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Titanis

Specs on Market overview

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Ok so when you are browsing the market for a new ship I would be looking for the best ship for my hard earned cash. I think there needs to be listed specs and performance of the ship we are looking at. So for example when I click on the "Thundercat 2000" because I like the look of it in the thumbnail picture and I see its very fast but not very manoverable I might think again and go for a ferrit 5 instead as it has better manoverability as a trade off for a bit of speed with a bit stronger armor. I think this will add a great deal of specialised skill in the ship building industry for those who want to become successful in mass production of ships and selling them for top money

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But if that's going to be heavily affected by build configuration and scripting quality, and determined by a physics engine, how on earth is that information going to be caluclated for display?

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creators might have a little idea on what they offer, so creators should give a complete mechanical description, otherwise will be difficult to trust

If it's set by the creator rather than being calculated, though, it would be really easy to lie about. That's not great.

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As I under stand it there is already working physics on the mass of the ship and the amount of thrust required to move it and I'm sure JC said in one of his videos that the type of material used can have an effect on the ships performance. Just to be clear I'm not suggesting the creator states these stats but the real calculated performance of the ship which is only effected by the quality of the ship constructed which again I'm sure those physics are already in the game. What I'm getting at is there must be a way to stop people selling a ship that looks great but is made of lead or mud for the same price as Somone selling their ships which are made from titanium or some other kind of really advanced composite, what makes a ship desirable on the market. We already know about bluprints for this ships so becoming an excellent and successful ship design and manufacturer is already a career path.

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But the flight characteristics will all be calculated on-the-fly by the physics engine. I'm fairly sure there's no way that you can make an analytical program to assess how well a certain ship design will handle and give it a numerical rating - the only way to know how a ship handles will be to test-fly it.

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But the flight characteristics will all be calculated on-the-fly by the physics engine. I'm fairly sure there's no way that you can make an analytical program to assess how well a certain ship design will handle and give it a numerical rating - the only way to know how a ship handles will be to test-fly it.

The creator of the ship could certainly test fly it, and give numerical stats just as any car manufacturer would today.

  • Top Speed
  • 0 - 1000 m/s
  • 1000 - 0 m/s
  • Mass
  • Roll Rate
  • Armaments
  • Armor
  • Systems

And if they don't you could make a pretty good living off of making them for other people and making youtube videos. As people would begin to trust you more manufacturers would hire you.

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The creator of the ship could certainly test fly it, and give numerical stats just as any car manufacturer would today.

  • Top Speed
  • 0 - 1000 m/s
  • 1000 - 0 m/s
  • Mass
  • Roll Rate
  • Armaments
  • Armor
  • Systems
And if they don't you could make a pretty good living off of making them for other people and making youtube videos. As people would begin to trust you more manufacturers would hire you.

That's the kind of stats I want but I want them to be real stats as the ship will perform when in flight. Now I'm no computer programmer but I'm fairly sure the game needs to calculate all these stats like thrust over mass for example before being able to execute the action. I'm sure it can be done and should be easy. Maybe Somone with knowledge with programming physics in sims can correct me if I'm wrong

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I wonder how many times we'll see in general chat ... "Cleaning out my inventory, selling cheap (link scam sell order here)" or "Selling DAC's below market value (link to sell order that has you give money AND a DAC of your own) lol

Quite a few times I imagine.

But a few simple personal rules, a bit of logic and reading skills should help out along the way.

 

As to specs on a specific ship?

It would be nice to see if the game can generate those. But if it doesnt we hopefully have other stats to make informed decisions.

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That's the kind of stats I want but I want them to be real stats as the ship will perform when in flight. Now I'm no computer programmer but I'm fairly sure the game needs to calculate all these stats like thrust over mass for example before being able to execute the action. I'm sure it can be done and should be easy. Maybe Somone with knowledge with programming physics in sims can correct me if I'm wrong

This is your problem. If you don't understand a field, you cannot say whether a given thing will be easy or hard.

 

A simulation is essentially "try it and find out". With the building tools as we currently understand them, there are functionally infinite possible ship designs. A computer is not going to understand how to pilot a user-built ship. It's not even going to understand the concept of "forward". What the computer knows is "This signal means to fire this set of engines. That produces thrust in this direction. Taking into account the weight of the ship, and gravity, that will result in a net acceleration of X in Y direction."

 

If you mount the engines sideways on your ship, pressing forwards will result in your ship going sideways. The computer doesn't know that, before you press the button. It works it out as it goes along. How, then, can it predict the 1-1000 time if it doesn't know in advance which direction your ship is going to move in?

 

You can build your ship in any configuration. Some of them will work, some of them won't. You can then program your ship to respond in any way to particular button presses. If you re-code it so that the normal "forward" button actually fires the weapons, and thrust is achieved by pressing a different button entirely, how is the computer supposed to know how manoeuvrable your ship is? It's not. It can't.

 

This is not a thing that is possible.

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We will probably see youtube channels shoot up to demonstrate how different ship designs perform, possibly even with standardized obstacle courses or ways to test a ship's characteristics. There are youtubers that do this for Space Engineers creations, and they usually have their own rating scales for different aspects of each ship.

 

If you can't find a good review of a ship, then it'll be a gable as to whether or not to buy it. If you are a ship builder and you want your ship to sell, you'll want a youtuber to review it. Heck, it might be worth it for someone to create an org that exists to create reviews of ships. If each ship builder needs to send a copy of the ship to the Bureau of Space Vehicles to get their official ratings, that is the kind of emergent gameplay people would like to see.

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That's the kind of stats I want but I want them to be real stats as the ship will perform when in flight. Now I'm no computer programmer but I'm fairly sure the game needs to calculate all these stats like thrust over mass for example before being able to execute the action. I'm sure it can be done and should be easy. Maybe Somone with knowledge with programming physics in sims can correct me if I'm wrong

What I meant was the creator of the ship would test it, do the math, and post the stats. It is always up to the buyer to decide if they trust them or not.

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I know that's what you meant but I was after something set in stone that can't be exploited. Just thought it would make for some important game play for Somone that wants to design an mass produce ships ect. I would like to hear from NQ themselves tho to see if it's possible and if not I guess I'll just make my ships from sticks and wood and people will buy them without knowing how bad they are.

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How about a user review system? After purchasing a ship or any other product, have a function to allow people to write a short review and give it a rating of 1-10. Ultimately it would be up to the seller/market owner if they want to unlock the review system. As a result, a seller who doesn't use it would be less trusted. This way scams are more easily avoided. You could have a rating for both the seller and the product like Amazon.... Essentially I'm suggesting Space Amazon. 

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That would work for mass produced ships, but what about one-offs? It'll be a long time before ships get mass produced so the infrastructure in the market will need to be in place. I can imagine a spaceship dealer profession arising for this, similar to today's car salesman. The dealer would verify all the important stats on the ships before selling them. Those who responsibly and accurately describe their ships will become reputable and trustworthy dealers. Those who don't probably won't be a dealer for long, as fewer and fewer would sell "fake" ships.

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@code24 Yes this is a good idea! A rating system could be the only way that is pretty much non exploitable. @velenka your right tho that's why I wanted some kind of "show info" button with a few basic stats available. I see what your saying about the demand for ships not being very strong at the beginning but with CvC in mind later on I expect mass production and supply of Ships to be a massive part of the player driven economy

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I know that's what you meant but I was after something set in stone that can't be exploited. Just thought it would make for some important game play for Somone that wants to design an mass produce ships ect. I would like to hear from NQ themselves tho to see if it's possible and if not I guess I'll just make my ships from sticks and wood and people will buy them without knowing how bad they are.

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