The oddities of Deep Space ....
The oddities of Deep Space ....
not really a bug report at all, just a thingy to talk about the oddities of deep space.
please also post any other oddities you notice
like....
how you can dock at a space station while going at a speed of 50 or more.
and, how odd is it that carrying one piece of cargo in the smallest ship will exceed the mass capacity of an an inf imp and fipro drive, yet they can move ships that are big enough to carry 3x more then the smallest ship
please also post any other oddities you notice
like....
how you can dock at a space station while going at a speed of 50 or more.
and, how odd is it that carrying one piece of cargo in the smallest ship will exceed the mass capacity of an an inf imp and fipro drive, yet they can move ships that are big enough to carry 3x more then the smallest ship
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
Hey! What about when you close the game in a docking place, and when you open the game back up, you go right through the station.
Or, how you can leap to new galaxys but in reality, if you traveled lightspeed, humans would turn into pure energy. Or the fact that space is completly clean, no asteriods, no trash. Also, that we have so many planets, but no hostile/non-hostile aliens.
Or, how you can leap to new galaxys but in reality, if you traveled lightspeed, humans would turn into pure energy. Or the fact that space is completly clean, no asteriods, no trash. Also, that we have so many planets, but no hostile/non-hostile aliens.
Docking computer technology is amazing . (And the collision physics isnt implemented yet. When it is, you'll die )how you can dock at a space station while going at a speed of 50 or more
Not at all odd. The advanced materials that make up spaceships are to to carbon fibre as carbon fibre is to lead. Although the ships might be massive, they weigh practically nothing. Its amazing technology, really. :]how odd is it that carrying one piece of cargo in the smallest ship will exceed the mass capacity of an an inf imp and fipro drive, yet they can move ships that are big enough to carry 3x more then the smallest ship
1 tonne of organics is still 1 tonne tho. And transporting that sorta weight through a wormhole would require more energy than exists in the universe. (As anyone whos studied their basic theory of relativity will know).
Nope.. theres no indication of how much 'space' they take up - just weight. Which is heavier, 1 tonne of water or 1 tonne of lead? :]All items in space take up the same space.
Physical space isnt an issue, weight is.. and i believe fooli has already written a small study explaining the advanced spatial dynamics involved in the cargo extension system :]
See 'wormholes' and 'theory of relativity' above. Your ship never actually moves more than 35mph :]how you can leap to new galaxys but in reality, if you traveled lightspeed, humans would turn into pure energy.
[/quote]
ok then ...
its odd how the ships stretch and shrink to only accept a set tonnage of whatever your hauling, no matter how much/little space the item(s) take up. be it lead or feathers.
its odd how items go by tons when in space nothing has a weight
its odd how an infimp etc can have a weight restriction when in space, thiers no gravity to make stuff have a weight
its odd how the ships stretch and shrink to only accept a set tonnage of whatever your hauling, no matter how much/little space the item(s) take up. be it lead or feathers.
its odd how items go by tons when in space nothing has a weight
its odd how an infimp etc can have a weight restriction when in space, thiers no gravity to make stuff have a weight
um yeh, they still have mass tho. :]its odd how items go by tons when in space nothing has a weight
The energy required to move an object is dependent on its mass (f = ma, e = 1/2 mv2 etc) - gravity is just an extra force.
Ships dont stetch and shrink.. They're massive, and have plenty of space for thousands of huge objects. But theres a limit to the mass because theres a limit to the drive power required to move it. Ok.. to be totally accurate the ships should slow down as you load up more stuff, until eventually at max weight, theyd barely move at all.. but then.. whered be the fun in that. And i gotta leave something for ppl to do with their imagination
The stardrive process builds up power and bends space until eventually its snaps, then the drive links the broken end to an arbitrary destination location - So the distance you actually travel is the same irrespective of destination.why does it take the same time to stardrive from Cirrus Minor to Tau Ceti as it does from M209-M362?
Or something.
That one was easy. Gimme something more difficult to explain ;]
that's broken string theory eh?
I think I've figured out the universal's theory of relativity - everything relative to the amount of bull mit can come up with (or the amount of whisky consumed)
ok - try these
if I shoot someone they sustain damaged, but if i fly into them, i sail straight through with neither ship being damaged (wish I could do that i my car...)
why is there a discrepancy in distance between the Autopilot and the HUD?
I think I've figured out the universal's theory of relativity - everything relative to the amount of bull mit can come up with (or the amount of whisky consumed)
ok - try these
if I shoot someone they sustain damaged, but if i fly into them, i sail straight through with neither ship being damaged (wish I could do that i my car...)
why is there a discrepancy in distance between the Autopilot and the HUD?
The science in the game is actually based on the theory of telavivity. (The truth of all explanations is inversely proportional to your current distance from Israel.)
One day, in the long distant future, it'll all be proved true, you watch.
One day, in the long distant future, it'll all be proved true, you watch.
That ones easy too.. theres a bug in the codewhy is there a discrepancy in distance between the Autopilot and the HUD?
This is a side-effect of what is known as the 'Unfinished Universe Principle'.f I shoot someone they sustain damaged, but if i fly into them, i sail straight through with neither ship being damaged (wish I could do that i my car...)
Why are we a druid that looks like Jesus?
Because this is a free game made by volunteers...modelling good characters is complex and time-consuming, and thats the only completed character model ive got. If lotsof good characters is your prime concern, go play halflife or Wow or something proper :]
See above (UUP)Why cant' we board other people and have good FPSish boarding battles?
Suggest em and u can have em. (given the time & money :] )Why can't we have more features to make combat worlds roxors?
See answer to 1.And why do vehicles just appear as us?
Because a proper orbital landing sequence would make the gameplay too complex for many people. Do you have any better suggestions?Annnnnd why do we have to crash into planets?
Not quite 'Space Oddities' but hey..[/quote]
besides what mit said...
because nobody else made a better model. you can make one for us if you wantWhy are we a druid that looks like Jesus?
like what? thiers possibly many things that could be done but just aren't set up on the current worlds.Why can't we have more features to make combat worlds roxors?
make some vehicls with people in em and then they wont just appear as us, they will appear as us in avehicle.And why do vehicles just appear as us?
Actually I've made quite a few characters, and some of them are almost average.
There's Starbuck, the alcoholic space captain. There's Mr. Robo, the broken combat droid. There's Sarge, the grizzled combat veteran. And there's Terrified Spaceman, that mit doesn't like.
Waiting for textures we have druid mkii, the super-druid. Ig and Og, the cavepeople. Fat Spaceperson, which I'm trying to texture myself. There's Driver, a guy in a racing suit and helmet. And there are all the characters from The Republic, which are purposely simplified, but generally ok for that top-down look, and just need a lil' bit of proper artistic attention to get 'em looking slick.
Finally, waiting for inspiration so I can complete the mesh, we have Ninja, the ninja. Zoron, the ugly oompaloompah lookalike. And a few others that don't yet look enough like something to have names.
As mit said, characters are really, really hard. You might think it's a long way to the shops down the road, but that's nothing compared with character modelling.... It's hard enough to build the mesh, but then you have to map it (mapping organic shapes is extremely tricky); texture it (texturing organic models is extremely tricky); rig it with a skeleton (rigging humanoids is a total pain in the neck: don't even get me started on quadrupeds); animate it (the fun bit, but with potentially 16 or so working animation states, all of which depend on how the model will be used on a world, it takes a looong time); and finally export it, build the atm, and get people to use it.
And then we have the whole issue about whether we have a default character in the first place, which is a constant source of circular discussion for the staff. The druid was made when we (well, mit) had a particular focus on a stonehengey look and feel to the game. It was also one of the first characters I made, and the first that hedge textured. As such... it's not very good (though hedge made it a damn sight better than it oughta have been, owing to his 1337 photoshop skills). I'd love to replace it... but I'm still working on it.
Some of the characters mentioned above are completed enough for me to add to the model library, once I've got to a stage where I'm happy enough with the animations, textures and so on. I will do that sometime before Xmas.
The unfinished ones are mostly prevented from being finished by hedge's general unavailability owing to him having a very busy job at the moment, or my general unavailability for the same reasons. It really does take flippin' ages to make characters that look good, especially as they effectively all have to be animated by hand (games like Half Life etc use a skeletal animation system that saves a lot of time). The texturing isn't just something that can be done by any monkey with MS Paint: it takes weeks of back and forth between 2d and 3d to get it right. And It also takes ages when you're a chimp called Fooli who doesn't really know what he's doing anyway :]
So in the end it comes down to priorities: if I have a day free for modelling, do I spend it making and texturing a vehicle or a building, and produce a finished item, or do I spend that day completing maybe 2% of the process of making a character?
/rant. So there :) Fully agree with the need, and I'm doing what I can, but... see the other 9,000 comments about time/money and us not having enough of either :)
f
There's Starbuck, the alcoholic space captain. There's Mr. Robo, the broken combat droid. There's Sarge, the grizzled combat veteran. And there's Terrified Spaceman, that mit doesn't like.
Waiting for textures we have druid mkii, the super-druid. Ig and Og, the cavepeople. Fat Spaceperson, which I'm trying to texture myself. There's Driver, a guy in a racing suit and helmet. And there are all the characters from The Republic, which are purposely simplified, but generally ok for that top-down look, and just need a lil' bit of proper artistic attention to get 'em looking slick.
Finally, waiting for inspiration so I can complete the mesh, we have Ninja, the ninja. Zoron, the ugly oompaloompah lookalike. And a few others that don't yet look enough like something to have names.
As mit said, characters are really, really hard. You might think it's a long way to the shops down the road, but that's nothing compared with character modelling.... It's hard enough to build the mesh, but then you have to map it (mapping organic shapes is extremely tricky); texture it (texturing organic models is extremely tricky); rig it with a skeleton (rigging humanoids is a total pain in the neck: don't even get me started on quadrupeds); animate it (the fun bit, but with potentially 16 or so working animation states, all of which depend on how the model will be used on a world, it takes a looong time); and finally export it, build the atm, and get people to use it.
And then we have the whole issue about whether we have a default character in the first place, which is a constant source of circular discussion for the staff. The druid was made when we (well, mit) had a particular focus on a stonehengey look and feel to the game. It was also one of the first characters I made, and the first that hedge textured. As such... it's not very good (though hedge made it a damn sight better than it oughta have been, owing to his 1337 photoshop skills). I'd love to replace it... but I'm still working on it.
Some of the characters mentioned above are completed enough for me to add to the model library, once I've got to a stage where I'm happy enough with the animations, textures and so on. I will do that sometime before Xmas.
The unfinished ones are mostly prevented from being finished by hedge's general unavailability owing to him having a very busy job at the moment, or my general unavailability for the same reasons. It really does take flippin' ages to make characters that look good, especially as they effectively all have to be animated by hand (games like Half Life etc use a skeletal animation system that saves a lot of time). The texturing isn't just something that can be done by any monkey with MS Paint: it takes weeks of back and forth between 2d and 3d to get it right. And It also takes ages when you're a chimp called Fooli who doesn't really know what he's doing anyway :]
So in the end it comes down to priorities: if I have a day free for modelling, do I spend it making and texturing a vehicle or a building, and produce a finished item, or do I spend that day completing maybe 2% of the process of making a character?
/rant. So there :) Fully agree with the need, and I'm doing what I can, but... see the other 9,000 comments about time/money and us not having enough of either :)
f
hmm....something that came to mind.
if the ships are massive and can really hold tons more stuff in all thier empty space, then why do we need cargo bay expansions?
if its really the engines that are limiting the cargo capacity, why not rename the cargo bay expansion items to engine thrust upgrade items?
or...instead of just saying the ships are massive, a different story could be made up for it
like:
the cargo is compacted in monkey designed, whisky fueled containers containing mini black holes that can only compress the cargo to the size of 1 cubic meter. these blackhole crates are called Techmonkisky Holes (T for short) and the different ships can only hold x amount of these boxes
if the ships are massive and can really hold tons more stuff in all thier empty space, then why do we need cargo bay expansions?
if its really the engines that are limiting the cargo capacity, why not rename the cargo bay expansion items to engine thrust upgrade items?
or...instead of just saying the ships are massive, a different story could be made up for it
like:
the cargo is compacted in monkey designed, whisky fueled containers containing mini black holes that can only compress the cargo to the size of 1 cubic meter. these blackhole crates are called Techmonkisky Holes (T for short) and the different ships can only hold x amount of these boxes