Blaine
Cis-Het Oppressor
Yeah, I saw this game a couple of weeks ago. Not sure what to think of it. The painfully bad and clichéd writing (all two lines of it) and JRPG music there near the end are perplexing.
Incidentally, is there any intention to have more accurate (multi-body) physics, programmable autopilots (or ships in general) that can use orbital mechanics or replacing/extending the generated galaxy with real world starcharts? Not right away of course, but in future.
Is it possible to modify weapon stats and availability of various hardware?Awor: Yes, it is moddable. There are opponents. Pirates, for example, in some systems.
I think the main point of the conversions of non-newtonian games would be to fix the non-newtonian problem.Non-newtonian games are going to be difficult - the physics engine is hard-coded, as are things like the autopilot (Lua can tell it what to do, but not how to do it). To change the laws of physics you'd need to rewrite the engine.
Is there an ETA for that stuff?Everything in the data directory can be replaced by a mod, and all the Lua scripts are in the data directory. Weapon stats and hardware have not been farmed out to Lua yet, so your weapon choice right now is from the range of coloured blob throwers. A start has been made on that, though.
This.The physics aren't toggleable. They couldn't be. It's not just a case of "yeah, your ship has inertia and drifts a lot." You start on Earth, with zero on your speedometer. Thing is, Earth itself is moving at thirty clicks per second around the sun, while the speed of Earth's rotation at Los Angeles (where you start) is nearly 1,400 km/h. Gravity is 1G on the surface, and Gates Starport is hanging in high orbit, but not quite as high as the moon. You can't just switch off physics there, because there's absolutely no other way for the game to do anything without writing a new engine for it.
I tried a bit of earlier version, currently waiting for a more finished one, or at least save compatibility, but I'm not monitoring the news that closely - will just give it a whirl when it's (mostly) done.Hey DraQ did you try this Pioneer thingie ?
What, you wouldn't want a newtonian/relativistic physics toggle?This is the reason why, every time someone suggests making essential core mechanics toggleable I feel that strange urge to drive to them and feed them their own keyboard.
Anally.
Sideways.
So it would be like a more interesting Eve? :DI like how having to sit around staring at motionless stars for around a week (as you'd have in multiplayer, where you'd have no option of time compression cutting the time this week would take to less than RL minute) is referred euphemistically as merely "remarkable" boredom threshold.
:D
Of course I wouldn't. I would like to see the engine built around relativistic physics from get go.What, you wouldn't want a newtonian/relativistic physics toggle?
Well, in Eve you're not *forced* to wait.So it would be like a more interesting Eve? :D
The only problem I have with that is the lack of Lagrange points, which from a space adventuring race's point of view is pretty much the prime star base real estates.It's not completely Newtonian, anyway - it's more like how Jules Verne described it in Voyage to the Moon. Only one moon, planet or star exerts a gravitational force on you at any given time.
Is there any point in retaining this limitation from Frontier?The only problem I have with that is the lack of Lagrange points, which from a space adventuring race's point of view is pretty much the prime star base real estates.It's not completely Newtonian, anyway - it's more like how Jules Verne described it in Voyage to the Moon. Only one moon, planet or star exerts a gravitational force on you at any given time.
This is the reason why, every time someone suggests making essential core mechanics toggleable I feel that strange urge to drive to them and feed them their own keyboard.
Anally.
Sideways.
Yes, rotational inertia is included, you won't stop until you apply counter thrust, or until one of the "atmospheric" systems helps to stop you. Yes, that also applies to linear motion as well. Get going in one direction in pure newtonian flight and you'll have to counter burn to slow down. Yes, you can accelerate until you no longer have fuel to do so. In fact, for some of the long range drive systems you have to attain a certain momentum before activating it (and it's well beyong 88mph )
Hope this helps...
The thing is that flight sims don't really rely on their realistic simulation elements to let you traverse gameworld.This is the reason why, every time someone suggests making essential core mechanics toggleable I feel that strange urge to drive to them and feed them their own keyboard.
Anally.
Sideways.
I know this is late but
Joking aside, I originally suggested this because I thought that actual space simulations can be like flight sims in which the games are mostly meant to be played on realistic simulation, but the toggles are there to help people ease their way into the game.
It would take a long time to get anywhere (stars are light years apart), and having relativity+FTL would allow you to violate causality (e.g. leave and then arrive back... before you left ) .I'm actually surprised there are no relativistic single player space sims. The visual effects and behaviour I've seen in relativity demo tools are deeply weird and would probably be quite interesting to play with.