To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
So... (and by all means don't take this post too seriously)
...how hard would it be to introduce relativistic effects into Pioneer?
Considering we are 'flying' craft that are capable of relativistic speeds (which is essentially anything greater than 0.1c, or 30,000km/s), how cool (or not) would it be to experience some time dilation effects?
As you approach light speed, the following would be happening:
- thrust is unchanged, but...
- mass increases, meaning that acceleration decreases to zero
- system time speeds up (that would play havoc with delivery schedules!!)
Having only studied special relativity in my early years at university, I have no idea what other effects would pop up, especially if general relativity was implemented...
(I don't want anyone to think I'm ungrateful for the fantastic work that has been done already - the work that this community has done has allowed me to relive my forgotten gaming history...and polish up on my physics at the same time!)
Oh and getting myself off topic, I thought I'd share my formula for navigating a system without the autopilot...
First get the forward and reverse thrust values for your ship.
For the Eagle Long Range Fighter that's:
62000N forward
25000N reverse
Add these numbers together, you get 87000N.
Divide forward thrust by total and you get 62000 / 87000 = 0.7126
So, to get from point A to point B, select your destination, decelerate to zero relative velocity and make a note of the distance.
Let's say you've arrived in system and the sun is 5.87AU away.
Multiply this distance by 0.712 and you get 4.18AU. Point at your destination and accelerate until the distance remaining = 4.18AU, then set your speed back to zero.
I find this method gets you to within 1% of your destination, so you'll need to do this a couple of times as you zero in on your final destination.
Sure, the autopilot is faster in that it simply goes to the halfway point then turns around, but I like to see where I'm going out the front window thank you very much!!!
The neat thing about this method is that you don't need to take your laden mass into consideration.
I used a simpler version of this method in FE2 when I didn't have an autopilot or had to get someplace quickly to meet a deadline. I simply noted the distance to the planet and set my speed to a ridiculous amount, accelerated to half the distance then pointed my tail to the planet and set speed to zero. After doing three times or so I was close enough to cruise in. Of course, I did have to use the rear view, but I was using my main engines the entire time. I posted before how I used a variant of this to outrun three Eagles in an unarmed Adder. I call this the Zorro maneuver. When the enemy ship approaches you point your nose so that the planet is in the upper left corner of the viewscreen. Continue until the ship approaches again then point your nose so the planet is in the upper right of the viewscreen. Next time the lower right, then the lower left, and repeat the pattern, which resembles a Z. When you reach half the distance to the planet point your tail toward the planet and repeat. If you do this, you're using your main engine while the enemy uses their side and top and bottom thrusters to try to track you. They swing away wider and wider each time. The AI in Pioneer is probably better so this technique may not work. Use at you own risk. 😆
The coolest (and most insanely complex) thing to implement would be the fact that light travels at a finite speed. Which would imply that you'll see things where they were some time ago, not where they are. This would make long range scanning more complex because you could only guess where to look for other ships given their last known position and direction and how far (thus how long ago) they were... pretty mad. (for celestial bodies, since they're on fixed orbits, this would be less a problem - you could even say that your computer does the math and put them where they really are anyway...).
EDIT : another fun thing with that would be that travelling at a significant fraction of lightspeed (which would suck up fuel mightily btw) means the others won't see you coming until very late (Idea taken from Ian M. Banks' The Algebraist, a really good read), but aside from hurling asteroids at large targets it wouldn't be practical to attack because slowing down in time would be impossible.
unfortunatly no AI can follow you in pioneer.
braben has "cheated" FE2 to reach that, because if you think then it would be like in pioneer, maybe they could reach you but it would take a long, a very long time and only when you brake down. usually you reach your target long before they have only a glimpse of a chance to reach you, even when you fly a lumpy ip shuttle.
this is (in FE2) the reason why the "missile bug" appears, any ship that uses full time acceleration will be faster as it is when you would fly at normal time. additionally frames in time acceleration in FE2 get updated in very long steps, that's why you can fly through a body at full time acceleration. remeber the strange thing that happens in FE2 when a courier fire a missile at you, right after that they use usually full time accel. and your target is in a wink of the eye .5 AU ahead of you. those (AI) imperial pilots are real cowards, firing a missile at you and leaving to "hyperspeed".
i'm not shure if that should be changed for pioneer, it would mean less realism, but on the other hand more fun to battle when you can't fled.
speed of light, or relativistic speeds would make it impossible to play, fun will be gone completely.
in relativistic speeds it's impossible to reach another one that has a similar speed (remember? you feel that allready at lower speeds and i believe that this is the reason why max. speed in FE2 is that limited).
fact is at speed of light your lasers wouldn't fire! because it's not possible that a lightbeam can leave your ship moving allready at SOL.
it's cool to have realistic physics in a space sim, but a game is for fun mainly.
Perhaps the stardreamer could work on a proximity basis? The closer another hostile ship gets relative to yours, this would trigger the stardreamer to drop a notch in stages until the ship is nearly upon you. Then it would refuse to work until the enemy ship was destroyed or evaded. As it already does this with landing and approaching planetary bodies, perhaps the stardreamer could be tweaked to include intra-system travel too?
The AI is going to be overhauled soon. I've managed to attract a new programmer to the project. He is possibly the most awesome programmer and game designer ever to work on elite-style games, and when I reveal his identity I promise you there will be dancing in the streets of Pioneersville. (He asked me not to until his first work is ready.)
😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀 😀
Could it be? 😯 No, no it wouldn't be HIM................would it? 😕
i guess, allready disabling the stardreamer when in battle would help a lot, still you could fled but it would be boring, so you're forced to fight.
but first we must get rid of the unarmed ships, they carry everything they can have but have no weapons, especially every ship under 100t.
personally i think (thought) because we have rear weapons but they didn't work (and when a AI fits occasionally a rear gun he has no weapons that will work).
but we have now since alpha7 a working single gun setup, still the smaller ships come unarmed, allready i was hooraying "cool i can have single gun setup", but i found out that didn't helps the AI.
really i have to laugh out loud sometimes reading, "you will regret dealing with potsmoke bonglee!" and then they can't fire at you, not even a tomato or a brick.
at least the should crawl out of their machines and attack you with a knife or a stick, hurling a stone after you, whatever.
sometimes they have missiles, but it seems they have no guns, a missile released by AI i havn't seen anyway.
so please before we got all the graphical enhancements that are up to come, we (i) need armed enemies, armed to the teeth, ready to kill you wherever and whenever they can. evil as evil can be for a AI.
you must know i'm the "i show no mercy" kinda pilot, each ship i see is a target for me.
but blasting "ateroids" is no big fun, i need challenge.
vay' DaghIjlaHchugh bIHoSghaj 😈
I still think we need a super baddie, "something" to install fear when they show up.
there are two no three candidates coming to my mind
JJAGGED BBANNER?
"i (un)scrambled FE2"?
and
Mr. impossible mission?
or one we would never expect? pops? (no impossible).
😆
HIM HIM surley not HIM but if it is HIM awesome whoever HIM is.
well you should know HIM, whoever HIM is...
---
a super baddie, kinda vader?
or bring back the supreme race of thargoids.
could be named something else
personally i don't believe we would ever find such in reality, but for a game it suits.
yes, i would like to see/meet several alien races why not?
give them stupid stereotype characters, that's sci-fi.
this only describes in which small boundaries we humans think, because they characterize us in the end.
who wouldn't like to be part of such a balanced race as humans are in star-trek.
but we arn't, we are everything else between klingons and ferengi.
well some might say that's "kitsch", i like it anyway else i wouldn't like sci-fi.
I dare not speak HIS name.............I mean it can't be.........HIM, it's just wishful thinking on my part 🙄 I will just wait until Tomm makes his announcement, I am sure if Tomm thinks (whoever it is), is that good, they will make a wonderful addition to the Pioneer team. 🙂
As for the super baddie, in my view it is good that players are left with a little uncertainty when they go looking in unexplored systems within the game. Stops them being too complacent! 😈
i think one baddie is to bland.
So far we have earth
Earth colonies
Indepdant worlds
Corparate worlds
Dictatorships
Earth Colonies could be further divided into factions
Indepedant worlds could have their own (random faction police force name)
Corparate worlds could have mercaneries and privateers to intercept non corparate shipping
Pirate factions ( based around star system name - faction) or multi system groups ( even their own hidden bases)
Alien factions - u could make a unlimited amount and new ship types
U could have new factions generated as space opens up.