06-10-2012, 06:27 PM
I will be writing down the progress. Most recent changes are at the end of this post.
Though at distances starting from ~300 000k and up from the origin a small jitter appears, and it grows with distance. Possibly, not enough precision in floating point calculations. If one will be using ships sized as battleship, it is not noticeable, unlike for smaller ships. So, roughly, we have a "playground" sphere with 1 million k radius or 2m k in diameter. The planet is a custom .cmp and sized up to 40k in radius.
This is for the first variant, one system - one planet. Either, once I find how to, this could be used as a "small satellite" location with gas giant in the background (starsphere).
Another option, as mentioned before - moving planets into background, leaving all space for stations and small objects.
Simultaneously I am attempting to tune the ship handling. And again, with the tweaks provided by Dev, Cannon, Adoxa and others, I disabled autolevel, camera autolevel (neither ship nor camera won't orient the ecliptic plane anymore, no more useless rotations), put in TZ plug-in, toyed a bit with .ini parameters. Though yet have to be careful and see how NPCs react on those changes.
Next on list is making custom starsphere.
A fictional planet in starsphere.
http://p3d.in/zIGJ9 - my little mecha. Why not?
Planetside view (4096x4096 texture on ~220000k radius planet):
Fighting pesky Defenders:
Planetjump:
Found out a good way of making nice rocky surfaces for planets. This one is 600k in diameter.
Also 3dmax for cmp export here is a must..
Fresh conceptual writings: https://drive.google.com/open?id=0B9qK1X...zVHSGxPM3c
Environment separation and ship type control: https://drive.google.com/open?id=0B9qK1X...XRNUmtyM2M
Quote:Turret Steering as main ship controls for each class.Visibility limit pushed up to 1 000 000 k.
No small vessels.
I will be writing things as a reminders for myself.
How about finite amount of energy for pwercore?
How about removing engines and using thrusters only for propulsion?
How about Newtonian motion laws (FL engine suports it, if you set drag coefficient of the vacuum to zero and use real masses and propulsions for ships).
How about finite ammo for all guns and removal of laser weapons? (or pushing projectile speed to maximum)
How about one system=one planet (with belt for mining and atmospherical flight like tomioka has?)
How about planets on which you can land without burning in atmosphere? I mean putting a base directly on surface.
How about realistic ship designs? Inertia momentum symmetry and mass symmetry? Using the rule "every gram counts" to cut everything that is not needed to be on a ship?
How about ships without windows?
How about real-sized bases?
No TL, cruise only. (with high mass and high speed - extremely risky and hard to do).
Though at distances starting from ~300 000k and up from the origin a small jitter appears, and it grows with distance. Possibly, not enough precision in floating point calculations. If one will be using ships sized as battleship, it is not noticeable, unlike for smaller ships. So, roughly, we have a "playground" sphere with 1 million k radius or 2m k in diameter. The planet is a custom .cmp and sized up to 40k in radius.
This is for the first variant, one system - one planet. Either, once I find how to, this could be used as a "small satellite" location with gas giant in the background (starsphere).
Another option, as mentioned before - moving planets into background, leaving all space for stations and small objects.
Simultaneously I am attempting to tune the ship handling. And again, with the tweaks provided by Dev, Cannon, Adoxa and others, I disabled autolevel, camera autolevel (neither ship nor camera won't orient the ecliptic plane anymore, no more useless rotations), put in TZ plug-in, toyed a bit with .ini parameters. Though yet have to be careful and see how NPCs react on those changes.
Next on list is making custom starsphere.
A fictional planet in starsphere.
http://p3d.in/zIGJ9 - my little mecha. Why not?
Planetside view (4096x4096 texture on ~220000k radius planet):
Fighting pesky Defenders:
Planetjump:
Found out a good way of making nice rocky surfaces for planets. This one is 600k in diameter.
Also 3dmax for cmp export here is a must..
Fresh conceptual writings: https://drive.google.com/open?id=0B9qK1X...zVHSGxPM3c
Environment separation and ship type control: https://drive.google.com/open?id=0B9qK1X...XRNUmtyM2M