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Cornflakes

Alpha Team Vanguard
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Everything posted by Cornflakes

  1. All the support for ClockworkRose! /o/ I'd love to have some complex system of mineral processing using ever more and ever larger machinations. It always annoyed me that "refineries" in voxel games are so tiny.
  2. Demo/prototype effects are wip, dont panic yet that you can add and remove giant wall sections in space engineers creative mode doesnt break the balance of the main game either
  3. keeping the schwarzschild radius away from your containment walls isnt that hard as long as you dont accelerate :V But as soon as you accelerate with the gravtiy tethers that should hold it in place not online it will more or less fall through your ship while continously exploding lol. Yeah, faster degradation sounds good. I'd also like to note that they need ever more time to "spool up" the lower they are powered down and thus its possible to "brick" a singularity reactor by overfeeding it. Adding so much mass to it that its decay rate gets too low for it to power up in any useful timeframe and it becoming a low power "radioisotope" reactor. Low power high reliability output. and redonkolous mass.
  4. We already /have/ used microscopic amounts of zero point energy https://en.wikipedia.org/wiki/Casimir_effect we just dont know how to do it in usable quantities or in a way that doesnt require a new setup for everytime we want to extract power. And "dont even […] dark matter": we dont even know what it is or if it even exists or is a phantom effect of unknown forces. We know less about dark matter than about zero point energy (And its als pretty unlikely that dark matter has any use) On topic: For the high power/high danger variants: Hawking radiation direct matter to energy converters. Or simpler: low mass evaporating black holes. The only limit is your capability to push matter into a black hole the size of a mote of dust. Converts mass to radiation to be converted into usable power at your capabilies. Gets more powerful the smaller the mass of the black hole is, but gets more dangerous with that. As it gets smaller with evaporating it radiates faster and evaporates faster. long story short: it continues to produce power with a damaged matter injection and emits ever more and explodes at some point. An antimatter bomb massing a couple of tons basically. Power output thats in the area of human activities needs big and heavy singularities. So its likely that singularity reactors would be mostly used in stationary installations rather than ships. Pro: high, controllable, scalable power output. Can use anything as fuel. (100% feasible to modern day physics) Cons: extremely heavy for anything smaller than a suns power output. extremely hard to contain (you have to use gravity to contain it instead of cheap electromagnetics). When your mass injector goes down the thing goes ever hotter and explodes. Its a freaking /black hole/. /it eats your ship when you lose containment/ Linky (black hole evaporation): https://en.wikipedia.org/wiki/Hawking_radiation
  5. I have nothing about assuming limitations. But you always phrased it like it was a done deal and NQ confirmed it the way you claim it And i highly doubt that the limitations will be very strict, considering the basic thruster control example they gave. And with such things being necessary for basic functioning of a craft.
  6. so you have no source, great. then stop claiming that DPU's will have significant power draw
  7. i'd like to see the source of your persistent "DPU's require power" claims.
  8. Aaaand... why not both? Do it like in space engineers. build your construct in the world or in some "VR" designer, then press a button and save it as a blueprint. for example your intrepid class builder is done, presses a button and saves his design to be replicated when he wants/needs to. Why forbid building and iterating in world space?
  9. And how many hundreds of millions did facebook spend on make that workable? How many servers does facebook dedicate to that process? Does it work in a time frame that would prevent selling bootlegged ships or blueprints? doing billions of compare actions is simple, yes, but far from being computationally feasible
  10. sometimes you need a real language to get things done, for example when you need some real performance
  11. loolwut? nooo? thats not how programming works there are even frameworks for wrapping your C++ program into a thin layer of java that your android can run that without headache same for iOS you also have exactly one try to guess in what language the operating systems themself are written
  12. Java is no good thing in any way With more limitations you need less java
  13. In addition to that are (large) asteroids and satellites completely "different" classes of objects in terms of gravitational stress. As a satellite generally isnt held together by its own gravity but by its own mechanical construction. A satellite would "work" in any gravitational environment (excluding movable parts like solar panels) where the gravitational stress over its lenght wouldnt exceed the forces experienced at launch (the 8ish g of acceleration) and then some. Because thats what all satellites have to endure in their lifetime and that doesnt destroy them outright. So the minuscule stresses of gravitational shear in whatever terran orbit arent exactly harsh compared to the stresses compared at launch.
  14. thats mostly how SE's conveyors work for the most part, though. At least to my knowledge. It also doesnt really matter if the conveyors are voxel or mesh elements. As the only thing that matters is the connectome, the net graph which describes how individual elements are connected. If you call them voxels or not doesnt matter. For the connection checks it could mostly be done iteratively. The (passive) connector blocks dont run any code on their own. When the first functional block (anything with an inventory or energy consumption/production or a network port, depending on which connector block we look at specifically) starts to build a "net" (using a flood fill algorithm or similar) through all the connector blocks it can reach. connector blocks keep track which nets they are part of (this would condense down to 1 net or x nets if there are different power tiers, say when you have multiple independent high power weapon subnets connected by medium power interconnects for general system load). Other attached functional elements ask any connector they connect to if they are already part of a net. If theres no net they go through the process i outlined. If theres already a net they join it and then can exchange materials/power/data with all other functionals in the same net. When a connector gets damaged the whole process repeats to guarantee that broken connections dont continue working. This would limit the heavy calculations to when changes are made and lets modules communicate "directly" without having to invoke all the connector elements for it. With mesh elements which have an orientation and defined connection points the whole process can be made more efficient. general connector elements would be two-terminal elements which can only connect to two other elements. (Straight piece of wire without intersections) Then there would be crossing elements which have three or more terminals. Using such a sheme would allow to build a more detailed connectome including crossings. So you could calculate a detailed connectome with all "edge" connections between all "node" crossings and can tell quickly how many paths there are from A to B and if an individual connector is important for their connection and if its removal would reduce/remove transport capacity between A and B. It would also greatly accelerate recalculation of connections in case of damage. It would also enable easier calculation of throughput limitations (you cant supply two 2 megawatt lasers through one 2MW cable) Image for clarification of second part. https://upload.wikimedia.org/wikipedia/commons/thumb/5/5b/6n-graf.svg/2000px-6n-graf.svg.png
  15. Thats not "when the orbit is too high", but okay, that makes more sense.
  16. trees sit pretty comfortably very deep in our gravity well and arent being ripped apart by gravitational forces of earth. What kind of gossimer strands are you using for bullets?
  17. What does your statement have to do with mine?
  18. Theres a difference between "wanting" and "seeing it work". None of us want to pay anything. But theres the small detail that the servers and maintainance and bugfixing and continued development have to be paid with something. And the p2p people prefer a working and good game over a free one
  19. no, the link leads just to a form of fusion reactor you can also make xrays without any nuclear fission or fusion
  20. is mostly a more efficient way to make power from (very) hot stuff instead of using a turbine or in addition to a turbine. they still need a source of heat as for example a fusion or fission reactor. thats just a variation of fusion :V
  21. “The Novark was designed in kyrium, a very high-resistance material, graviton-absorbent; that is, able to handle any type of brutal deceleration for the vessel and its passengers.” https://devblog.dualthegame.com/2015/08/13/dual-universe-part-3/
  22. why not? use one for a fighter, use hundred for a frigate to dock to a battleship. theres freaking /gravity absorbing material/ in the lore of DU, materials with high tensile strenght are far less far fetched
  23. "because science" and as of yet unknown limitations are bad reasons not to include things in a game why not include some form of boarding grapple / tractor beam / whatever? have it have a limit on the force it can transmit and make it so that the ship which wants to stop another one have to overcome the targets engine power with its own. has uses as a crane, has its uses for hangar management, has its usage for docking. make it as general as possible and somewhat internally consistent
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