Jump to content

Search the Community

Showing results for tags 'gas'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone
    • Rules & Announcements
    • The Arkship Pub
    • Novark's Organization Registry
    • General Discussions
    • Off Topic Discussions
  • Ideas & Gameplay discussions
    • Idea Box
    • The Builder's Corner
    • The Gameplay Mechanics Assembly
    • DevBlog Feedback
  • Fan Art, Fan Fictions & Roleplay
    • Novark Agora
    • Novark Archives
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha

Found 2 results

  1. No introduction. Just sit back and scream. Fuel is a item that can be put in engines and be used to produce thrust. There are also different kinds of fuels as well, each with different attributes. THRUST/FORCE is how much thrust is produced. MINIMUM/MAXIMUM HEAT is the range where the fuel is stable (below the minimum heat threshold, there is a severe debuff to THRUST/FORCE, and above it the fuel becomes explosive) COMPRESSION is how much fuel can be crammed into a voxel/storage unit. LUMINOSITY is how much light is produced. NOISE is obviously how much noise is produced. STABILITY is how much the fuel can be generally handled (G-forces/acceleration, heat, pressure, has access to oxygen, reactive, ect) FUEL TYPE is where the fuel is liquid, gas, solid, antimatter, hopes and dreams, whatever makes your engine run. ENGINES also greatly influence this. MAXIMUM/MINIMUM HEAT are temperatures where it can operate safely. FUEL TYPE ACCEPTABILITY determines what kind of fuel can be put in (No solids in the gas, please!). Some engines can be hybrid. FEED RATE is how much fuel can flow through it. FLASH HIDER is how much the luminosity is dampened. SILENCER silences the noise considerably. Lets discuss. ^VOID^ FUEL Stats THRUST FORCE is how much thrust is produced. It is controlled by a percentage, 0% being off, 50% at normal power, and 100% at max safety levels, and 200% for overdrive. FUEL TYPE is what kind of fuel can be put in (No diesel in gas, or antimatter in hydrogen thrusters) FLOW RATE is a bottleneck. The higher the number the better. (An engine without enough "feed rate." will not be able to use the thrust at 100%.) GAS/RESIDUE is how much greenhouse gases is produced (for potential future updates.) Fuel Types Classical ELECTRIC is considered a fuel for all electronics. Used for most engines (Steam-Punk lovers don't need them) GAS is a type of fuel type that has a loveable flow-rate but is generally more violent when it explodes. LIQUID is a fuel type which has a normal flow rate, but generally burns quickly instead of exploding. Usually has the most Thrust:Cost ratio. SOLID is a fuel type which has very little flowrate, but has sheer power. Usually resistant to burning/exploding. PHOTON is a fuel type which involves directing photon to produce thrust (photons have mass). Overheats somewhat quick. GRAVITATIONAL is a fuel type which is extraordinarily dense, which is controlled by electrical currents. (Similar to Space Engineer's gravity drive.) The fuel and electricity is used up to produce thrust, preventing voiding the Law of Thermodynamics. Much more effective for "slingshot maneuvers" and known for it's usage in artificial gravity. Biofuel Biofuel is fuel that can be grown in vats, requiring immense amounts of sunlight and nutrients extracted from soil. ALGAE can be used for compact fueling, and certain types can be eaten with extremely high calories:volume ratio. Must be put in a type of liquid to be mobile. FUNGAL is much more potent than algae, but can grow almost anywhere (space-fungus anyone?). Produces harmful spores that can be protected from. BACTERIAL is the "Mix" of Algae and Fungal. Can grow in most places, and quite compact. WASTE/METHANE can be harnessed from various animals. Antimatter ANTIMATTER is a fuel which completely decimates any Avatar close enough to it. ELECTRICAL ANTIMATTER produces shockwaves of EMP out of it's thrust exhaust, but does not need energy to run and will never overheat, staying at a frosty 0.0001 Kelvin. Sometimes put near supercomputers due to the sheer cooling power, if one is careful. GAS ANTIMATTER (Anti-Hydrogen for example) is a fuel that has no limit to flow-rate, but causes faster overheating. LIQUID ANTIMATTER warps the looks around the engine, and still has the highest thrust:cost ratio. SOLID ANTIMATTER is actually needed for Warp-Drives and Stargates. Using it on an engine causes constant "teleportation fractures" (random warping from a few meters, but never hitting anything) if it is overheating. *removed ANOMALY FUEL due to well, it's a shit idea* ENGINE Stats OVERDRIVE EFFICIENCY indicates how long the engine can run before overheating. FUEL TYPE is what kind of fuel can be put in. ENGINE TYPE also determines what must be done before the engine can start/go above 50% power. NOISE is generally how much noise is made. Components NOZZLE decreases FLOW RATE but increases THRUST RATE. COMBUSTION TANK increases the amount of fuel that can be loaded. COLORIZER allows the trail to be any color you want.
  2. One cool addition to the game would be Gas Giants, Nebula, and other forms of gas in space (and maybe on planet surfaces). These could be large and (gameplay wise) slowly replenishing resources. You could harvest it by flying a ship through a nebula with a collector attachment, or dragging a collector on the surface of a gas giant. Maybe even construct a station in a nebula that is constantly collecting a small quantity. You could harvest everything and get the same nebulous "Gas". or if you wanted to make things more interesting, You could have different gasses, with different sources and different uses. Methane, Hydrogen, etc. Then you could go as complicated as you want for its uses. The logical first step is reactant for a chemical rocket. Probably some sort of early game fuel, preceding reactionless rocket tech. Following that, hydrogen gas could be processed into a a reactant in a fusion reactor. All sorts of things are possible for propulsion. Maybe you need to restock your maneuvering jets every once in a while. You could also need the gases for processing and creating elements in factories. Maybe they are needed as a catalyst, or you need a huge refinery with dozens of steps and feedback to create rare compounds. One major problem I see is implementation. I don't know what their engine looks like, but I didn't see much in the way of gasses or nebulae in any of the videos that have been shown. It might take some magic to make it work in their voxel system, and it might not even work at all. Thoughts?
×
×
  • Create New...