thread from a while ago on it, which is here

     

     

    But at the same time as stated before, it all depends on whether they do or do not limit the height at which you can build to. I mean, if you can build that high, why not? Provides ease of access, etc.

    At the same time, it would be extremely vulnerable once outside the 1KM high ceiling of the territory sector. So thats something you have to think about. 

    Oh hey its my thread :D

     

    Like I said if its vulnerable turn it into a military type fortress so its not worth attacking and attack any flying craft that come within a certan distance of it

  4. I suppose I should actually state what I think. Ships will for the most part be used in space and land based miners on the planet for the most part. There will be some ships designed to mine out huge amounts of a planet but these will most likely only come in if the planet is designated to be profitable if its done. I would really like to see planet crackers and just huge chunks of a planet get ripped out and pulled to space and mined up there with all the rock being discarded and the ore being processed possibly with a small work camp on the surface to help rip the chunks out of the planet and up to space

  5. I feel like players are gonna hunt them to near extinction and then like, a year later the devs are gonna have an event called "Revenge of the Space Whales" and suddenly they're OP as hell

    Probably that or we manage to kill them all off before that though with space being space I would doubt that

  6. I like the internal one because it allows for a little bit of protection from attacks and its easy to mount things on the outside like small drone hangers or guns to stop people from attacking or at least hold them off until better armed forces can arrive.

  7. "If it's in a tube, then it's easy to implement the hover aspect. However, if we're thinking a "point A to point B; back and forth; interval of wait;" without a placed guide/container, it's no longer a space elevator. One thing the developers didn't mention is if the hover engines are all of a fixed force. If not, we may be able to increment the force of the engines bit by bit and activate more hover engines on the elevator per distance covered. Otherwise, well, where there's a will there's a way."

     

    I was talking more of a very large tube that holds all the trains and tracks and each of those can have a train so you could look out the window and see like 3 or more other trains moving up and down as well but again it depends on how things work in game

     

    G00M2010-12-28-11h37m18s125.png.jpg

  8. I have had experiance with rennovating and adding to a space station on Space Engineers.

    I will say however, that whilst a space elevator might be possible it will also cripple many peoples computers and may lead to many avoiding Emberstone and its orbital facility and may end up being removed by admins.

    Might I suggest that space to ground is handled by shuttles (and ground based spaceports could be rented out or given to certain groups)

     

    This is probably true but it should also go out of view and have LODs along itself so it should not overly affect performance and if it does we can bug the devs and give possible ideas on how to fix it

  9. SE offers everything you want from DU. With couple mods it's quite easy to setup. I don't believe such programming and customization level will be possible in DU. This is simply not possible, voxel grids attached to other voxel grids with servos, motors, rotors, pistons whatever are very demanding if it comes to calculations... DU is supposed to be MMO for milion of players so this would mean NQ would need millions of servers to keep up simulation speed of world filled with super complex devices, vehicles, ships. I know what I'm talking about, I love SE, I love to create things build with many many moveable parts, one quite massive truck can eat up half of system resources, MP games are not possible without having serious slow motion feeling caused by drastically decreased simspeed. So I don't expect creating things without mesh items will be possible on any level closed to what you suggested. I would be nicely surprised if it was possible to place anchor (name for moveable part in DU) on a voxel placed on other anchor without having issues. It could be possible if client machines ware participate in calculations but I doubt NQ would want to use our resources leaving hacking gate wide opened.

     

    NQ has said they plan to have hinges and pistons (as i recall) and that they are custom coding that part of the physics so that it plays nice and isn't to much of a load. The load problem also seems to be the reason we won't be getting wheels and SE is buggy as all hell (still play it a lot though). They wouldn't need milions of servers but anytime there is as many players as they want even if things are limited there is bound to be some problems.

     

    Scripting as long as its done in a way that allow won't limit people at all they just might need to find small work arounds (like they do in SE)

  10. Of course, however I have been thinking about how to get the train to move up and down the cable or whatever you call it.  I have heard that there will not be wheels and there has been talk in the devblogs about being able to make large multi legged walkers and things, which is influencing how I envision the propulsion system of the elevator.  Of course you could just put thrusters on the bottom, but that defeats the purpose of being able to go to space before such things are available.  I've been thinking along the lines of cogs or ratchets, at least initially.  Like I said, we shall have to wait and see what tools are made available.

    You don't need wheels just a way fo make things go on a set path (think the hover trains in star wars) hopfully using the antigrav tech

  11. I was thinking about something more "complex", at least free to do anything.

    Like a turret protocol, choose when, how, why it should fire.

    And something I would looove to be able to do is assembling my system to make my turret: servo motors, power source, weapon technology used, sensors, and hull but with voxels not the furnitures(meshes) they give.

     

    Then you'll have to script the turret to make it aim right by contoling each servo motors, setup the axis, program it so you can control it with the keys you binded in the program, or even program an AI that aim everything the sensors detect as 'hostile".

     

    Thats where the hacking is interesting, he change the aim protocol from hostile to allies, tirn those against the creator maybe ^^

     

    you can do that with an event system. well most of what you said it would just be on something like a detect event

  12. are you talking about the elevator?  I don't know what you have in mind for a mechanism to get it up, but I imagine it would have to be a bit complex.  I'm talking implementation here, not a theory of how it might work IRL.

    The easiest way in game (and irl to be honest) would make it more like a train that goes to space instead of an actual elevator. most scifi elevators also use a similar concept instead of how a traditonal elevator works

  13. If it really gets to be that big a problem I'm sure we could build "traffic control" towers to "dissuade" attacking ships and provide a light rain of material for fixing things. :)   The only real problem we will face, aside from the materials, is in how to get the car up in an efficient manner.  I do have a few ideas, but I will have to wait until I see what type of joint elements we get.  I don't think the elevator will be all that quick but it may be the easiest at first and a tourist attraction later.

     

    um it would be basically a bullet train traveling upwards so 320+ km/h so they are fast and its far cheaper to use them than a rocket or mass driver simply because you can recapture energy and constantly reuse parts as well as other things like using them as solar lines for space based solar power

     

    just a note that speed is the slow speed and they have gotten faster than 550 km/h

  14. It would be neat if there was a gap between where a space TCU started and ground one ended, so that you would have to make part of the elevators trip ballistic.  (i know this is wrong for how a space elevator should work, but if there is a gap i'd rather have it work this way than be constantly repairing it : ) 

    at that point might as well build a mass driver and have the ships handle landing on their own

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