Update 2017-01-17 Design Analysis

Details about updates to Shores of Hazeron

Re: Update 2017-01-17 Design Analysis

Postby Celarious » Tue Jan 17, 2017 8:05 pm

Can I just ask about a thing I've been having trouble with?

In terms of doors, I have a door on the ship that has two states, open and closed, however, when attempting to walk through the open door, I collide with the hull. If I use a hull void, you can walk through the door even when it's closed.

Because of this, I don't really know how to make it work. Any help?
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Re: Update 2017-01-17 Design Analysis

Postby Phenoix12 » Tue Jan 17, 2017 8:39 pm

Phenoix12 wrote:A few questions:
1. How do we view the collision shapes for our ships? The collision detection on the ship I've been working on is a big wonky and I'd like to actually see what the collision mapper is doing wrong.


I've figured this one out a little bit. When I imported the ship in from Blender the ship was actually kinda tiny... After sizing it up the ship properly it mostly went away. Still a little bit wonky in some places (i.e. collision detection makes the hull out to be bigger then it actually is in some places) but now at least I'm not running in to walls where there are none and walking though walls where there should be.

So there might be a problem with making very small ships as the collision detection gets odd at small sizes,
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Re: Update 2017-01-17 Design Analysis

Postby Haxus » Tue Jan 17, 2017 9:12 pm

You should be able to associate one or more voids to a door state. Then they should only act as voids when the state is current.

If that doesn't work, it could be a bug.

I have a note to test this.
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Re: Update 2017-01-17 Design Analysis

Postby Celarious » Tue Jan 17, 2017 9:32 pm

Haxus wrote:You should be able to associate one or more voids to a door state. Then they should only act as voids when the state is current.

If that doesn't work, it could be a bug.

I have a note to test this.


Oops, I completely forgot about associating hull voids with doors. Yeah it works, I selected the hull void and the door, and associated them and now it works, thanks!

Actually, I've noticed that although I can walk through the door, I can also walk through it while it's closed. The hull void is associated to the door and the faces of the hull void disappear when the door is closed, but I can still walk through it. Yeah, I think it's bugged
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Re: Update 2017-01-17 Design Analysis

Postby the Lana » Wed Jan 18, 2017 10:03 am

Haxus wrote:
    TL1 = 1,000
    TL4 = 2,004
    TL7 = 4,311
    TL10 = 10,015
    TL13 = 25,324
    TL16 = 70,305
    TL18 = 146,948
    TL20 = 322,468
    TL22 = 745,346
    TL24 = 1,820,807
    TL26 = 4,718,386
    TL28 = 13,020,847
    TL30 = 38,424,270
    TL31 = 67,780,585
    TL32 = 121,791,292


So it doubles in Volume every 3 TL's, until about TL 15, at which point it doubles every 2 TL's, until near the end, where it almost doubles every TL.

At first I thought that would vastly skew the advantage in favor of higher TL's, such that a TL 31 ship wouldn't stand a chance against a TL 32 ship, but then I realized that it would probably cost vastly more to make a TL 32 ship as well. Am I reading this right? Because it looks like a TL 32 ship in the old system wouldn't stand a snowball's chance in hell against a full-size TL 32 in the new system.

Is mass going to be directly correlated to volume? I presume it will, whether the mass is calculated from the volume itself or the equipment.

…which makes me wonder about armor, and its contribution to TL and what not in the new system. Is armor going to be a function of volume, just like other systems?
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Re: Update 2017-01-17 Design Analysis

Postby Deantwo » Wed Jan 18, 2017 2:16 pm

the Lana wrote:…which makes me wonder about armor, and its contribution to TL and what not in the new system. Is armor going to be a function of volume, just like other systems?

I am kind of thinking that armor should maybe be like the other systems, taking up an amount of volume. The larger the ship, the more volume is needed to protect it.
It would likely feel better than the current "armor level" thing.
I invalidate your reality and wait for it to be refreshed.
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Re: Update 2017-01-17 Design Analysis

Postby the Lana » Wed Jan 18, 2017 7:19 pm

My court plea got pushed to Mar. 20, so I'mma make Kax dig out the ol' puter and make it dance again. Get a month or two of Hazing in so I'm not complete noob when I come back.

EDIT: Update: Kax got it working again! Something about "why the hell was that ever unplugged" and "we need to dig out the thermal (something or other)". Downloading updates now :)
Last edited by the Lana on Thu Jan 19, 2017 2:51 pm, edited 1 time in total.
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Re: Update 2017-01-17 Design Analysis

Postby the Lana » Thu Jan 19, 2017 12:44 pm

EDIT: Nevermind, we got it working.

Also, whaaaaaat. The designer is a wee bit more difficult than blender, but I understand genius takes time ;)

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Re: Update 2017-01-17 Design Analysis

Postby jakbruce2012 » Sat Jan 21, 2017 4:32 pm

Is there way way to get an x-z or a y-z grid? I'm used to having the 3 separate grids like blender or 3DS(top, side, and front).
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Re: Update 2017-01-17 Design Analysis

Postby the Lana » Sat Jan 21, 2017 5:44 pm

jakbruce2012 wrote:Is there way way to get an x-z or a y-z grid? I'm used to having the 3 separate grids like blender or 3DS(top, side, and front).


I agree, I haven't worked much, but when I tried to Move or place vertices along the z axis, could not figure it out.
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