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Blind jumps. - Printable Version

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Blind jumps. - Blackvertigo1 - 07-16-2013

What if you triangulate a given location, using the data and figure a grid to turn them into hubs. Like a 2D barcode, but in 3D.

So in simplicity...

It becomes natural to type in a code and the "blind jump" becomes a reasonable node.


RE: Blind jumps. - Redon - 07-16-2013

What?


RE: Blind jumps. - Blackvertigo1 - 07-16-2013

Three hypersurvey points mean you can find the x, y, and z paths and know to navigate the mumbo-jumbo code that you get when you complete a survey.


RE: Blind jumps. - SummerMcLovin - 07-16-2013

Or simply use one survey code (which you will need to refresh regularly, and will be different each time) to jump roughly to that position. I guess the Survey Module would likely work by triangulation, yes.
Not really sure what this has to do with Blind jumps though, given the entire point is that you don't use any coordinates and thus don't aim for anywhere. If you consider hyperspace as somewhere really far away that you can instantly get to, the coordinates choose where you go back to (instantly again) but a blind jump throws you back at random.


RE: Blind jumps. - Blackvertigo1 - 07-16-2013

Exact jump co-ords would mean there is a gravity factor.


RE: Blind jumps. - SMGSterlin - 07-16-2013

Stop trying to bring so much realism into Disco, it doesn't work, they are not really compatible.


RE: Blind jumps. - Blackvertigo1 - 07-16-2013

Ahahaha... Is it too logical for you?

On another note... When I said gravity.




RE: Blind jumps. - SMGSterlin - 07-16-2013

We play a game where there is no system orbit, a ship can fly into a star and survive, and if a ship blows up, you see the same ship 5 seconds later in perfect condition.


And you're trying to bring LOGIC into this game?


Migga please.


RE: Blind jumps. - Blackvertigo1 - 07-16-2013

Gravity! Ergh!


RE: Blind jumps. - Kazinsal - 07-16-2013

Freelancer engine! Ergh!