Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Hi Everyone

I think most of the major changes are done, I think. Now I will be just doing small stuff to improve security and hopefully make everything look better. :)

For help for existing users prior to website update read these posts:

Activating account:
http://spacesimcentral.com/forum/discussion/7019/troubleshooting-my-account-from-the-switch-over

Download Area Info
http://spacesimcentral.com/forum/discussion/7020/download-area-info


Please post to the administration area if you have any problems:
http://spacesimcentral.com/forum/categories/ssc-administration


-D1-

Spaceway project

farcodevfarcodev Far Colony Developer
another spacey piece of software, sadly it seems to not be updated since march 2010:



http://orbides.1gb.ru/planeter-gal.php?lng=eng



website:



http://s-way.sourceforge.net/main.eng.html
«13

Comments

  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    Nice find Farcodev . 8-)

    Look a really interesting game unfortunately I can’t get it too well on the netbook. It’s got a very small download.
  • GeraldineGeraldine SSC Supporter
    edited 4:35PM
    Noticed Steve Tyler has done the models for the ships in the game 8-) Steve is a regular poster on the Frontier forum. Must give this a try :)
  • sscadminsscadmin DarkOne
    edited 4:35PM
    Good find Farcodev :)



    I added this to the game list and will keep my eye on it. I wouldn't say it's abandoned because it has been worked over the last few years and last update was only a month and half ago. Games like Jumpgate Evolution go 6 months without a peep :)



    I did like some of the screenshots:

    [hsimg]http://orbides.1gb.ru/sway/sw-100221-4.jpg[/hsimg]



    [hsimg]http://orbides.1gb.ru/sway/sw-100220-1.jpg[/hsimg]



    [hsimg]http://orbides.1gb.ru/sway/sw-100220-15.jpg[/hsimg]



    [hsimg]http://orbides.1gb.ru/sway/sw-100220-5.jpg[/hsimg]



    [hsimg]http://orbides.1gb.ru/sway/sw-100220-12.jpg[/hsimg]



    [hsimg]http://orbides.1gb.ru/sway/sw-100220-10.jpg[/hsimg]
  • farcodevfarcodev Far Colony Developer
    edited 4:35PM
    Darkone wrote:
    Good find Farcodev :)



    I added this to the game list and will keep my eye on it. I wouldn't say it's abandoned because it has been worked over the last few years and last update was only a month and half ago. Games like Jumpgate Evolution go 6 months without a peep :)



    I did like some of the screenshots:




    thanks DarkOne (and Pinback too ;) )

    Ya didn't said it was abandonned, just no news since march hehe.



    Anyway i can't complains, i'm a lazy ass for update my website :lol:



    The screenz rocks !
  • sscadminsscadmin DarkOne
    edited 4:35PM
    I am very impressed with the screenshots from a game that is only a 4-5mb download. These do indeed rock. Shows with some hard work and some tweaking of code it make it smaller you can build a nice game that is just a few MB. I really do hope this game progresses further because I will be interested in seeing how the procedurally generated universe comes out.
  • farcodevfarcodev Far Colony Developer
    edited 4:35PM
    Darkone wrote:
    I am very impressed with the screenshots from a game that is only a 4-5mb download. These do indeed rock. Shows with some hard work and some tweaking of code it make it smaller you can build a nice game that is just a few MB. I really do hope this game progresses further because I will be interested in seeing how the procedurally generated universe comes out.




    We can hope that, these days there's some update in other projects, like for FreeOrion 0.3.14 and High Frontier, so why not this one. :D
  • sscadminsscadmin DarkOne
    edited 4:35PM
    Do checkout the updates to Spaceway, I have forgotten about this one for a while (thanks for the heads up Madtoaster). Looks like there is some great features being worked on.



    Checkout the latest updates here: http://s-way.sourceforge.net/main.eng.html



    And here is a few pics:



    [hsimg]http://orbides.1gb.ru/sway/sw-100911-9.jpg[/hsimg]

    [hsimg]http://orbides.1gb.ru/sway/sw-100911-2.jpg[/hsimg]

    [hsimg]http://orbides.1gb.ru/sway/sw-100829-6.jpg[/hsimg]

    [hsimg]http://orbides.1gb.ru/sway/sw-100829-4.jpg[/hsimg]
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    Planet size is very impressive 8-) in the fuel station scenario, it will be a pretty awesome game if they can make a game out it all.
  • farcodevfarcodev Far Colony Developer
    edited 4:35PM
    wow just wow :shock:
  • ArtlavArtlav Spaceway Project Developer
    edited 4:35PM
    Hi all, nice site you have here.

    Following Pinback invitation, here are some info on this thing.



    Spaceway is the project i'm working on every now and then. It's never really abandoned, but the combinations of the right fey mood and right project can be many months apart. So it's usually a week or so of intense work and releases with 3-9 months in between.



    The performance of this game is something of an unexplored ground, since i'm cursed with a pretty powerful PC.Not having much feedback or places to get it, i can only guess where it works and what the system requirements are.



    One thing is certain - the system requirements are going to stay quite high, since everything is being continuously procedurally generated in this universe-on-a-floppy, and wide-systems-set optimizing is a fine art i'm not a master of.



    The idea of the game wanders around - basically i make it for fun, and whatever feels fun at the moment goes into it.



    Everything is to scale - planets are thousands of kilometers of size, vessels are meters across, rubble in the surface is decimeters wide, stars are light years apart, galaxies are full of trillions of stars and are millions of light years distant. Everything is continuous, spanning 45 orders of magnitude, you can stop at any millimeter of the million light years between two rocks on planets in two distant galaxies.

    Anything you place in whatever place of that space will stay there when you get back to it.

    You can always take a shortcut thru a stargate, of course.



    In near term plans there is a much larger set of galaxies and an actually infinite universe, on the upper orders of magnitude. At lower orders of magnitudes i'm thinking of making planet surfaces useful somehow.

    Cities, trees and biomes, something to do and see.

    Stations, civilizations to handle them.

    Motion. Something moving in this currently-still world.



    The universe and it's physics are completely separate from the rendering part, so all the FPS-consuming graphics could be shed off easily. In their place there would be whatever useful simple tools a strategy or construction game might need - a map of the planet with all features, starcharts, system browsers, etc. Or, a sim game - trajectory graphs, "mission control" for spacecrafts, etc.



    Behind these the world would still be running fully even on a smartphone-level hardware.



    Essentially, it's a scaleable, do-whatever-you-want thing, and i'm still very much at loss in what to make of it.

    After all, technical achievements impress only the very few who know their value, and a game should be, above all, fun.



    So, if you see something like that in the next update, don't be surprised:

    [hsimg]http://orbides.1gb.ru/sway/gsim.png[/hsimg]



    Or, another part might look like this (current procedural vessel editor):

    [hsimg]http://orbides.1gb.ru/sway/sw-vesseditor.jpg[/hsimg]



    Although, there will always be an option to have these kind of graphics:

    [hsimg]http://orbides.1gb.ru/sway/sw-sg.jpg[/hsimg]



    Ideas and suggestions are welcome, no limits on craziness or outlandishness are set.


    Darkone wrote:
    I added this to the game list


    Where ever this list is, i'm yet to find it :)

    That's quite a site you put together, i never thought there were so many interesting space sims. salute.gif good.gif
  • sscadminsscadmin DarkOne
    edited 4:35PM
    Welcome to SSC Artlav



    Some of us have been watching your Spaceway project for sometime now and seeing it get better with every release. I have liked a lot of the screenshots of the planets and the surfaces. You have done a great job with your engine, is that homegrown engine?


    Artlav wrote:
    Anything you place in whatever place of that space will stay there when you get back to it.




    This is some great stuff. And cannot wait to see some of the worlds come alive with possible buildings, plant life or lifeforms. Since it sounds like you do everything procedurally I guess to save work you could only have a certain percentage of planets actually have these unless a player puts something on a planet.



    Artlav I noticed you use a date stamp for your version number for Spaceway. Do you have a rough guess at where you are in relation to version 1.0 of Spaceway?
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    Hello Artlav Welcome to SSC

    Spaceways is very impressive piece of work, And the atmosphere haze on the planets edge look great although I have to say that I have found the controls some what confusing and it does chugs along a bit on my old system.




    Artlav wrote:




    In near term plans there is a much larger set of galaxies and an actually infinite universe, on the upper orders of magnitude. At lower orders of magnitudes i'm thinking of making planet surfaces useful somehow.

    Cities, trees and biomes, something to do and see.

    Stations, civilizations to handle them.

    Motion. Something moving in this currently-still world.




    Defiantly like to seeing some more of that, I have away thought if you have planets which can be landed on then that planet need to at lest have the feeling of being alive.


    Artlav wrote:

    Darkone wrote:
    I added this to the game list


    Where ever this list is, i'm yet to find it :)

    That's quite a site you put together, i never thought there were so many interesting space sims. salute.gif good.gif




    You can find the list of game in the under the links section at the top of the page,it’s a big list and getting bigger all the time
  • s2odans2odan Pioneer Developer & Moderator
    edited 4:35PM
    Awesome... Ive been following this for quite some time now, as a long-time Orbiter + Orulex fan this game/sim is very appealing to me.

    D/Ling updated version now :)
  • ArtlavArtlav Spaceway Project Developer
    edited 4:35PM
    Darkone wrote:
    is that homegrown engine?
    Yes. I don't usually use third-party libraries or code in my hobby projects, unless completely unavoidable.


    Darkone wrote:
    This is some great stuff. And cannot wait to see some of the worlds come alive with possible buildings, plant life or lifeforms.
    Ideas are welcome, gameplay-related.

    Because...
    Darkone wrote:
    Do you have a rough guess at where you are in relation to version 1.0 of Spaceway?
    Not a tiniest clue.

    I'm wandering around usually, there are always a few things ahead i want to implement, and some things behind already done, but needing debugging. But long-term goals are written by a pitchfork on water.


    Darkone wrote:
    Since it sounds like you do everything procedurally I guess to save work you could only have a certain percentage of planets actually have these unless a player puts something on a planet.
    Sure, broad-scale procedural generation 101. :) The problem is that what is there in the frame takes quite a lot already.


    PINBACK wrote:
    And the atmosphere haze on the planets edge look great
    The ones in the current version?

    That's somewhat dated, and might be soon replaced by something like this:

    [hsimg]http://orbides.1gb.ru/orbf/ogla-100414-8.jpg[/hsimg]

    [hsimg]http://orbides.1gb.ru/orbf/ogla-100414-7.jpg[/hsimg]

    (Same engine, different game)



    You can get similar look already, by generating rayleight tables (startup menu, good GPU needed) and enabling raytraced sky (in F11 menu).

    Not quite done yet, however.


    PINBACK wrote:
    although I have to say that I have found the controls some what confusing and it does chugs along a bit on my old system.
    Naturally, controls feels about as good as possible for me. :?

    What can be improved? What kind of controls would you be liking?

    I assume it's not a matter of key mapping, which is already configurable.


    s20dan wrote:
    Ive been following this for quite some time now, as a long-time Orbiter + Orulex fan this game/sim is very appealing to me.

    D/Ling updated version now :)
    It might look and behave like vintage Orbiter, but the problem is that Orbiter have all the nice tools, tutorials and MFD's, and lots of ways to plan things. Spaceway? Orbit MFD and an UAP autopilot.

    And with add-ons there written in paserscript and procedural mesh/texture scripts, no easy porting is in sight.



    So, hardcore Orbiter players would get it, but regular gamers would find it confusing and undocumented.
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    No it is just a matter of remapping the keys for some reason I did not see it in the start menu :oops: ,although could really do with some explanation of what some of the control do for us non Orbiter players.

    Would like to see an orbit key that would put the ship in orbit around the planet,could be useful later on,as a game play feature for scanning the surface of a planet for any sort of mining or gathering of planet data.

    Any plans to put more cloud cover onto the planets?, or snow caped Mountain ranges?.

    also you do intend to do anything with the gas gaint rings,not been to look at then in game are they texture? or could they be done with particles?.

    Would be nice to see some asteriods belts.

    Also see the thruster firing on the ship when in the external veiws.



    Down on the planets definitely like to see some large city along with planet and animal life both ground and in the air or even in the sea
  • ArtlavArtlav Spaceway Project Developer
    edited 4:35PM
    PINBACK wrote:
    although could really do with some explanation of what some of the control do for us non Orbiter players.
    All keys and controls are described in Controls FAQ... on Russian part of the site. :(

    Fixed that, http://s-way.sourceforge.net/faq.eng.html


    PINBACK wrote:
    Would like to see an orbit key that would put the ship in orbit around the planet,could be useful later on,as a game play feature for scanning the surface of a planet for any sort of mining or gathering of planet data.
    Like shortcuts for quickly programming the autopilot to do common manoeuvres?

    A menu sounds more useful way to do that.

    Or, some kind of Ctrl+A, O sequences?



    Info screen gives all what you can scan for free...

    So do other instruments regarding radius and mass.

    Approaching a planet with unknown basic parameters on reaction engines is not going to be easy.



    Once there are surface stuff that's going to change.


    PINBACK wrote:
    Any plans to put more cloud cover onto the planets?, or snow caped Mountain ranges?.


    Snow caps should be there on desert and terran planets with proper climate, or what do you meant?

    Clouds do feel inadequately flat, but i haven't figured out a way to improve them so far without killing whatever FPS left.


    PINBACK wrote:
    also you do intend to do anything with the gas gaint rings,not been to look at then in game are they texture? or could they be done with particles?.
    Both. They are textures from a distance, but resolve into a (somewhat underwhelming so far) particle cloud when you get close. What would be better?


    PINBACK wrote:
    Would be nice to see some asteriods belts.
    As in realistic or as in Star wars?

    First could be done, but would be simply a hundred or so tiny planets around an orbit.

    Second is what you get if you fly into a ring, sans nice meshes.


    PINBACK wrote:
    Also see the thruster firing on the ship when in the external veiws.
    Quite likely to be there soon. The engine does support it since long ago, but vessel generator won't define them so far.


    PINBACK wrote:
    Down on the planets definitely like to see some large city along with planet and animal life both ground and in the air or even in the sea
    Rocks are coming soon, trees i've figured out, grass is somewhat of a question, life needs considerable thinking, non-square cities would need a very good idea.

    All are on the feature list.
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    Artlav wrote:




    Like shortcuts for quickly programming the autopilot to do common manoeuvres?

    A menu sounds more useful way to do that.

    Or, some kind of Ctrl+A, O sequences?




    It could be a option in the menu to put the ship into a standard orbit around a planet, if you were thinking of making it more of game then there would have be some way for the player to save the data so it could become a item which can be sold by the player at a station. Also having the ship in a standard orbit could give the player the option of firing probes into the planets atmosphere. In fact this may be a better way to obtain the information on a planet by

    First entering the obit to gather information on weather there anything of interest then firing probes into the planet to gather more detailed information about planets make up.




    Artlav wrote:
    Both. They are textures from a distance, but resolve into a (somewhat underwhelming so far) particle cloud when you get close. What would be better?




    As you said texture in the distance then particles for the rings on a gas giant. Maybe making them denser as you got closer to them .


    Artlav wrote:
    As in realistic or as in Star wars?

    First could be done, but would be simply a hundred or so tiny planets around an orbit.

    Second is what you get if you fly into a ring, sans nice meshes.




    Asteroid belt which goes around a star system would be quite some thing as I don’t think it been done in any game before, most games just placed them in groups around the system. I would like to see something like the tumbling asteroids from Empire
  • edited 4:35PM
    This looks incredibly cool! I've played SpaceWay Project a few weeks ago and, honestly, didn't think much of it. Maybe because I don't know how it works but I just gave it another go with the latest version and I've seen some incredibly good looking planets! Hats off to you!



    Right now, I'm hooked on Pioneer but Spaceway Project is definitely something to keep an eye on, i.m.o.



    I do hope you will make the sim a bit more userfriendly because I'm totally unable to control the spaceship. I've tried about 15 minutes to get to the surface of a planet but all I can do is spin around, totally out of control. From the comments, I'm guessing this is going to be more something like Orbiter instead of a regular spacegame? I like realism but I hope you're going to add some gameplay to it as well. I'd love to be able to land on a planet and deploy a buggy for instance, so you can drive around and explore the surface. And like Darkone said, it would be nice if there were foliage and animals. Maybe settlements to visit and trade stuff with. Or mine asteroids or minerals on planetsurfaces.



    Anyway, it's your project and you can do with it as you please of course. But man, those hazy clouds as seen from space are just awesome! I wish Pioneer would have them :D . Carry on!
  • edited 4:35PM
    Asteroid belt which goes around a star system would be quite some thing as I don’t think it been done in any game before, most games just placed them in groups around the system. I would like to see something like the tumbling asteroids from Empire




    Second that! Huge asteroid fields at the far edge of a starsystem would be awesome! Great to hide in, or to explore or to mine resources. And not just those silly little asteroid patches you have in Vegastrike or Evochron but really long stretched out fields, like our own Kuiper belt. Maybe, it would even be something to keep in mind when using a hyperdrive. In the Isaac Asimov Foundation books, before a spaceship could make a jump, it would first have to move a long way to the edge of the starsystem, away from the mass of huge bodies like the central star and gasgiants and preferably, far away from asteroids. So first you have to travel quite a while and not jump around whenever it suits you. That should give the player more of a feeling of the scale of the galaxy. Maybe you COULD make a jump whenever it suits you but then you'd risk crashing your ship or misjumping somewhere in the void far away from a nearby starsystem. Such attention to details always makes me happy :D.



    Waiting a long time before you can make a jump may seem boring but in the mean time you should have something to do on the ship itself. Like study the data of the system you're in (or planning to go to) on your computerscreen. And, if gameplay is more important than realism, the spaceship should be fast enough to travel from a planet to the edge of a solar system in about 30 or 45 minutes. This way, the timecompression should not be used for travelling and it will still give the player the feeling of scale because it takes a while to get anywhere. You'll admire a newly discovered planet more if it took you a while to get there. If the ship is not fast enough, you'll have to use timecompression and, while this may be useful sometimes, during gameplay it's often a bit irritating. If the ship is not fast enough and you decide to travel without timecompression, it will sometimes take days (realtime!) to get somewhere. Like in Elite and Pioneer. The engines are very very fast in those games but it still takes huge amounts of time if you don't use timecompression. Therefore, it may be nice to put very fast interplanetary drives on the vessel so timecompression is no longer a must while keeping the feeling of scale. Without timecompression, adding multiplayer might also be possible in the future.



    Well, this was quite a story, I know. But it's just something that's always been inside my head as how the (i.m.o.) perfect spacegame should be. What I already like about SpaceWay project is all the information screens and MFD's. Very impressive! Please keep them!
  • edited 4:35PM
    really long stretched out fields, like our own Kuiper belt.




    That's why he asked "Realistic or Star Wars". Our own Kuiper Belt has a density smaller than a commercially produced vacuum here on earth. It's a rock flying around every few hundred thousand kilometers. You can pass through it without ever seeing anything, unless you aim for a piece of rock by intent or are very, very very lucky (or unlucky, if you happen to vaporise your ship).



    A star wars type belt would have to be procedurally generated I guess, similiar to a planets surface. But that kind of "asteroid field" you'd only find in planetary rings, and those tend to be rather thin (Saturns rings are somewhere around 15 meters thick).


    I've tried about 15 minutes to get to the surface of a planet but all I can do is spin around, totally out of control.




    Yeah, Orbiter players tend to forgett that Orbital Mechanics are not everyday knowledge... but SpaceWay has a Warpdrive (activate with shift W, speed up or slow down with shift +/shift -) that lets you fly around pretty comfortably without knowing anything. And pretty fast too.
  • edited 4:35PM
    The asteroid fields don't necessarily have to be very dense, but strechted out is more important i.m.o. Even if there's only a random generated rock here and there would still make it very nice to explore, or to hide on the surface of a rock or to mine. It would be nice if systems would be surrounded by a belt like the Kuiper Belt anyway and not just those very small patches. The more objects to explored, the better. Especially when each rock is generated procedurally.



    I don't think I'll ever going to find the patience to learn how Orbiter works. I like flightsims but Orbiter is just too much for my poor brain :D . I tried it yesterday when I read your comment about the random generator you're making for Orbiter. I could hardly reach 65K feet, then the spaceship started stalling, LOL. But I will try that Shift W tip for Spaceway project. By the way, that program you're making for Orbiter looks really nice. It doesn't work with Orbiter yet? When will it be ready? Maybe, if I can visit all those planets, I'll have to give Orbiter a (I don't know, 10th?) try and this time, finish the tutorials.
  • edited 4:35PM
    It doesn't work with Orbiter yet?




    The currently available version is only a demo of the capabilities galaxy generator, without any interface to Orbiter, yes. It was majorly released for testing pourpuses, but also to keep up motivation on my end. As it is, the new version (0.6, the first version to interface with orbiter and do what it's supposed to do) is almost finished. I hope to be able to release it at the beginning of November, but for some part this will also depend on Artlav, the creator of spaceway. Because I'm using his texture generator (because I totally suck at any math beyond trigonometry), and since he's currently rewriting it it wouldn't make much sense to release my Orbiter add-on without a stable version of his new texture generator. Obviously he's currently busy doing other brilliant stuff for Orbiter (he's kind of Orbiters mad genious... always testing stuff everyone else thinks is impossible, and actually making it work), so I'm not quite sure when he'll get around to it...


    I could hardly reach 65K feet, then the spaceship started stalling, LOL.




    reaching Orbit is about building up HORIZONTAL speed, not vertical. You only want to go straight up in the beginning to get out of the denser atmosphere, then all you really want is build up horizontal velocity. And for getting back again, you don't thrust towards the planet. You loose horizontal velocity, and let the planet pull you in. Works in Orbiter, Spaceway, real live and with every other sound gravity model (would even work in Pioneer and FFE, just that there you don't need it because the engines are ultra-uber-powerfull). Orbital mechanics are tough at first, but once you figured them out you'll never want anything else. They're just to cool, too practical and too immersive. There ain't nothing quite like participating in the great dance of the planets!



    anyways, enough OT.
  • sscadminsscadmin DarkOne
    edited 4:35PM
    Some great thoughts here and game play tips, thanks Uncle Bob.



    I didn't know the Kelper Belt was actually that sparsely populated with asteroids. So if that is true I would recommend the 'Star Wars' style asteroid belt just to make visiting it a interesting place with a lot of flying rocks everywhere.


    UncleBob wrote:
    reaching Orbit is about building up HORIZONTAL speed, not vertical.




    I didn't know that at all, learn something new all the time.
  • edited 4:35PM
    I didn't know that at all, learn something new all the time.




    Douglas Adams described the concept of an Orbit very well: It's about falling and constantly missing the ground. Orbital velocity is the velocity for a given Orbit (faster for lower Orbits, slower for higher Orbits) where you are too fast to hit the earth while falling towards it. You are literally falling around the earth, missing it all the time.
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    Falling never killed anyone its hitting the ground that kills you.

    That makes ground very dangerous :?

    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.



    pleiades_planets.jpg
  • edited 4:35PM
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.




    Since those processes take a couple of million years, you'd have to wait around quite some time to see anything happen...
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    UncleBob wrote:
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.




    Since those processes take a couple of million years, you'd have to wait around quite some time to see anything happen...






    Thats the nice thing about games you can speed it up.
  • farcodevfarcodev Far Colony Developer
    edited 4:35PM
    PINBACK wrote:
    UncleBob wrote:
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.




    Since those processes take a couple of million years, you'd have to wait around quite some time to see anything happen...






    Thats the nice thing about games you can speed it up.




    ...in a limited range, not in a million years one :lol:
  • PINBACKPINBACK SSC Moderator
    edited 4:35PM
    farcodev wrote:
    PINBACK wrote:





    PINBACK wrote:
    Thats the nice thing about games you can speed it up.




    ...in a limited range, not in a million years one :lol:






    Maybe not millions :lol:

    but in a game you could have planetary bombardment dust gas and big rock swilling about in a pea soup of a solar system, also if you really need a reason for it remember that string of asteroids that hit jupiter a few years back if they had hit one of the moons then there would have been a lot chaoes.
  • farcodevfarcodev Far Colony Developer
    edited 4:35PM
    PINBACK wrote:


    Maybe not millions :lol:

    but in a game you could have planetary bombardment dust gas and big rock swilling about in a pea soup of a solar system, also if you really need a reason for it remember that string of asteroids that hit jupiter a few years back if they had hit one of the moons then there would have been a lot chaoes.




    Oh ya you're right, i remember it ! and thank you you just gave me a nice idea for a game event (which will be implemented for the 1.3 in the far far :? future) !



    And in some terraforming theories, asteroids are used to speed up the process ;)
Sign In or Register to comment.