Forum Replies Created
-
AuthorPosts
-
Chessking
ParticipantI’m not entirely sure what you are referring to by “Acts/ships”, as I can’t find a folder called “Acts.” But I do know that the flitter is supposed to be 5 meters long. Whether it is or not simply depends on the model Trust me; the 3d model’s dimensions as opened in a 3d modeling program are exactly as in the game.
Did I say Acts/ships? I meant docs/ships. It is the page on this site that provides some basic information on all of the ships. There are also pages on weapons and other systems. Regarding model sizes, okay. So the actual models are scaled, not scaled in-game. How limiting. :silly:
Also, the ship physics are a little weird. You probably noticed that the object file for a ship lists the acceleration values, and that is what the ship will accelerate at. The various thruster systems increase that value by a percentage. The mass of a vessel is used for two things: to determine how much that value is decreased when docked to pods or other ships, and to determine how ships react to collisions.
I thought it was supposed to be a Newtonian flight simulator?! My 2-D game is officially more Newtonian than the original game. 😛 And now I have to deal with their inconsistencies to make it work right.
The I-War2 ship physics is simply that ships have their velocity increased by a fixed amount per second. There is no actual force calculation performed; otherwise, the game would probably have never worked on computers of the time.
I beg to differ. A force calculation can be as simple as adding two vectors. In a 3-D game, it would be quite difficult to calculate movement and reactions in 3-D space without attaching the velocities in all three directions in some way. Perhaps I-war 2 stores velocities locally, in which case each thruster could be simulated on each axis, and then converted to a global vector for use by other ships. My game stores velocities globally, and converts them to local for each ship. I hope this makes sense.
I got the mass values from the docs/ships section as well.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI see, thanks for telling me. Yeah, I thought I heard about some issue with measuring ships once. So, are the dimensions in the Acts/ships section accurate? The section says that the Flitter is 4 meters long, and according to the Flitter’s .ini file, it is 4 meters long.
Also, according to the acts/ships section, the ComSec has a mass of 110t, and the SNRV has a mass of 288,290t, but they both use the standard thrust array. I am assuming each type of thrust array has the same strength. When I set the ComSec’s enginePower to feel right (10), the SNRV can barely move… The Alpha class fuel transporter’s mass is 446,500t, and has a heavy thrust array. The fuel transporter’s movement feels right when enginePower = 100 or more.
If I have to measure all of the models, perhaps I can create an upload a table of lengths to clear up some of the issues.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI see, thanks for telling me. Yeah, I thought I heard about some issue with measuring ships once. So, are the dimensions in the Acts/ships section accurate? The section says that the Flitter is 4 meters long, and according to the Flitter’s .ini file, it is 4 meters long.
Also, according to the acts/ships section, the ComSec has a mass of 110t, and the SNRV has a mass of 288,290t, but they both use the standard thrust array. I am assuming each type of thrust array has the same strength. When I set the ComSec’s enginePower to feel right (10), the SNRV can barely move… The Alpha class fuel transporter’s mass is 446,500t, and has a heavy thrust array. The fuel transporter’s movement feels right when enginePower = 100 or more.
If I have to measure all of the models, perhaps I can create an upload a table of lengths to clear up some of the issues.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant@7upMan I couldn’t market this, unless I changed the ships and story to something else. THat is something to think about. 😉
@IronDuke It is actually a bit easier than you described. The dimensions of the ships and stations are also in the .ini files. It is possible that the models are not exactly to scale, so the dimensions in the .ini file are used to scale it correctly. This is exactly what I am doing in my game as well. It is interesting that you described the .ini file as object files. That is exactly what they are! I have similar objects in my code that do all the same things.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant@7upMan I couldn’t market this, unless I changed the ships and story to something else. THat is something to think about. 😉
@IronDuke It is actually a bit easier than you described. The dimensions of the ships and stations are also in the .ini files. It is possible that the models are not exactly to scale, so the dimensions in the .ini file are used to scale it correctly. This is exactly what I am doing in my game as well. It is interesting that you described the .ini file as object files. That is exactly what they are! I have similar objects in my code that do all the same things.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThanks for the reply! I will definitely use this in the future.
Screenshot incoming!
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThanks for the reply! I will definitely use this in the future.
Screenshot incoming!
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI forgot to mention something, and I do not have edit permissions. I have created a field that works similarly to an LDSI field, except anything outside of it will be killed after a period of time. I have also added remote link ability, as I wrote the code with it in mind, so it was easy to add. Now, I can remote link all of the other ships and fly them out of the ring.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI forgot to mention something, and I do not have edit permissions. I have created a field that works similarly to an LDSI field, except anything outside of it will be killed after a period of time. I have also added remote link ability, as I wrote the code with it in mind, so it was easy to add. Now, I can remote link all of the other ships and fly them out of the ring.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have made advancements in a number of different areas.
First, I have added the first bit of UI, the contact list. I added the ability to toggle between ships, and have added indicators around the ships on the screen.
I have also made the first station: a biobomber, and it looks pretty good. A technical explanation is below.
[spoiler]The OOP code and other functionality are not in place, but I have the model made. In order to make it look as realistic as possible without creating an image, I needed metal plates and lines placed “randomly” around the ship. To do this I modified my star generating algorithm to produce x and y locations instead of intensities given x and y. The result isn’t as random as the starfield, but after 90 iterations it is hard to notice. The outputs repeat after a while, but by changing the seed (or one of the four seeds, to be exact) I can change the appearance and reduce noticeable patterns. It is easy to specify the width and height of the area.
I could modify this new system to generate stars. Since they would be separate objects instead of peaks in the algorithm, each one could have its own properties. In a 3-D world, it would be possible to fly to each one. This is probably how it was done in Space Engine. It might generate faster as well, since each iteration of the algorithm produces a star, rather than iterating for every pixel to find the stars.[/spoiler]
I have also imported the other ships I have made into the game, scaled them all down to the correct size, and got it so that the engines and thrusters scaled properly as well. Now that I have the biobomber, a need for information has become apparent. I used the descriptions on this site to scale the ships to the correct length, but some of the information is “classified”. In addition, I need to know the lengths of stations, the speed and power of different weapons, etc. At the moment I am not sure where to find the information.Now that I had created the contact list and targeting system, I was able to add the first autopilot: autopilot approach. It will need some more work, since it assumes zero speed at start and a still target, but it works.
Is anyone interested in screenshots of this?
I am starting a job next week, so I won’t have as much time to work on this.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have made advancements in a number of different areas.
First, I have added the first bit of UI, the contact list. I added the ability to toggle between ships, and have added indicators around the ships on the screen.
I have also made the first station: a biobomber, and it looks pretty good. A technical explanation is below.
[spoiler]The OOP code and other functionality are not in place, but I have the model made. In order to make it look as realistic as possible without creating an image, I needed metal plates and lines placed “randomly” around the ship. To do this I modified my star generating algorithm to produce x and y locations instead of intensities given x and y. The result isn’t as random as the starfield, but after 90 iterations it is hard to notice. The outputs repeat after a while, but by changing the seed (or one of the four seeds, to be exact) I can change the appearance and reduce noticeable patterns. It is easy to specify the width and height of the area.
I could modify this new system to generate stars. Since they would be separate objects instead of peaks in the algorithm, each one could have its own properties. In a 3-D world, it would be possible to fly to each one. This is probably how it was done in Space Engine. It might generate faster as well, since each iteration of the algorithm produces a star, rather than iterating for every pixel to find the stars.[/spoiler]
I have also imported the other ships I have made into the game, scaled them all down to the correct size, and got it so that the engines and thrusters scaled properly as well. Now that I have the biobomber, a need for information has become apparent. I used the descriptions on this site to scale the ships to the correct length, but some of the information is “classified”. In addition, I need to know the lengths of stations, the speed and power of different weapons, etc. At the moment I am not sure where to find the information.Now that I had created the contact list and targeting system, I was able to add the first autopilot: autopilot approach. It will need some more work, since it assumes zero speed at start and a still target, but it works.
Is anyone interested in screenshots of this?
I am starting a job next week, so I won’t have as much time to work on this.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have finished!
No mod options are included for now.
The file is attached.
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have finished!
No mod options are included for now.
The file is attached.
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant[quote=”IronDuke” post=20227]
At least, that’s the plan. The Pinball game will kinda edge out the two non-contest items, but I think I can get a I-War2 Instant Action running in Unity by the end of summer. Even if it’s got all of one ship type, I still think I can do it.[/quote]Sounds good! I am familiar with the one ship thing… I still only have four ships for EOC 2-D, and only one has weapons.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant[quote=”IronDuke” post=20227]
At least, that’s the plan. The Pinball game will kinda edge out the two non-contest items, but I think I can get a I-War2 Instant Action running in Unity by the end of summer. Even if it’s got all of one ship type, I still think I can do it.[/quote]Sounds good! I am familiar with the one ship thing… I still only have four ships for EOC 2-D, and only one has weapons.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
-
AuthorPosts