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About 0something0

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  1. 0something0

    Pharmaceutical Industry and the benefits from it!

    This is great, but there are some caveats. Most drugs these days are synthesized so large hydroponics plants probably won't be needed. Also, I think NQ has hinted that industrial processes will be complex and lifelike, so the same should apply for biochemicals. For instance, this is how you make aspirin. http://www.lahc.edu/classes/chemistry/arias/exp%205%20-%20aspirinf11.pdf&ved=2ahUKEwjX0tmU-sHgAhVlm-AKHQm0BJAQFjAIegQIDRAI&usg=AOvVaw2L4VwSJh1Qp3BOXYf15VtD
  2. 0something0

    Advanced HTML

    So its known that there will be basic HTML in DU. But how much HTML will there actually be? Will the be HTML5 compliant? Will inline/external CSS and javascript be a thing? Is it a in-house HTML engine or a fork of say, Chromium?
  3. 0something0

    Resurrection nodes/safe zone?

    DU is ancapistan confirmed?
  4. 0something0


    I see people keep saying that the planet is huge and we won't have to worry about resource depletion. But the amount of ore in a meaningful concentration that can be economically reached and refined is far less than the amount of matter that the planet contains.
  5. 0something0

    Org Management

    Org upkeep will already be a thing as they will have to maintain their ships, bases, TCUs, and whatnot.
  6. A few well-placed tactical orbital strikes* can destroy an "invincible" base. 😜 *I'm thinking something along the lines of a hypersonic space bomber dropping freefall bombs. So nothing "going against NQ's vision".
  7. 0something0

    Persistent Players

    I mean, from what I am getting at here NQ is going to build a framework and make sure they aren't legally liable for activities within DU; they won't try to make society (BOTTOM TEXT) into a certain way. You guys might be familiar with Locke, Hobbes, etc, but I'm just going to throw this out here: https://en.wikipedia.org/wiki/State_of_nature
  8. Someone mentioned that the game might internally have world voxels and core voxels be separate things. I think another possibility is that planets have their own special type of core under the hood with their own limitations like how static and dynamic cores have their own limitations to facilitate things like RDMS.
  9. 0something0

    Astro-Phsyics in DU

    Scientific accuracy in my Dual Universe? /s BTW you can edit your post so you don't have to make the reserved posts here. This also isn't astrophysics, its planetary science. 😝 Anyway, I also think an important thing to account for is planetary migration post-formation, which is thought to be the reason why hot Jupiters exist and can make for interesting worlds such as chthonian plantes, the remains of hot Jupiters' cores. Another thing is that while it is not yet known if ships will be subject to Keplerian orbital motion, it has been confirmed that planets will not orbit and will stay stationary, though I wonder if its really that hard given that relative coordinates are already a thing, so objects within a moving planet's sphere of influence won't put load on the server being moved around. This does mean we can't have interesting worlds like hypereccentric planets that freeze and boil over the course of an year, something like the orbits of Janus and Epimetheus, or just binary planets with challenging gravity wells. On the other hand, these interesting orbital configurations (and Lagrange points) probably cannot be achieved with simplified two-body patched-conics approximations and will require n-body simulations, which are computationally expensive, especially if player-made structures are accounted for.
  10. 0something0


    Hello, welcome to the forums! I hope you have a great time here. BTW I use Arch (Ubuntu actually with dual boot Windows but close enough lol)
  11. 0something0


    The different types of planets/objects that exist are so many that it would be foolish to categorize them into a handful of classes. However, it would be useful to have a general descriptor of major features: Size Atmospheric pressure Temperature There could also be some other important traits such as tectonic activity, distance from sun, etc, but for simplicity's sake and due to the fact that DU probably won't model more advanced planetary processes, lets stick with these three traits for now. Please note that these are very vague terminologies. Size: Subsphereical - Too small to form a sphere Micro - Large enough to be spherical, but too small for unaided human habitation without bone decay Massive - Large enough for long-term living Supermassive - Mass too high for long -term habitation without issues, but low enough to not turn into a star Atmospheric Pressure Vacuum - No or exosphereic atmosphere Marginal - Enough air to account for but not enough for unpressurized habitation Suitable - Enough air to walk around without pressure suits (THIS DOES NOT GUARANTEE SAFETY FROM ATMOSPHERIC COMPOSITION) Extreme - Too high for unpressurized habitation Temperature (NOT distance from sun or radiation energy received) Hadean - Hot enough for molten rocks Gaian - Warm enough for "normal" liquids to stay liquid (i.e. water, gasoline, unsaturated fats) Cryogenic - Cold enough for substances such as methane to be liquid Supercryogenic - Cold enough for liquid H2 This gives us 4^3 or 64 different types, and we are at the tip of the iceburg. Notable real-life objects categorized would be: Venus: Massive, Extreme, Hadean Titan: Massive, Suitable, Cryogenic Jupiter, Saturn: Supermassive, Extreme, Cryogenic Uranus, Neptune: Supermassive, Extreme, Supercryogenic
  12. 0something0

    General Relativistic Time

    I mean, from a technical standpoint i think it won't be that hard to implement: Just calculate an object's speed and slow the calculations being performed on it according to relativistic equations. It gets even simpler in DU since it treats a ship as a single object (its dynamic core) and weapon ballistics are not calculated with real-time physics. So, there are relatively (pun intended) little extra calculations being done, and it is possible under certain circumstances that it reduces server load since there may be less calculations done per second due to dilation. In terms of practicallity, I am not sure if the engine would support such a thing, if it would be worth the development effort since very little things are going to be traveling at relativistic speeds, it looms like a source of extra bugs, and it probably will just annoy players (REEE WHY IS EVERYTHING ON THIS SHIP SO SLOW I WANNA DO STUFF) without real gameplay benefits. I do respect the OP's effort for SCIENCE however.
  13. While current DU records are under NDA, I would like to talk about all the ways Dual Universe can be pushed to its limits, by for example trying to get as many people as possible into a 10 m^3 box. There are also the more traditional potential records such as: Highest distance fallen while surviving Fastest land/sea/air/space speed Highest land/sea/air/space acceleration Biggest single artificial object Largest aircraft (which requires constant power to stay afloat) Or, some of the more outlandish records Battle royale held in fastest stadium/arena Most amount of bots in an org before NQ notices* Most automated device Most records broken within x meters of each other simultaneously What can you think up of? And just du it.
  14. 0something0

    Nuclear Weapons and Player Experience

    To everyone saying nukes will get ruin the game: "In MMOs, there's one true universal principle: the strong lives, the weak adapts. When everyone's ships are getting [nuked], I'll be sure to be a [nuker]."
  15. 0something0

    Nuclear Weapons and Player Experience

    @Anonymous oh this part? I just modified a quote from someone else on the forums 😏 I should add, making fun of these people is the reason why I created this thread in the first place despite NQ's official stance of "no WMDs"