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Jet

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  1. Like
    Jet reacted to SgtToothpaste in Some thoughts on stealth ships..   
    Stealth systems, or some kind of "silent running" mode, are often depicted in sifi as a kind of tactical art form. For example, in Elite Dangerous, dog fighting while in Silent Running to throw off your opponent's targeting requires a carefully control of heat levels. Meanwhile, in Space Engineers you can build a stealth ship simply by painting it to blend in with the skybox or an asteroid. In The Expanse, stealth ships are covered in an advanced, sensor-resistant composite material. Either way, effective stealth requires skilled engineering and piloting to achieve. 
     
    Why not combine all of these aspects in Dual so that stealth is very difficult to achieve (so it is not OP,) but very powerful as a strategic asset.
    In my mind there are two kinds of stealth: 
    Active - protects from active detection, I.e. bouncing a sensor beam off of your ship.
    Passive - protects from passive detection, I.e. emissions by your ship that could be detected.
     
    Materials
    I envision stealth-enhancing hull coatings or plates being lightweight, delicate, and extremely difficult to manufacture. They would also, to fit the balance I am describing, not be very effective. 
    Stealth materials would do two major things:
    First, they would partially absorb active scans, reducing your sensor signature.
    Second, they would reduce the amount of heat radiated into space by your hull.
     
    Camouflage
    Simply painting your ship to blend into a given environment. Perhaps some kind of adaptive coating could be possible, that changes to blend in with different surroundings as needed. Also, fewer windows.
    Reduces chance of visual detection at extreme close range.
     
    Hull design
    Designing a ship's hull to have as small a profile and conceal it's drive plume as much as possible. Placement of thrusters and radiators to minimize unnecessary emissions.
    Makes the ship a smaller target and thus a smaller blip on sensors.
    Reduces thermal signature and reduces the angle you must thrust at relative to a target to avoid detection.
     
    These are just a few basic concepts to make stealth possible but challenging: an art form for sneaky pilots. 
     
    Thoughts?
     
  2. Like
    Jet reacted to Lethys in Comm-Arrays, Local Chat & Potatoes   
    I like the idea. It creates good gameplay
    - engineers setting those antennas up
    - repairing them
    - planning the locations
    - giving thought of the actual usefulness of antennas for your faction (as pirates you maybe don't want a local chat and anyone to know that you're here or you want to make them feel perfectly safe because there is a local chat but you use small ships yourself to go under the radar)
    - building a network for perhaps better/more boni
    - as intruder you would have to gather intel carefully, hack or kill some antennas and then send the fleet
    - antennas should come in different sizes/variations. Size = radius, variation = basic,mediocore,advanced. Basic=only radar for example, medium= radar+local chat, advanced= radar+local chat + how many player per ship for example.
     
    Problems i see with this:
    - could be too op (you just build fail-safe grid or at very hard to attack positions like inside a moon with a TCU so noone can dig there) but then again - just put more effort to attack it.... difficult call
    - depending how it's implemented it could be annoying to run those things
  3. Like
    Jet reacted to Anaximander in Comm-Arrays, Local Chat & Potatoes   
    Well, given some people in here are not familiar with the Local Chat in EVE, I will explain real quick so you can understand.

    Local Chat, is the chat in which you join upon entering a star system in EVE after a jump. That may seem non-important, when you realise the chat covers the entire star system. That means people can simply check Local and have advanced intel of your presence on the system before they can actually have a scan of your ship (which in Wormholes it's needed, since in Wormholes there's no Local Chat). Even in an invisible ship, you will still show up in the Local Chat.

    Now, the arguement can be made that in EVE's universe humanity has colonised the star systems nad put up comm-arrays and all that. But in DU, it's not the case. So, here's my proposition.

    Comm-Arrays, set up by a faction, enable a Local Chat within a cerrtain radius of them, with the Comm-Arrays acting as radars as well, meaning, that if you set up a Comm-Array, you got both comms for the masses that are not in your org's chat (like traders for example), with the org owning the Comm-Array acting as the adminstrator of said chat. I mean, if I want to be the Emperor, I must have a way to censor people within my Empire. I R ebil.

    Said comm-arrays, of course, can only detect ships not cloaked, and cloaked ships, above a certain mass, will show up in the Local Chat, but not on the radar of the faction owning said comm-array, so no cloaked battleships sneaking up to comm-arrays.

    A string of Comm-Arrays, that are interconnected, could even enable an entire star system to have a common chat room - which I guess most EVE veterans will find as a proper excuse for nuking at least ONE of those arrays to stop the scam-spam on said Local Chat in a trade-hub.

    Beyond that, said arrays can act as an alarm, for when an enemy fleet arrives at your system, so your fleet can mobilise in time. Likewise, said enemy fleet may want to send forward a scout in a stealth-ship, to take down one Comm-Array by hacking it, in order for the fleet to arrive without being immediately detected. Every second counts on a blitzkrieg after all.

    Furthermore, said arrays will need repair, which is an excellent reason to have jobs and duties like maintenance, with a monetary incentive for people to do said jobs, while factions would have a pretty good reason to pay high for such jobs.

    One extra feature, could be for the Devs to have asteroids refresh high value minerals if no Comm-Arrays are present, with less and less quality asteroids refreshing on the system the more Comm-Arrays are present, thus creating the Risk / Reward nature of EVE's high-sec (ultra-safe systems), low-sec (relative safety system) and finally Null-Sec, which is pretty much the Australian outback.

    Down the line, if NQ decides to add Sovereignity Towers for a faction to lay claim on a star system, said Comm-Arrays can be used for that, via an "upgrade" system, but that's just an afterthought.



    Sorry for the long post, here's an astronaut potato :


  4. Like
    Jet reacted to yamamushi in Food/Drink/Oxygen   
    Welp, I'd edit that broken copy paste formatting but I can't edit posts, ¯\_(ツ)_/¯ 
  5. Like
    Jet reacted to yamamushi in Food/Drink/Oxygen   
    This is wrong, and I wish people would stop telling others this because it's only going to lead to frustration and anger later on. This question was addressed several times in interviews, and the tl;dr version is - Yes, but not at release. 
     

     


     
  6. Like
    Jet reacted to Apollyon in Hand-held weaponry with Upgrades and Attachments!   
    I think that we should get some kind of Hand-held weapon system so military don't always have to use Rockets or high-powered Machine guns to take down city's. This Idea will provide a little more calmer solution to Raid/Invading bases or Civilization. Custom Attachments and Upgrades should be used, maybe just maybe you could actually make the gun yourself make it Automatic, Semi, Single-fire with different elements like Plasma, Electricity, Bullets, etc. I think this would be a great Idea for a Weapon-making business and just Raiding/Invading in general. Hope you guys see this.  
  7. Like
    Jet reacted to Eternal in Engine Trails   
    What you are seeing in that picture is called a "Condensation Trail" (or a "Contrail"). Those trails are formed by water vapor coming out of the Engine or changes in the air pressure. The Engine exhausts 2 things, both CO^2 and water vapor. It's not just the Engines that can form them, the Wingtip as well can form them. We call them Vortices.

     

    For more information about "Condensation Trail" ("Contrail"), read https://en.wikipedia.org/wiki/Contrail
     
    That is the Chemtrail Conspiracy Theory people make ( https://en.wikipedia.org/wiki/Chemtrail_conspiracy_theory ).
    Those coming out of the Engines are not mostly chemicals, those are mostly clouds. Those coming out of the Wingtip are all clouds.
     
    There is no such thing as a "Chemtrail" (try googling it and it will all lead you to conspiracies).
     
    How about this picture below? Like I said, the Engines both emit CO^2 and water vapor. What you see here is a feature of a Contrail. CO^2 doesn't leave a trail, the water vapor does. There is no such thing as a Chemtrail.
     
    "Experts on atmospheric phenomena say that the characteristics attributed to chemtrails are simply features of contrails responding to diverse conditions in terms of sunlight, temperature, horizontal and vertical wind shear, and humidity levels present at the aircraft's altitude." (source: Wikipedia)

     
    Also, Contrails can never form in space or non-athmo planets/moons. That's not possible.
  8. Like
    Jet reacted to klobber in drugs, boosters   
    what emptyness the universe would suffer without good stuff to smoke or drink.
    this is an Idea for bringing life to the people in DU.
    Advantage...easy impĺementation, most stuff must be done by players:
    Drugs could be bought and sold via NPC market but with effect on the workefficiency on a planet.
    If your company  is settled on a planet and bad stuff comes in, there could be  chance that your employees get dizzy while mining or building or doing other stuff. 
    Thats why you have to keep this stuff away from your planet.
    Hire The Drugenforcement Crew or be the sheriff in town with your cargoscanning behemoth...
    Edit*
    I just noticed that smuggling is already mentioned  in another post...well. hope we will get it. 
     
     
     
  9. Like
    Jet got a reaction from Commander.Valkryie in Cameras and Video   
    One thing this game really needs is an extensive camera and video data system. Let's say you want to set up a telescopic lookout satellite, making sure you don't get bombed into oblivion by an invader. For this lookout satellite you need some stuff, which includes the following:
    - a camera, obviously
    - screens that can receive video data
    - some neat antennas
    This would require the implementation of a camera element that allows data to be sent to screens of the same construct, or other constructs via antennas, and logged in databanks. These data storage devices could be sent by e-mail to the owner of the satellite grid at a certain interval. 
     
    I'm not entirely sure I covered all the bases in this post, so please comment below to let NQ know
  10. Like
    Jet reacted to Melkor Morgoth in Mining   
    As some of you may know, I'm starting the Dyson Sphere Initiative and our big problem will be not only construction, but mining. Due to us having to mine so much just by hand this will take forever. I know they've already said this won't happen but can we please be allowed to build mining vessels, they should be EXTREMELY complex to make so it doesn't become super unbalanced, these types of vessels would help SO MUCH in projects like the one I am trying. It would allow us to have less people mining and more transporting resources and building the thing itself. Hand mining everything is just not realistic especially during a time like the one DU is in, and the tech they have. Any sort of mining vessel would just make things so much better for this project and the game itself.
  11. Like
    Jet got a reaction from ShioriStein in Ship Shields   
    I feel like adding special shield elements (like in Avorion) for ships would add a cool aspect to PVP. Let's say you could have a shield module which enables you to use the shield and a couple shield emitters that you can divert power to, to add more shield strength to certain areas of your ship. It may be overpowered in some fields, so I am not entirely sure whether this is a good idea. What do you think?
  12. Like
    Jet reacted to yamamushi in My DU-themed Discord Bot   
    (now for another infamous several-pages-long yamamushi post...)
     
    Hi Everyone,
     
    I know this isn't the normal type of "Fan Art" that gets posted here but seeing as how Dual Universe was the only reason I created this thing, I figured it was subforum-worthy.
     
    For the past several weeks I've been working on a bot for the Dual Universe Community Discord that I help run (with plenty of help from others on the discord staff like Sunrider, ComradeMoco, Soarnir, Dark, Kurock, Wilks Checkov, Zamaro de Metus, Haunty, Wardion2000, Code24, Anonymous, Cybrex, Khaymann and Spamfox - and if I forgot you I'm extremely sorry). I don't want to say I "own" it because really it's you, the community, that make it possible. Without community involvement, it would just be another empty discord out there. 
    Also a special thanks to @Kurock for helping me with a bytes-to-timestamp conversion method the other night as I was half awake. 
     
     
    And now that it's in a somewhat usable state (a point which could be argued against, haha), I'd like to "show off" some of the things I've put into it, describe some of the features I have planned for it, and get a feel for what people might want out of it. 
     

    I'm quite aware that many of these features already exist in other bots, but my goal was to try to consolidate the features we use the most to try and replace the bots we have that don't quite go all the way I'd like them. One major example of this is Tatsumaki's credit system, as the credits you get can be used for buying things for your profile but that's about it. 
     
     

    Before diving into it all, anyone is free to look through the 10k+ lines of source code on the GitHub repo for the project:
     
    https://github.com/yamamushi/du-discordbot
     
    I don't think many people here are that interested in contributing, but hey if someone is feeling adventurous enough to learn some Go they are more than welcome to make pull requests against the repo. In fact, I've documented the project fairly heavily throughout the Github Wiki for that purpose.
     
    All of this runs inside of a docker container at the moment, and is fairly simple to setup and deploy. I find the whole process way easier and cleaner than many of the python based bots I've seen, but that's just a personal preference I'm sure. I attempted to refactor it into a more distributable scalable model, ended up writing a p2p publish/subscribe system, and realized it was overkill for a Discord bot and fell back on the model that I originally wrote it around. I even looked into using an actor framework for Go (thinking about the C++ Actor Framework DU uses), but even that would be way too much overkill for something as low latency and simple as a Discord bot. 
     
     
     
     
    So what is DU-Discordbot useful for, other than annoying people with spam?

    1) First off, the bot has an internal permissions system that is separate from any permissions distributed on Discord. It is all stored in an embedded database so that it's actually fairly trivial to transfer to another discord (useful during testing especially). It also means that I can hand out permissions on the bot without having to hand out permissions on discord itself (thus maintaining a separate layer of accessibility). 
     

    2) The bot has an internal wallet and banking system (with a forthcoming "loans" system). Not only can you spend credits out of your wallet (for which there are few uses for at the moment), but you can store them in your bank account for safe keeping (more to come on that in the future). I'd like to wrap this into a "prize" system wherein active discord users can spend their credits on things like steam games or other random goodies. "Credits" cost nothing to users other than just being active on discord, and the only person paying for any of this is me. It's effectively my way of acknowledging people who are active in chat for being such a cool group of people. 
     

     

     
     

    3) Chess! - The bot has an internal Chess AI (that arguably needs a ton of polish) that will play chess against a user. You can spend credits on new chess piece styles, configure your board how you want to play (with or without helper plots). The board is displayed using Discord Emoji's even.
     

     
     

     

     
     

    4) Phases of the Moon. The bot will display the current view of the moon from the Earth in ASCII.
     
     

     
     
     

    5) LUA interpreter. I'm fairly certain this is the only one of its kind on Discord, but I could be wrong because I've been doing this all in golang... I've added a LUA interpreter with some safety checks (no infinite loops, no long running processes, caps on the stack size, etc). It's not the greatest thing in the world, but it certainly gets the job done. It's not terribly useful to most people at the moment, but I anticipate as the game rolls out that people may find more value in it for testing or to share various code snippets.
     

     
     
     

    6) Forum Integration. The bot retrieves posts from the forum every 5 minutes through the RSS feed we have access to. Every single post that arrives on the forum that pushes a thread to the top will show up in our #forum-posts room now, neatly formatted with a link to the comment in question. I've actually found that this has been incredibly useful to me, as the forum's new post page is somewhat... lacking.... Using this feature I get near instant updates on all the happenings on the forum :-)
     

     
     
     
     
    7) Twitter Integration. It still needs polish, but the bot attempts to retrieve live twitter updates from JC's Twitter feed and also from the DualUniverse twitter feed. Because this relies on a 3rd party RSS service, it tends to have issues that are out of my control.
     

     
     
     
     
    8) Youtube Audio streaming. This was a big one for me to try and tackle, both so I could learn a thing or two about Opus audio encoding, and so I could learn how the voice system works in Discord. It's in a pretty preliminary stage (there are tons of features I want to add around it) but for now, it will download and live encode audio from youtube videos and stream them over a voice channel. It also has the ability to pause and restore songs. All of the audio encoding is done through golang without having to use ffmpeg like some bots rely on. After some heavy work cleaning up the memory allocation, I find it uses at most about 20mb of ram as opposed to the 300mb+ it was using while writing it. I've been pretty happy with the way it turned out (although Discord audio streaming ends up choppy at times no matter what simply because it wasn't really built for this kind of thing). 
     

     

     
     
     
    9) Countdowns - Countdown timers to important "DU Dates". Currently lists the days until Founders pledging ends, until the beginning of September and until the end of September. September's dates are included because NQ said they were still on track for a September Alpha, so I figured it would be in between those days. 
     

     
     
     
    10) Easter Eggs - There are a few easter eggs hidden around the bot's commands. Celery Man is there, for example.
     
     
    11) DevDiary - The "devdiary" command will display the DevDiary for the supplied month and year:
     

     
     
     
    12) Interviews - The "interview" command will either display a list of interviews with NQ, or will display the interview for the ID supplied:
     

     
     

    That's all I've been able to knock out over the last week, with plenty of downtime to spare in-between sprints of coding till 5 in the morning (I even dreamt about handler functions in a library, woke up and spent 2 hours trying to find them before realizing it was all a dream I had and ended up having to write them myself based off the things I remembered from my dream). However, there are plenty of other features on my task list (on top of the unfinished work and polishing needed on the above features):
     
    A Casino - We need real games of chance, like poker (which I don't know enough about poker to attempt yet), blackjack, slots, roulette, etc.  More Games! - Checkers, PVP chess, slots, hangman, whatever fits here I'm very open to A Prize system for spending the credits from winning games - previously discussed Reminders / Notifications - Setting personal reminders with ~remindme 5 days "pledge to dual universe"  MyCroft.ai Integration - For natural language processing, so you can ask the bot to do things with natural language like "what time is it in Tokyo?" or "find me a video of a puppy eating a carrot". I'm actually relying heavily on my experience with integrating MyCroft for a cool project at work Dual Universe Wiki Integration - I would like to be able to query the wiki for things in real time from the bot. Dual Universe Resource Guide - When the game is playable, I'd like to catalog various DU resources into an easily accessible system in the bot. Wireframe Globes - Using this library to not only generate earth wireframes, but also wireframe models of Alioth - https://github.com/mmcloughlin/globe An Alpha Countdown - For when we have a clear date to look forward to for Alpha.   
     
    Like I said, I am quite aware that many of these features already exist in other bots, but I wanted to try and slowly pull all of those features together into one single bot that was more focused towards DU specifically.
     
    I am eager to hear from people what kind of features they would like in the bot, as that kind of feedback keeps me motivated to keep working on it and adding more things. I know plenty of people have already seen it in action, but I mostly just hear people complaining about it haha (half joking...half...). 
     
    I'd like to continue to add more DU-focused features (things like the forum integration have turned out very useful), but most of those will have to wait until Alpha is out and we have a better idea of the kinds of things we'd like easy references for.
     
     

  13. Like
    Jet reacted to woodster in "hailing" ships   
    the ability to "hail"  a ship by text/voice/live feed of bridge would give the ability to exchange remarks, solve conflicts and open up the possibility of an alliance (yes I got this from star trek )

  14. Like
    Jet reacted to Zerrox in Programmable payment terminals   
    Hey everyone,
     
    a few minutes ago, someone asked a question on the official Discord:
    "How are services going to work in the game, can you have an automated service charge you [...] Like say you have automated buses"
     
    That's when I had the idea of a programmable payment terminal.
    It would be a device that you can place down and customize what it does on interaction.
    Does it allow donations? Does it pay out some quanta ever so often? Does it request a payment of some amount?
    On a successful payment it could output a logic signal or do something more complex using LUA.
     
    I think we need some way to automate ingame payments, and I think a programmable payment terminal/interface would be an awsome way of achieving that.
     
    Just tell me what you think about it!
  15. Like
    Jet reacted to Kuritho in Product URL   
    *starts furiously rick-rolling every ship*
  16. Like
    Jet reacted to Storm in Planet-classes   
    this it’s not what should be in the game, just ideas for it .
     
    planet classes and a brief description
    Class D (planetoid or moon with little to no atmosphere)
    Class H (generally uninhabitable, very dangerous and long-term habitation not recommend)
    Class J (gas giant)
    Class K (habitable,with special gear)
    Class L (marginally habitable,may contain life)
    Class M (terrestrial aka earth like)
    Class N (sulfuric/toxic)
     
    Temperature
    Hadean/hot - Hot enough for molten rocks
    Gaian/normal - Warm enough for "normal" liquids to stay liquid (i.e. water, gasoline, unsaturated fats)
    Cryogenic/cold - Cold enough for substances such as methane to be liquid
    Supercryogenic/very cold - Cold enough for liquid H2
     
    Atmosphere/pressure
    Vacuum - No or Little 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
     
    planet size
    Subsphereical/space rocks - Too small to form a sphere
    Micro/moon - Large enough to be spherical, but too small for unaided human habitation without bone decay
    Massive/earth-like - Large enough for long-term living
    Supermassive/gas-giants - Mass too high for long -term habitation without issues, but low enough to not turn into a star
     
     
     
    Earth like Class M (terrestrial aka earth like)
    suitable atmosphere levels
    normal temperature
    and other earth like features
    Average-environment
    .suitable atmosphere levels
    .normal temperature
    .around 1 g of gravity
    Environmental hazards
    .fauna and flora
    .rain
     
    Molten  Class H (generally uninhabitable, very dangerous and long-term habitation not recommend)
    a world of lava and ash
    rich in basic resources but are extreme hazardous to gather
    example mustafar
    Average-environment
    .Hot/Hadean
    .lava lakes or underground pools
    .usually little to no atmosphere
    Environmental hazards
    .Lava/lava pools/underground lava pools
    .steam/lava vents
    .Ash storms
     
    Barren worlds Class K (habitable,with special gear)
    a lifeless rock
    just a barren rock with no notable features
    Average-environment
    .is a very wide calcification only 1 common trait
    barren of any notable features
    Environmental hazards
    .getting lost
     
    scorched Class K (habitable,with special gear)
    sub class of barren worlds
    a world with a scorched/radioactive surface
    example solar apocalypse
    Average-environment
    .hot/radioactive surface
    .little/marginal atmosphere
    .looks like a general barren planet
    .has lots of radioactive elements on the surface if radioactively scorched
    Environmental hazards
    .Hot/radioactive
    .little or marginal atmosphere (can carry radiation making it even more radioactive)
    .mistaking it for a barren and getting irradiated/overheated
     
    Frozen All Classes that apply
    a frozen planet covered is snow and or ice
    example Hoth,Avalon
    Average-environment
    .cold/very-cold
    .approximately 75% have a under surface ocean
    Environmental hazards
    .cold/very-cold
    .falling into the under ocean
    .blizzards
     
    Toxic Class H (generally uninhabitable, very dangerous and long-term habitation not recommend) Class N (sulfuric/toxic)
    a toxic planet that can be anything from mustard Gas to fluoroantimonic acid Ph -28
    example did not find any send examples    
    Average-environment
    .very hazardous to human life
    .rich in rarer elements
    Environmental hazards
    .acid atmosphere
    .air is toxic and can contaminate your air supply
    .chemical reactions
     
    Cracked / Destroyed Class H (generally uninhabitable, very dangerous and long-term habitation not recommend) 
    a world struck by a meteorite and cracked or shattered
    large amounts of Hot rocks and Explosive pockets float in the rubble
    average resources but are in dangerous and deep parts
    example alderaan
    Average-environment
    .no longer a planet
    .large debris fields around the area
    .barren
    Environmental hazards
    .explosive gas pockets
    .hot/molten rocks
    .debris
     
    Moon  All Classes that apply
    can be any form of planet but are usually empty and lack atmosphere
    example any planet but small and orbits another planet
    Average-environment
    .smaller than host planet
    .orbits a planet
    Environmental hazards
    .depends on class
    .size/gravity
     
    Gas-Giants  Class J (gas giant)
    a large ball of gas with no floor high gravity and crushing pressure
    and blinding "fog"
    and filter mining
    examples  Jupiter
    Average-environment
    .large balls of gas
    .no floor
    .high gravity
    .crushing pressure
    Environmental hazards
    .crushing pressure in the abyss
    .high gravity
    .no floor
    .blinding fog

    Ocean All Classes that apply
    a planet full of liquid
    example subnaticas world
    Average-environment
    .large amounts of liquid
    .can have islands 
    Environmental hazards
    .depends on class
    .pressure
    .liquid composition
     
    Due to planets not being uniform these characteristics may vary
    .Size (so much so that classifying each with a general size is pointless)
    .temperature 
    .atmosphere
    .liquid
    .classes d h j k l m n
     
    Not Legitimate planets below
    large habitats that are titanic but not planets
     
    Hive Worlds/city
    a planet size city
    example coruscant 
    {not natural or random spawn .player made}
     
    Massive Stations
    a massive station that could be mistaken for a small moon
    example death-star or a ring-world
    {not natural or random spawn .player made}
     
     
    some information from 0something0
    this it’s not what should be in the game, just ideas for it .
  17. Like
    Jet reacted to Raising in Ship Servos that generate Rotation   
    It may be a hard to implement feature but just in case:

    The idea is having a component that make a joint in a way that it transform the ship shape and modify engines angles
    One example of this could be the firefly ship and its lateral engines.

     

  18. Like
    Jet reacted to Context in Astro-Phsyics in DU   
    It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game.
     
    Planet Orbits:
    Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles.
     
    The inner limit follows this equation:
    I = 0.1 * M
    Where I is measured in AU and M is the mass of the star.
     
    Similarly, the outer limit can be generalized as:
    O = 40 * M
    Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit.
     
    Frost Line:
    The simplified frost line can be found based on the star's luminosity.
    F = 4.85 * L^-2
    Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect.
     
    Stable Orbits:
    Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. 
     
    Orbital Resonance:
     
     
    Dwarf Planets:
    Criteria:
    Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite  
    Terrestrial Planets:
    Ice Giants:
    Hot Giants:
     
    Moons:
     
    Major/Minor:
    Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist.
     
    Rocky/Icy:
    Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky.
     
    Abundance:
    Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away.
     
    Hill Sphere:
    The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation:
    H (outer): a * (m/M)^(1/3) * 235
     
    Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is:
    d = R * ( 2 * pM / pm )^ (1/3)
    Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations.
     
    Simplified Orbital Period:
    P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ),
    Where P is in days.
     
    Moon Systems
     
    --
     
    If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  19. Like
    Jet reacted to Mod-Meldrik in Voxel Destruction Balancing   
    Topic moved to appropriate section.


    Regards,
    Meldrik

     
  20. Like
    Jet reacted to Tango_Lima in False Water   
    Hi,
     
    There is something i would like to see in DUAL: it's water...  Ok  i know that JC said it is very complex to simulate water because many physics behaviors will ruin the server.
     
    So...
     
    In that case, and because i want a swimming pool in my villa and an aquarium too...Will it be possible to create cube with a "water-look-like", only a visual effect but not the physical behaviors inside, just to decorate> it will look like a cube like other cube in alu, brass, carbon fiber etc..but in false water , just to fill my aquarium and my swimming pool... We can imagine too a fountain,  just with a animation.
     
    In the same way, i need torch, and fire to spend my long winter evenings close to my chimney...
     
    FIRE AND WATER !!
     
     
  21. Like
    Jet reacted to Alsan Teamaro in Seasteading: could it be also in DU?   
    I just leave it there...
     
     
    Wouldn't it be nice?
     
  22. Like
    Jet reacted to Excavy in Can we get space weed?   
    Cmon, don't act like it wouldn't be cool to have space cartels have huge battles over space weed.
  23. Like
    Jet reacted to Excavy in Can we get space weed?   
    I really just want to see a market for space weed. That's about it.
  24. Like
    Jet reacted to Kuritho in Smoke and Flares   
    "Hello, ladies and gentlemen. You know what you're here for today, right? This company is two generations over... ten thousand years?"
    The audience softly chuckles, but their eyes are still focused on her, the woman with the spotlight. A living legacy.
    "Today, I present to you... Over ten thousand years of work into a single product to make sure, well frankly, you get your shit together."
    The audience laughs a bit harder, some of them trying to focus on the tiny little clearish box, while the smarter look at the huge holo-projector behind Lisa Brennan-Jobs.
    "Now with full VR-dive, so you get to experience even more worlds away from yours." Lisa says, but the audience doesn't laugh at it. She wonders if she should explain it, but she decides not to.
    "The iPhone XV, starting at just 599 quanta. No headphone jacks, because your mind is the jack." She says, as she throws the phone on the floor, yet it doesn't shatter. Just a soft thud.
    Some workers bring over a vat of acid, and she picks the phone up and drops it in. A few drops go airborne and sizzle on the floor. Afterwards, she heats the phone to several hundred degrees centigrade.
    She puts on some gloves because it is still acid. The phone is invincible, not her.
    She of course orders a pizza from some historical site (an area to remember somebody called Papa Johns, a cultural beacon. The pizza has been adjusted for authenticity).
    "100% protection, 100% of the time. You break it, we buy it for you." She says, as smoke pours into the stage. Disappearing onto the stage, the crowd stands and applauds.
     
     
    Verdict: yes. We want smokes and flares. I want to be able to rock in, and show my damn stuff.
  25. Like
    Jet reacted to Eternal in Smoke and Flares   
    This idea just recently came to my mind and I might as well propose it here.
     
    Both can be launched from their respective launcher
     
    Smoke
    purpose: reduce visibility (create fog effect)
    use: for escape; to reduce visibility if you launch and shoot it on enemy position.
     

     
    Environmentally deployed and stationary Flare (comes in different colors: red, green, etc.) 
    the launched Flare is the fireworks which is already a present concept in this game and will be available on Launch.
    purpose: create striking light that can be visually seen from long range for visual communication and create intense lighting from short range for distraction/reduce visibility.
    use: visual distress signal and other visual communication; to visually mark an area; intense lighting for distraction/reduce visibility.
     

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