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0something0

Alpha Tester
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Posts posted by 0something0

  1. Guys, I think the amount of salt crystal buildup in the server is costing them lotta cash

     

    The thing is, we can argue about how parabolas aren't needed at relativistic and ftl velocities all day long, but the place where we are going to use orbital mechanics the most is near planets when we are doing fine-tune movements.  I mean, we can just set the star to NOT have gravity, just planets only, especially considering the devs aren't planning to have orbits for the planets(a decision that I prefer be otherwise). Orbital mechanics will add quirks to combat...

  2. The game is continuous as far as interpolating coordinates when entering and exiting planets and systems (no Empyrion witchcraft with flat "planets", it's why NQ ditched Unity for Ungine 2 , a totally different game engine ).

     

    Unigne 2 has all the different componets in its libraries for all sorts of spaceship associated or physics related formulas - Unigine 2, unlike Unity, is used by Russian Aerospace companies to simulate spaceship flights. Go figure why NQ chose it.

    Quick note, sorry for double-posting. KSP uses Unity.

  3. I was thinking more about the tactical applications of orbital mechanics when I first posted it. The improved orbits also add new quirks to space stations and as someone above me said, getting to places with low-tiered ships.

  4. I mean, if we want to prevent total automation, then LUA will HAVE to be severly limited. I don't know what the devs are planning, but if they are thinking what I am thinking, LUA won't be a major feature in the game.

  5. I think it all comes down to:

     

    -Are there going to be preprogrammed robots?(probably not)

     

    -How extensive will the Lua Library for DU will be? Roblox(which will be refered as the "Block Game" hereinafter in order to reduce cringe) and ComputerCraft, which is a mod for Minecraft that adds on computers both had player-made scripting done in Lua and had additional functions that made it useful in the context of the games. Since the Block Game is a game engine, it needed a whole new suit of functions in the library to interact with the world, while Computercraft functions were less extensive with the unique libraries being for mostly world interactions.

     

    -The Lore

     

    I personally think there should be a way to virtually automate everything, but there is a critical piece that will cause the whole system to break without human interaction, such as a power supply that needs regular maintenance that cannot be automated because the robots have no power since they need to turn it off.

  6. As I asked NQ in the devdiary, we don't know yet if those orbits DU will have are automatic (reach escape velocity and start orbiting just in a predefined orbit (=layer) around the planet) or kind of like in KSP.

     

    A Hohmann transfer is not possible when there's only one layer of orbit around a planet, as you need the orbital trajectory burn to reach orbit, then the first escape burn to elongate your orbit to (in the best scenario) the farthest possible apoapsis AND FROM THERE another escape burn to slingshot yourself to the other planet.

     

    The farther away the apoapsis, the slower you are at that point (possibly only a few m/s) so the less delta v you need to transfer to another orbit.

     

    I would LOVE to have such mechanics ingame, but as I said I'm not sure they will go for this, as it introduces other huge problems

    I mean, we can add some sort of a loading zone(like in KSP) where the object orbits and the voxels are rendered but it acts like a point(with the characteristics of the object) until there is an object a certain distance from the primary object.. Yes, the game is supposed to be Single-Shard, but I don't think this would be such a huge problem. I'm fine with Patched Conics orbits, and have automated calculations doing it all for you.

     

    Also, I wanted to bring another point to the game: will the engines run on handwavium or have actual rocket-sciency stuff to it(Specific Impulse, radiation(if nuclear), heat generation, that sort of thing.

  7. What do you guys think about orbital mechanics and other realistic physics elements? I personally think it would be cool to do a Hommen Transfer in my custom-built starship and sneaking up on enemy ships where they don't expect it. I suppose it would be cool to have other realism features, but this isn't that kind of game. Still, orbital mechanics are cool. 

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