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 Danice123's Dev. Log

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The Schmetterling
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 7:34 pm

No! It's not working!!
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ectrimble20
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:08 pm

Doc, you have to wait for a google bot to hit the forum, try searching futurecraft or something.
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The Schmetterling
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:25 pm

I know. I've seen the Google Bot on the forums twice now.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:29 pm

I love that my dev log has been hijacked for the worship of Dimth'ag'haloth.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:35 pm

Also Google thinks I'm the most important Dev! WIN!!!
Danice123's Dev. Log - Page 4 WIN
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fr0stbyte124
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:40 pm

Oh, well if Google thinks so, then I've got a few more assignments for you, Mr. Hotshot.
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ectrimble20
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 8:54 pm

Yeah really, here, go design and implement a server-to-server transportation system, I wanna go build a wall in my game.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 9:06 pm

Well maybe if you all would stop posting about Dimth'ag'haloth in my dev log this wouldn't of happened.
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The Schmetterling
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 9:20 pm

Come now, belevolence has always served me well, you should use it.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 10:38 pm

Okay, well to bring this back to topic, I have finally finished the basis of the power system. The wires are now working almost correctly (they hate loops...) YAY!!!
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The Schmetterling
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 10:40 pm

Danice123 wrote:
Okay, well to bring this back to topic, I have finally finished the basis of the power system. The wires are now working almost correctly (they hate loops...) YAY!!!

Excellent news!

May I ask what you are using for textures? (It's my job, after all).
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fr0stbyte124
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 11:05 pm

Danice123 wrote:
Okay, well to bring this back to topic, I have finally finished the basis of the power system. The wires are now working almost correctly (they hate loops...) YAY!!!
Oh? How's it work?
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 16, 2012 11:06 pm

well at the moment I'm focusing on the code part so my wires look like dots of redstone. I downloaded your texture of wires tho and will use that when I get to that point (if thats what you want)
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 23, 2012 1:33 am

Misticblade7 wrote:
Dr. Mackeroth wrote:
Misticblade7 wrote:
And this is why I'm following this mod's development.

Best developers ever.

Aye, we folk make for an interesting bunch.

Did anyone else randomly decide to google "Dimth'ag'haloth" to see what would come up?
This page is the first result! Very Happy

Spoiler:

Then just something about radiation, some sort of important scientific text and something that was either extremely grammatically incorrect or somehow encoded. The words looked English just mixed up and stuff, so maybe I will investigate.

EDIT: Ok, nevermind. It was the interpretation of text from a REALLY blurry photo of the NY Sun Newspaper. I thought I might have found some sort of cool hacker thing like out of the movies, or perhaps stumbled upon a message from outside the Matrix :L
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The Schmetterling
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeMon Jan 23, 2012 3:30 am

VelouriumCamper wrote:
Misticblade7 wrote:
Dr. Mackeroth wrote:
Misticblade7 wrote:
And this is why I'm following this mod's development.

Best developers ever.

Aye, we folk make for an interesting bunch.

Did anyone else randomly decide to google "Dimth'ag'haloth" to see what would come up?
This page is the first result! Very Happy

Spoiler:

Then just something about radiation, some sort of important scientific text and something that was either extremely grammatically incorrect or somehow encoded. The words looked English just mixed up and stuff, so maybe I will investigate.

EDIT: Ok, nevermind. It was the interpretation of text from a REALLY blurry photo of the NY Sun Newspaper. I thought I might have found some sort of cool hacker thing like out of the movies, or perhaps stumbled upon a message from outside the Matrix :L

Um...
Okay?
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PostSubject: response to energy system   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 4:56 am

Why not have Wireless redstone energy and Wireless IC2 Energy. Now you dont have to hook up many wires. Why not create a condtion. If you use wires then the systems that use IC2 energy will take less. If wireless then those systems require more energy. Say you want to power turrent, then use an IC2 energy reciever and connect a transmitter to your energy source. Also there is and Addon Call Modular Force Field System, it takes energy from and MFSU and creates a forcefield. Its simple. I noticed you guys talked about solar panel being used for emergency backup, please dont put that in there. Allow for the solarpanels to constantly absorb energy from nearby stars, if more than 300 blocks , then solarpanel collect very litte EU, but up close max efficiency. PLease take my recycled and cleaned up ideas as a request from someone who will be playing futurecraft.
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fr0stbyte124
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 5:57 am

I wasn't aware we were getting any suggestions from people who weren't going to play with Futurecraft.

Bottom line, IC2 is a bad power model. We wouldn't use it even if we weren't making our own. And for clarification on that I mean the fact that power is packet-based but that packets don't stack in wires undermines the point of having different power levels in the first place. It's rules are overly complicated and unrealistic, and while I could see how they might work well in theory, the execution needs a lot of work.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 6:15 am

fr0stbyte124 wrote:
I wasn't aware we were getting any suggestions from people who weren't going to play with Futurecraft.

Bottom line, IC2 is a bad power model. We wouldn't use it even if we weren't making our own. And for clarification on that I mean the fact that power is packet-based but that packets don't stack in wires undermines the point of having different power levels in the first place. It's rules are overly complicated and unrealistic, and while I could see how they might work well in theory, the execution needs a lot of work.



Not that our system is entirely
realistic (at least not in the way I envision it to be, I don't know how it is
taking shape).

But just to be clear, Fr0stbyte, if two power wires come together from two separate
power sources, the total power in that piece of wire will be increased by the
two previous powers added together? Does the same go for the inverse, if two or
more wires divide? And more importantly, will ships be able to route power into
the hull, so you can access it from anywhere in the ship? (That is an important
feature, as otherwise the majority of space taken up in ships will be wires,
and it will be annoyingly difficult to put weapons on the outside.)
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 6:50 am

My original plan was this elaborate and awesome (from a computer scientist's point of view) power distribution system, complete with finite wire loads and automatic flow adjustment.
But since this is Danice's project and not mine, we're keeping it practical. Essentially all the wires are super-conductors and can handle any amount of power passing through them. Power devices can additionally transfer power adjacently like wire extensions, which should keep things organized. Therefore you can think of the power supply as a pool, independent from the specific configuration of wires; generators add to the pool, and other devices lower it, batteries doing both. I'm guessing this arrangement will disappoint some people and be welcome news to others, but I think it's a good compromise between utility and realism.

My plan is that you will be able to manually reroute power to certain devices if have insufficient power generation or if you want to "overclock" those devices. This will be controlled via computer terminal, possibly with customizable presets.

All this is subject to change, of course, but that's the current plan.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 12:20 pm

fr0stbyte124 wrote:
My original plan was this elaborate and awesome (from a computer scientist's point of view) power distribution system, complete with finite wire loads and automatic flow adjustment.
But since this is Danice's project and not mine, we're keeping it practical. Essentially all the wires are super-conductors and can handle any amount of power passing through them. Power devices can additionally transfer power adjacently like wire extensions, which should keep things organized. Therefore you can think of the power supply as a pool, independent from the specific configuration of wires; generators add to the pool, and other devices lower it, batteries doing both. I'm guessing this arrangement will disappoint some people and be welcome news to others, but I think it's a good compromise between utility and realism.

My plan is that you will be able to manually reroute power to certain devices if have insufficient power generation or if you want to "overclock" those devices. This will be controlled via computer terminal, possibly with customizable presets.

All this is subject to change, of course, but that's the current plan.

Power devices can additionally transfer power adjacently like wire extensions... Uh oh better add that! haha
Basically what Frostbyte said is how its going to work. This mod isn't focused on a power system anyway, this is just a necessary step in the process and the easier we make it run the easier it will be to use, both in a coding aspect and in the game itself. We don't want people struggling with a complex power system when they could be building space ships right?

Sorry about not updating much recently, its exam week Sad I should get some more work done after they are over.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 12:31 pm

fr0stbyte124 wrote:
My original plan was this elaborate and awesome (from a computer scientist's point of view) power distribution system, complete with finite wire loads and automatic flow adjustment.
But since this is Danice's project and not mine, we're keeping it practical. Essentially all the wires are super-conductors and can handle any amount of power passing through them. Power devices can additionally transfer power adjacently like wire extensions, which should keep things organized. Therefore you can think of the power supply as a pool, independent from the specific configuration of wires; generators add to the pool, and other devices lower it, batteries doing both. I'm guessing this arrangement will disappoint some people and be welcome news to others, but I think it's a good compromise between utility and realism.

My plan is that you will be able to manually reroute power to certain devices if have insufficient power generation or if you want to "overclock" those devices. This will be controlled via computer terminal, possibly with customizable presets.

All this is subject to change, of course, but that's the current plan.

Which adds the lovely possibility of transferring power from shields/engines to weapons or vice versa, in a pinch, I think... Which would be awesome.

3 Cruisers take on a pair of destroyers
Cruisers get cocky
Destroyers drain their engine power, all of a sudden a hail of fire fit for the ROF of a Battlecruiser (if not near as powerful) slaps the Cruisers right on the bow..
No more cruisers.

Or, drain weapons and run like the wind.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 12:51 pm

Yep, the whole "Captian, we can only hold on to our shields for 32 seconds before life support gives out!"

Make sure it takes some time to switch, otherwise I could have a tier 1 power supply and micro the power to all the turrets and shields.
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Jan 25, 2012 4:45 pm

fr0stbyte124 wrote:
I wasn't aware we were getting any suggestions from people who weren't going to play with Futurecraft.

Bottom line, IC2 is a bad power model. We wouldn't use it even if we weren't making our own. And for clarification on that I mean the fact that power is packet-based but that packets don't stack in wires undermines the point of having different power levels in the first place. It's rules are overly complicated and unrealistic, and while I could see how they might work well in theory, the execution needs a lot of work.


What do you mean by power levels. IC2 may not be good model in terms of coding, but i think it is good model in terms interface to the player. I dont think its rules are overly complicated. I think that being able to divert power from something to another is overly complicated. You talk about later how there is pool of energy from that pool you can use energy. Why not have multiple pools of energy. If somebody takes out my main pool of energy, then my ship is disable( I cant move , i cant shoot, i cant breathe. Now if i had multiple energy sources then i have a fighting chance. Why not require systems like, shields, life support, have a energy requirement. Allow for bigger ships to upgrade systems through gui of say the life support block or helm block. From what you elaborated it sounds as if those ideas are more complicated. I know frostbyte is not in charge of "Energy Systems", but please consider IC2 energy systems. I not saying to copy it down to code, but to take it tweak it and make it better. If want to encorporate the ablity to divert energy create an extra slot in the gui of all the subsystems, so it gives players choices to do so. I know this is not the ideas forum area,but please consider
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Feb 01, 2012 10:35 pm

UPDATE!!!!!!

Power System- 90% finished
Combustion Engine - bug testing needed, but finished!
next... nuclear energy?
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PostSubject: Re: Danice123's Dev. Log   Danice123's Dev. Log - Page 4 Icon_minitimeWed Feb 01, 2012 10:47 pm

Danice123 wrote:
UPDATE!!!!!!

Power System- 90% finished
Combustion Engine - bug testing needed, but finished!
next... nuclear energy?


Yes please.

I sense big atomic map holes in the test server's future.
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