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 Ship corridor size and force field systems

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non_calamari
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PostSubject: Re: Ship corridor size and force field systems    Sat Apr 07, 2012 11:22 pm

Last_Jedi_Standing wrote:
non_calamari wrote:
ACH0225 wrote:
That makes no sense whatsoever.

The trap part or the impact part?
The trap is a reference to the destruction of the second death star.
The impact is a result of inertia causing the destruction of part of a ship due to it hitting a solid (but virtual) shield surface, assuming that the shield is considered a block.

I do apologize if the sentence was incomprehensible though. I will try to avoid that in the future.

Edit: Wait, how does a ship behave if it impacts another; does it just stop or sustain damage?
Collision is an important and confusing part of the Copernicus engine. Ships will (hopefully) react realistically, you know, with the ripping and the crushing and the breaking of stuff *Ga-flavin*.

Alright. Thanks for clearing that up.
But, will shields be included in the collision engine, because if so, out could have "death star" issues with unfinished but powered dreadnoughts?
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PostSubject: Re: Ship corridor size and force field systems    Sat Apr 07, 2012 11:24 pm

non_calamari wrote:
Last_Jedi_Standing wrote:
non_calamari wrote:
ACH0225 wrote:
That makes no sense whatsoever.

The trap part or the impact part?
The trap is a reference to the destruction of the second death star.
The impact is a result of inertia causing the destruction of part of a ship due to it hitting a solid (but virtual) shield surface, assuming that the shield is considered a block.

I do apologize if the sentence was incomprehensible though. I will try to avoid that in the future.

Edit: Wait, how does a ship behave if it impacts another; does it just stop or sustain damage?
Collision is an important and confusing part of the Copernicus engine. Ships will (hopefully) react realistically, you know, with the ripping and the crushing and the breaking of stuff *Ga-flavin*.

Alright. Thanks for clearing that up.
But, will shields be included in the collision engine, because if so, out could have "death star" issues with unfinished but powered dreadnoughts?
I don't think anyone really knows at this point. Most of this is conjectural until Copernicus is up and running.

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PostSubject: Re: Ship corridor size and force field systems    Sat Apr 07, 2012 11:40 pm

I haven't made any plans yet beyond basic collision detection. Things like procedural fractionation are much more expensive and difficult to synchronize over multiple clients. Like Last Jedi says, we'll have to wait and see once the underlying engine is operational what sort of bells and whistles we should add to it.


Last edited by fr0stbyte124 on Sat Apr 07, 2012 11:42 pm; edited 1 time in total
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non_calamari
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PostSubject: Re: Ship corridor size and force field systems    Sat Apr 07, 2012 11:42 pm

fr0stbyte124 wrote:
I haven't made any plans yet beyond basic collision detection. Things like procedural fractionation are much more expensive and difficult to synchronize over multiple clients. Like Last Jedi says, we'll have to wait and see once the underlying engine is operational what sort of bells and whistles we should add to it.

OK, thanks.
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PostSubject: Re: Ship corridor size and force field systems    Sun Apr 08, 2012 5:30 am

fr0stbyte124 wrote:
I haven't made any plans yet beyond basic collision detection. Things like procedural fractionation are much more expensive and difficult to synchronize over multiple clients. Like Last Jedi says, we'll have to wait and see once the underlying engine is operational what sort of bells and whistles we should add to it.

Don't you like it when the mortals argue among themselves, then on of us comes in and stops the lintier conversation?

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PostSubject: Re: Ship corridor size and force field systems    Sun Apr 08, 2012 11:15 am

Lord Mackeroth wrote:
fr0stbyte124 wrote:
I haven't made any plans yet beyond basic collision detection. Things like procedural fractionation are much more expensive and difficult to synchronize over multiple clients. Like Last Jedi says, we'll have to wait and see once the underlying engine is operational what sort of bells and whistles we should add to it.

Don't you like it when the mortals argue among themselves, then on of us comes in and stops the lintier conversation?

Wait, if you're an all powerful deity, then what is the futurecraft Steve?

More on topic: How will we connect the shield generator to our power generator, with redstone wires or your planed high tension cables?

I apologize if this question has been asked before.
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PostSubject: Re: Ship corridor size and force field systems    Sun Apr 08, 2012 2:57 pm

Everything will be physically powered by power lines, but I'm thinking the controls will be computer based. Redstone circuits are neat, but they don't make a lot of sense thematically.
It would also be cool to use comptutercraft/redpower, but I can't guarantee we'll be able to do so.
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PostSubject: Re: Ship corridor size and force field systems    Sun Apr 08, 2012 3:18 pm

fr0stbyte124 wrote:
Everything will be physically powered by power lines, but I'm thinking the controls will be computer based. Redstone circuits are neat, but they don't make a lot of sense thematically.
It would also be cool to use comptutercraft/redpower, but I can't guarantee we'll be able to do so.

Perhaps you could use a computer control network similar to rednet in computer craft. That would do away with having to have both power and control cables, but still allow control from a central point.

Also, would it matter where the shield generator is placed (i.e. beside the core or central computer) or can it be placed next to any power line?
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PostSubject: Re: Ship corridor size and force field systems    Tue Apr 10, 2012 1:46 pm

I make my corridors 3x3 because I am cool.

fr0stbyte124 wrote:
Everything will be physically powered by power lines, but I'm thinking the controls will be computer based. Redstone circuits are neat, but they don't make a lot of sense thematically.
It would also be cool to use comptutercraft/redpower, but I can't guarantee we'll be able to do so.

I suggest instead of having wires hand-placed through the walls we just have the player select the start and end points of a wire and then have the computer do it. What can I say? I'm lazy as heck.

tonyri wrote:
For ship corridors, I was thinking more along the lines of a space detector block put next to a couple sticky pistons. This would be because If I am correct, the space block will act like the air block where there is no resistance, but it will be zero gravity, and space will move like liquids did in Classic where they infinitely expanded, replacing only air blocks. If your ship was breached and space was flooding in, the space block would come in contact with the detector and slam the pistons shut to contain it. Space will only expand if it has an uninterrupted path to a space source block that are positioned randomly in space, so if you cut it off, then air will fill its place again.

Space blocks are replaced by air blocks if not in space and space blocks are clear. not black. black is just the sky box. just making a point.
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PostSubject: Re: Ship corridor size and force field systems    Tue Apr 10, 2012 8:40 pm

Kobialka wrote:
I make my corridors 3x3 because I am cool.

fr0stbyte124 wrote:
Everything will be physically powered by power lines, but I'm thinking the controls will be computer based. Redstone circuits are neat, but they don't make a lot of sense thematically.
It would also be cool to use comptutercraft/redpower, but I can't guarantee we'll be able to do so.

I suggest instead of having wires hand-placed through the walls we just have the player select the start and end points of a wire and then have the computer do it. What can I say? I'm lazy as heck.

tonyri wrote:
For ship corridors, I was thinking more along the lines of a space detector block put next to a couple sticky pistons. This would be because If I am correct, the space block will act like the air block where there is no resistance, but it will be zero gravity, and space will move like liquids did in Classic where they infinitely expanded, replacing only air blocks. If your ship was breached and space was flooding in, the space block would come in contact with the detector and slam the pistons shut to contain it. Space will only expand if it has an uninterrupted path to a space source block that are positioned randomly in space, so if you cut it off, then air will fill its place again.

Space blocks are replaced by air blocks if not in space and space blocks are clear. not black. black is just the sky box. just making a point.

Of course. That makes perfect sense...

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PostSubject: Re: Ship corridor size and force field systems    Tue Apr 10, 2012 10:29 pm

Can I call you Mockeroth?

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Ship corridor size and force field systems    Wed Apr 11, 2012 7:21 am

Keon wrote:
Can I call you Mockeroth?

One of my friends calls me "Mackeroy".


Sure, why not?

Oh, I know.

Because I will destroy you.

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