Jump to content

Cornflakes

Alpha Team Vanguard
  • Posts

    384
  • Joined

  • Last visited

Everything posted by Cornflakes

  1. and would be really fun because you could play around with it instead of just slapping it on your ship and thats it ideal would be something along the lines of "easy to get something going, but hard to push it to high efficiencies" with ships and stargates evolving in shape and size to match the latest "most efficient" drive designs.
  2. im not saying anything against storage thats made safe by player construction/action. im just against storage containers which are safe by the word the devs and are able to be placed in arbitary locations / on arbitary constructs
  3. what is "your house"? the player can place more than one construct. why make it complicated, anything in an arkified area is safe, everything outside is fair game
  4. Do we have any definite words on voxel based damage? I cant remember anything cobfirming that
  5. When i can build a safe storage container /anywhere/ i build my transport ships cargo hold out of those, rendering any kind of attack moot.
  6. Are you suggesting that everyone can set up secure storage compartments, which cant be cracked open or hacked, in arbitary locations? Seems like you dont want shipping lines to be raidable at all, because when i can build secure containers everywhere, what keeps me from using them for shipping my goods and thus keeping them perfectly safe even in the most dangerous environments. Perfect security should have very harsh restrictions as to where its possible and what you can do with it. For example a normal, bog standard container would be a save storage in an arkified area. enabling save storage of goods without being instantly a pita for pvp balance and design (at least no more than arkified areas are already)
  7. i wonder what would take longer, deorbiting or building that giant face first.
  8. well, i hope your spaceship already has those things
  9. well, there could be different variations of high powered disco lights. some with "bullet" speed = light speed and slower ones. with proper lasers behaving like in E:D, with arriving instantly and technobabble particle/plasma cannons behaving like star wars laser shots
  10. hey, it would help to distinguish pure spaceships from transatmospheric craft. ships that arent designed for reentry heating/shock wont fare well when coming down but the shuttles designed to bring stuff in/out of atmospheres do it without being hugely bothered. so you'd have to design landing boats for your transport / invasion and cant just land with the largest ship you have.
  11. hm... im not sure if a railgun would be of any use for a continous particle/plasma weapon. there are pulsed plasma thrower railguns, which replace a solid slug with a blob of gas/plasma and accelerate that. but i think a full coilgun or similar approach would work better. it would also avoid having to have parts of its assembly touching the plasma, plasma tends to do bad things over time. and i already see the "ISKS FARK THE WORLD" destroying planets
  12. coilguns function fundamentally different from railguns. railguns have the projectile being part of the electrical circuit. you have one rail as conductor "forwards", the projectile connecting them, and then the other rail transporting current back with the whole assembly producing a magnetic field that expells the bullet from the assembly. the projectile is locked to the rails and has to follow any form the rails have. https://en.wikipedia.org/wiki/Railgun https://de.wikipedia.org/wiki/Railgun (german wikipedia has a better work principle graph on the top) a coilgun works differently. a coilgun is basically a series of individually switched electromagnets that pull along a (ferro-)magnetic projectile. the projectile does never touch the wires and isnt directly part of the electrical circuit it can rotate more or less freely inside the barrel assembly https://en.wikipedia.org/wiki/Coilgun what you are describing would be a helically wound railgun, with the rails twisting around the lenght of the barrel working as rifling. and railguns cant work in continous mode, because any conducting element in front of your projectile produces a magnetic field against your movement, removing all forward acceleration. coilguns on the other hand would make better particle beam cannons as you could use them as high powered and focused MHD/MPD-like "engines" which expell the highly accelerated material in very rapid pulses.
  13. i spent seven years learning electrical engineering, i know how solenoids look and memory metal? expanding when under current? i dont know what kind of wiring you use, but my copper wires never deform when i put current through them. yes, coils have a tendency to expand under high currents, but thats not from memory metal effects but because the magnetic fields push the wires apart. and torque whichs rotational axis is parallel with the direction of flight never provides any linear momentum also, if coil guns had any significant rifling effect on their own peope wouldnt design coilguns with rifling-like effects especially designed in. https://www.researchgate.net/publication/3109995_Helicoidal_electromagnetic_field_for_coilgun_armature_stabilization
  14. erm... only because its a coil doesnt mean that any effective torque goes in spirals in the coil. there is some winding in the field because a coils wires arent in a perfect 90° angle towards the axis, but in general the angle is negligible. the windings of a coil gun dont provide any notable rotational force in the projectile. and as i cant find anything on field helicicisity inside a solenoid im not sure if theres maybe an effect that cancels the helical elements of the field inside. the projectile doesnt follow the windings of the coils. there are some hybrid rail/coil guns which are rifled, at least as far as i know. edit: considering that they have to use external fields to twist the magnetic containment in tokamaks (which are mechanically very similar to a "coilgun" twisted into a circle) i doubt that the edge effects of the angle of the coiling has any effect
  15. errrrrrrr..... nope? a basic coil gun just provides linear acceleration. maybe some torque from edge effects around the coils, but nothing thats a distinct feature
  16. im aiming for something sensible. but from what i have seen in the video the grid size seems to be on about the same scale as from the depths cubes, and there it works reasoably fine for designing stuff
  17. coilguns have no rifling. at least they dont need one, and from what i know the preferred variation of a coil gun is a contactless variant to eliminate friction and decrease wear that way. and rifling also has nothing to do with armor penetration
  18. the result storage would be tinytinytiny compared to all the other stuff they already have to store. and the blueprints themself could be stored on the client of the respective player, if theres an external editor to do so, before the player does anything with them in-game. but then it'd be annoying to have your creations bound to your computer instead of your account in a MMO. and as many many blueprints will already be traded on the market which have to be stored server side to be made available to other players, im not sure it would give so much relief.
  19. thank you captain obvious, but where did i say to increase voxel density? the density they showed in the announcement video on that fighter is more than enough to do some multiblock equipment design. why would you do those calc on the client side? and why would you have to update them when anyone in the universe updates a blueprint? the client does nothing of importance, never, and only gets the data that he needs and not the whole game database. when a ship gets built, calculate the equipment effectivity on the server (and on clients who are near enough to it to check the data, for lag hiding) and store it on the server to be transmitted to relevant clients when the ship loads in. and most clients dont even need most of the data of a piece of equipment anyway, because its the servers job to keep clients in their capability bounds.
  20. when you do it properly a multiblock device wouldnt need more resources than the same amount of simple steel blocks plus one functional component. the individual voxel parts wouldnt need to be called and analysed all the time, only when certain conditions are met they'd have to be handled as something not a simple block. for example when the ship gets damaged you check if any multiblocks got damaged and then recalculate the stats of the relevant device. you dont poll their functions all the time, you calculate the effectivity of the complete device once and then only use the stats from that calculation until you have to recalculate for changes in the local objects grid.
  21. well, its likely to go hand in hand. as the ship isnt fundamentally different from the vending machine's container. its a cargo pod in a player built object.
  22. Well, is there enough oxygen for it to matter in the methane rich areas?
  23. As DU is a game where the player has to design and build (almost) everything from scratch its not far removed from the building focus, though. So something thats more involved than "connect A to B" would be nice to have.
×
×
  • Create New...