Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
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Gaius Konstantine
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @d-c-elington
For instance I was thinking that the NPC ships should be made persistent and provided with a detailed history (ownership, port logs etc)
I would like this. In my opinion it would do wonders for immersion.
For instance I was thinking that the NPC ships should be made persistent and provided with a detailed history (ownership, port logs etc)
I would like this. In my opinion it would do wonders for immersion.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @d-c-elington
I was thinking that the NPC ships should be made persistent and provided with a detailed history
Damn, it's that ship again! Who are those guys?
I was thinking that the NPC ships should be made persistent and provided with a detailed history
Damn, it's that ship again! Who are those guys?
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Hi all,
Last update on the simulator side before diving into the NPC traffic
The ship does not know exactly where it is anymore and derives its location from 3 sources:
- Proximity Positioning System: high-precision (3 cm) radio navaid around stations for approach and docking phases,
- Space Positioning System: = GPS! The model includes "dilution of precision" effects i.e. how the relative position of the satellites as seen from the receiver degrades the intrinsic accuracy ~30cm
- X-Ray Pulsar Receivers: a natural GPS system graciously offered by the universe
(precision around 200 m but after several hours of integration time)
On top of that star trackers provide the orientation information and inertial systems supplement the system by continuously integrating the laws of motion based on laser gyroscopes and accelerometers (nominal drift 35m/h after calibration).
From the gameplay standpoint:
- high-precision flying requires to setup the comms units,
- the ship feels less "on rails" that it used to (in the locations without GPS service),
- there are choices to make when configuring the jump-drive, with a trade-off between the equipment's wear and a risk of jump failure.
Last update on the simulator side before diving into the NPC traffic
The ship does not know exactly where it is anymore and derives its location from 3 sources:
- Proximity Positioning System: high-precision (3 cm) radio navaid around stations for approach and docking phases,
- Space Positioning System: = GPS! The model includes "dilution of precision" effects i.e. how the relative position of the satellites as seen from the receiver degrades the intrinsic accuracy ~30cm
- X-Ray Pulsar Receivers: a natural GPS system graciously offered by the universe
On top of that star trackers provide the orientation information and inertial systems supplement the system by continuously integrating the laws of motion based on laser gyroscopes and accelerometers (nominal drift 35m/h after calibration).
From the gameplay standpoint:
- high-precision flying requires to setup the comms units,
- the ship feels less "on rails" that it used to (in the locations without GPS service),
- there are choices to make when configuring the jump-drive, with a trade-off between the equipment's wear and a risk of jump failure.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Nice one DC looks like you going to have to write one big manual when you get finished.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @pinback
Nice one DC looks like you going to have to write one big manual when you get finished. I must admit that the "departure checklist" might start to sound a bit like "are you really really sure you want to undock?".
But on the other hand that also makes it nice when finally safely docking back to a station at the end of the mission
Nice one DC looks like you going to have to write one big manual when you get finished. I must admit that the "departure checklist" might start to sound a bit like "are you really really sure you want to undock?".
But on the other hand that also makes it nice when finally safely docking back to a station at the end of the mission
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Hi SSC, at last the "CSN Type 9 Frigate" now has a skin
[attach]54[/attach]
[attach]55[/attach]
(about the scale she's about 120 m long for 220 metric tons with full tanks. The dark scheme is to figure a highly-reflective anti-laser armor)
Everything is procedurally generated so the same routines will be used to generate the NPC ships.
[attach]54[/attach]
[attach]55[/attach]
(about the scale she's about 120 m long for 220 metric tons with full tanks. The dark scheme is to figure a highly-reflective anti-laser armor)
Everything is procedurally generated so the same routines will be used to generate the NPC ships.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Nice D.C , think I mentioned this before but it reminds me of the Excalibur from the Babylon 5 spin off series Crusade.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Ah yes the 3 wings are very characteristic!
Unless I'm mistaken here's what they would look like at maximum reactor power when they reach about 2000 K
[attach]56[/attach]
Unless I'm mistaken here's what they would look like at maximum reactor power when they reach about 2000 K
[attach]56[/attach]
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Now you mentioned it, it does look like a Viper.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @d-c-elington
Unless I'm mistaken here's what they would look like at maximum reactor power when they reach about 2000 K
Fade away and radiate! Good band, Blondie! Posted by: @pinback
Now you mentioned it, it does look like a Viper.
What? A Colonial Viper?
Unless I'm mistaken here's what they would look like at maximum reactor power when they reach about 2000 K
Fade away and radiate! Good band, Blondie! Posted by: @pinback
Now you mentioned it, it does look like a Viper.
What? A Colonial Viper?
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Good job on the skinning work @d-c-elington, you mentioned you are going to use procedural generation to create random NPC ships. So will that use some sort of template to work off of or can we expect some crazy combinations? 
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CaptainKal
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
@d-c-elington
Hall Effect Ion drives, with solar powered (wings) powerplant? Or the wings are used as radiators?
Hall Effect Ion drives, with solar powered (wings) powerplant? Or the wings are used as radiators?
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @sscadmin
procedural generation to create random NPC ships
I was precisely wondering about this too!
But working on the mesh generator quickly revealed that ships would be much less random than the stations, if not at all. Also for some time I was thinking about a routine to process a set of operational specifications (main role, endurance, acceleration, payload etc) into actual shapes but that would prove too complex I'm afraid. So basically what I have is a tool that draws ships from a list of variables, and I will proceed in the good old fashion and design the models myself. Also I think that makes more sense in the context, like with real airplanes that are all instances of a limited set of models. And I'll add the custom designs the same way (typically the not too legal ones!).
So "procedural"... but not "random"
procedural generation to create random NPC ships
I was precisely wondering about this too!
But working on the mesh generator quickly revealed that ships would be much less random than the stations, if not at all. Also for some time I was thinking about a routine to process a set of operational specifications (main role, endurance, acceleration, payload etc) into actual shapes but that would prove too complex I'm afraid. So basically what I have is a tool that draws ships from a list of variables, and I will proceed in the good old fashion and design the models myself. Also I think that makes more sense in the context, like with real airplanes that are all instances of a limited set of models. And I'll add the custom designs the same way (typically the not too legal ones!).
So "procedural"... but not "random"
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @captainkal
Hall Effect Ion drives, with solar powered (wings) powerplant? Or the wings are used as radiators?
It's a torchship so the wings are huge radiators and there are three main sections: fusion reactor, liquid hydrogen tanks (= propellant mass) and finally crew quarters at the front (supposedly far enough and behind enough shielding!).
About performance at full tanks the 50 GW of the power plant can accelerate its 230 tons at a bit more than 2 m/s² (0.2 G). (It's possible to increase the thrust but at the expense of the overall endurance)
Hall Effect Ion drives, with solar powered (wings) powerplant? Or the wings are used as radiators?
It's a torchship so the wings are huge radiators and there are three main sections: fusion reactor, liquid hydrogen tanks (= propellant mass) and finally crew quarters at the front (supposedly far enough and behind enough shielding!).
About performance at full tanks the 50 GW of the power plant can accelerate its 230 tons at a bit more than 2 m/s² (0.2 G). (It's possible to increase the thrust but at the expense of the overall endurance)
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CaptainKal
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
@d-c-elington Beware A lot of Math:
[url]http://www.projectrho.com/public_html/rocket/torchships.php#nomogram[/url]
[url]http://www.projectrho.com/public_html/rocket/torchships.php#nomogram[/url]
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
@captainKal Thanks! It is certainly confusing but actually I worked on the ship's systems and simulation way before giving it a skin! So indeed there were a lot of maths, reading, and feverish online research involved!
Here's a view of her engineering station with an animated 3D schematic of the powerplant (and that used to serve as makeshift external view up to now)
[attach]57[/attach]
Here's a view of her engineering station with an animated 3D schematic of the powerplant (and that used to serve as makeshift external view up to now)
[attach]57[/attach]
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @cody
What? A Colonial Viper?
That's the one not the Elite one, and as Karacho said a giant one.
With theses panels generating so much heat radiation would they not be a target for any near by missiles.
What? A Colonial Viper?
That's the one not the Elite one, and as Karacho said a giant one.
With theses panels generating so much heat radiation would they not be a target for any near by missiles.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @pinback
With theses panels generating so much heat radiation would they not be a target for any near by missiles.
Indeed, but missiles have a limited DeltaV budget too, probably around 15 km/s. As a relative velocity and given the engagement distances that's comparatively quite slow and if they activate from too far away a ship will have plenty of time to destroy them with its main laser (or any long range weapon) or even possibly out-maneuver them. So a tactic could be to deploy missiles on intercepting orbits well in advance so that they can ballistically and stealthily approach the target: they don't have a reactor and will be much more difficult to detect when not maneuvering. Then if getting close enough they'll rush at high acceleration for the kill. That would make them more like "moving mines" as we discussed a while ago.
For defense the ship will have coil-guns, but also its main engine: if the reactor has been spooled-up in time the plasma plume will be able to vaporize anything within a few tens of kms. That's a "torchship" after all!
With theses panels generating so much heat radiation would they not be a target for any near by missiles.
Indeed, but missiles have a limited DeltaV budget too, probably around 15 km/s. As a relative velocity and given the engagement distances that's comparatively quite slow and if they activate from too far away a ship will have plenty of time to destroy them with its main laser (or any long range weapon) or even possibly out-maneuver them. So a tactic could be to deploy missiles on intercepting orbits well in advance so that they can ballistically and stealthily approach the target: they don't have a reactor and will be much more difficult to detect when not maneuvering. Then if getting close enough they'll rush at high acceleration for the kill. That would make them more like "moving mines" as we discussed a while ago.
For defense the ship will have coil-guns, but also its main engine: if the reactor has been spooled-up in time the plasma plume will be able to vaporize anything within a few tens of kms. That's a "torchship" after all!
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @d-c-elington
the plasma plume will be able to vaporize anything within a few tens of kms. That's a "torchship" after all!
Yep! A quick sweep across an enemy ship's hull and all its sensors are fried - it's blind.
the plasma plume will be able to vaporize anything within a few tens of kms. That's a "torchship" after all!
Yep! A quick sweep across an enemy ship's hull and all its sensors are fried - it's blind.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Hi SSC,
Here is a short vid about NPC ships in the game. The most common models are ready and currently being instantiated in a docked state at their home station. And so the next task will be to have them moving around! A likely tough nut to crack hence this intermediary update as a "proof of ongoing dev"...
Stay safe,
David
Here is a short vid about NPC ships in the game. The most common models are ready and currently being instantiated in a docked state at their home station. And so the next task will be to have them moving around! A likely tough nut to crack hence this intermediary update as a "proof of ongoing dev"...
Stay safe,
David