Huge Spaceship-thingy collab

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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Sun Dec 06, 2009 1:50 pm

Man, this sucks.... I mean, it`s great, that ships looks badass but i`m kinda embarressed I couldn`t make up those thrusters, I mean, look at them xD Anyways, cool, I´ll just study Ra2lovers thrusters more, for the spawnrockets ya know!
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Re: Huge Spaceship-thingy collab

Postby Under Ground » Sun Dec 06, 2009 1:52 pm

okay, dude. So, what should I get up to next?

Plus, I suggest adding the thrusters ect at the end, as we will be able to get the weight ect right.
I added them there to demonstrate them.
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Sun Dec 06, 2009 3:14 pm

kay, maybe some weapoins now, I mean we got a shield, escapepods, and we can get the hell outta anywhere with those thrusters, but we don`t reallykick ass with this so I suggest adding some weapons...
Just do whatever you like, my big project for this are still spawnbased intercepting missles so choose something diferent please... maybe a gun? ^^ (whoa i am so damn creative xD)
Yeah, just do whatcha want, but it would be coolest if they kinda popped out of some door in the hull so maybe you`ll just make some hatch for it... that is all
Thanks for the really awesome participation here, good work! (I am kinda the least productive here xD)
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Sun Dec 06, 2009 5:55 pm

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Hyperspace drive. Might be usefull, but works well only if ship has no moving or loose parts because they're ripped off or stay in place during jump.

I'm working on new force field that makes itself visible and +inf density only when hit.

And I think that i'm least productive - all I did was submitting some old scenes lol. (force field is excepcion)
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Sun Dec 06, 2009 6:07 pm

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Updated my force field :)
still 1 collision group is unusable, but field is much lighter, more stable, virtually no lag and can stop anything (+inf density yea)
Anything with controllerAcc = 101 can cross it with ease.

As for creativity... How about cannon shooting hyperspace bullets? (they make short 100-1000m jump then stop and explode)
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Sun Dec 06, 2009 8:08 pm

xD
Okay, this really kicks ass, but problem is that most people who are not that good at thyme will not understand this... I kinda do, but not completely... I wantd to do a collab where every single used thing is understandable.. a collab where everyone can participate with ease, without having to make a new thread for asking things they don`t know (I know what i`m talking about xD). What I wanna say is, could you explain it pleeeaase with whipped cream and sugar on top? xD

Otherwise i`d not like to use it (if everyone says "just use it, damnit!" I will, democracy ftw!)

But hay! Thanks a lot anyways, this kicks ass! ^^
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Sun Dec 06, 2009 8:35 pm

Balls are attracted by linear attraction - it lasts for big distances, so when they're too far, they are attracted.
At the same time, they're repelled by quadratic attraction. it's strong, but only when the're close to generator.

Each shield 'ball' consists of 2 circles. one is collision g and is affected by generator attraction/repulsion. The other one is collision A and it collides with incoming projectiles.

All A collision balls have geometry controller acceleration set to 101.
When they collide with an object, they set their density to +inf if the incoming object has geometry controller other than 101 (all objects other than shield itself), and they return to normal state when colliding with 101 controller objects (so they become normal when colliding with each other).



As for hyperdrive.. it spawns ultra-heavy ball, collides with it with high restitution and sends itself travelling at many km/s. then, after 1 laser cycle, one part of hyperdrive is set to +inf density, stopping the device. Shortly after, it's set back to normal.

I create 1 laser cycle delay by making a box that blocks laser, but becomes transparent when hit by it. So it blocks one pulse, then becomes transparent and lets the laser to go through.
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Re: Huge Spaceship-thingy collab

Postby xplane80 » Sun Dec 06, 2009 9:50 pm

I've designing a centrifuge as a way to create artificial gravity. Here are the specs of it so far:-

r = 2.7
c ≈ 8.4823
Rad/s ≈ 3.41022124
g force = 1 (±0.5g)

To calculate g force you do this:-

find the radius
r= 2.7

then find the circumference (r*π)
c≈8.4823

then do this

9.81*2.7 = V^2

V= 5.1465522 m/s

then you do this

v/c = 0.542753567656695 Hz

then convert it do rad/s

Hz * 2π
0.5427536*2π = 3.41022124 rad/s

this should be better than using the attraction tool because that could interfere with other components and the artificial-g machine would have to be circular or a hoop.
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Re: Huge Spaceship-thingy collab

Postby xplane80 » Sun Dec 06, 2009 9:57 pm

We could make the space ship like a massive stanford torus. http://en.wikipedia.org/wiki/Stanford_torus

I made one in Phun 5 a while ago but it was stationary.

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we could something like this inside the spaceship.
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Sun Dec 06, 2009 10:27 pm

but why would we use those... this is a damn warship! They don`t have air conditioning in fighting jets! you could make a space station though ^^

@davidz: yeah, that`s what I meant!
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Mon Dec 07, 2009 2:41 pm

How about making the spaceship modular like space station? That would make it easily extendable, and there won't be any troubles with finding place to install new component.
I know that such structure is a bit fragile foa a warship, but force field protects it anyway.

btw I discovered that when scaling my field generator up, repelling force must be increased to keep everything stable. (because field radius depends on attraction/repulsion balance, and not on actual size of components)
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Re: Huge Spaceship-thingy collab

Postby KarateBrot » Mon Dec 07, 2009 4:42 pm

of course, because quadratic repulsion and linear attraction aren't changing at the same amount with distance.
you can calculate the new values with

n * r = - G_repulsion / G_attraction * m_repulsion / m_attraction

- - - - -

n: scaling ratio
r: shield radius before scaling
G_repulsion: repulsion amount
G_attraction: attraction amount
m_repulsion: mass of the repulsing geometry
m_attraction: mass of the attracting geometry
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Mon Dec 07, 2009 5:47 pm

well, If everyone`s okay with that (wait for answers)
I am for my part, we can just plant around most of the stuff. My only worry is that it will look a bit crappy flying around when it`s just a big pile of tubes xD
Anyways, I am waiting for
Sonic -> Yes (I guess)
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to answer.
Last edited by PlanckBanck on Mon Dec 07, 2009 10:15 pm, edited 1 time in total.
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Re: Huge Spaceship-thingy collab

Postby Sonic » Mon Dec 07, 2009 9:18 pm

It's really what works. I never put looks over practicality.
I do stuff and break things. You know how it is.
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Re: Huge Spaceship-thingy collab

Postby Under Ground » Mon Dec 07, 2009 10:19 pm

Dont mind, really, although a decent looking spaceship would, as you stated, look better, plus I beleive that it would be easier to add weapons to a forward facing ship, as on a moduled ship you would need to put weapons in all directiond. Plus, were would you put the thrusters?
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Mon Dec 07, 2009 11:06 pm

As if I know that, ask Davidz, it was his damn idea! xD
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Mon Dec 07, 2009 11:17 pm

without all components, we really won't know how the ship will look. I think that the best solution is to make it semi-modular. Someone would do a central "spine" of the ship (thrusters->power/shield generators->slots for forward weapons). Maybe i'll work on that but i'm very busy this week.
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Re: Huge Spaceship-thingy collab

Postby Sonic » Tue Dec 08, 2009 12:57 am

I probably won't have school tomorrow (all the snow) so I guess I can work on some basic laser weapons.
I do stuff and break things. You know how it is.
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Tue Dec 08, 2009 8:17 pm

yeah, so ima firin mah lazerz! xD
so, please clearly state if you are FOR the tube thing or AGAINST it. (!!!11!eleven!!1)
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Re: Huge Spaceship-thingy collab

Postby Under Ground » Wed Dec 09, 2009 6:08 pm

Okay, Im probally against, just for refference
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Re: Huge Spaceship-thingy collab

Postby Sonic » Wed Dec 09, 2009 6:49 pm

Nah I'm against the tube thing. It just makes it look like we slapped the ship together.
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Wed Dec 09, 2009 10:08 pm

kay, that`s it for davidz idea, so, will we stick to my model?
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Re: Huge Spaceship-thingy collab

Postby Sonic » Thu Dec 10, 2009 12:56 am

Yeah I like your model.
I do stuff and break things. You know how it is.
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Re: Huge Spaceship-thingy collab

Postby PlanckBanck » Thu Dec 10, 2009 8:45 pm

thanks! btw. i forgot to say, use as few attraction as you can, because it will get a bit annoying when you have to much of it and any collision group is infested with a strong field of linear attraction. Just wanted to say that.

Btw. making progress on those rockets, i think i found a solution for the auto aim, just need a scripting pro to realize it. xD
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Re: Huge Spaceship-thingy collab

Postby davidz40 » Thu Dec 10, 2009 10:18 pm

I'm not scripting pro, but made such thing recently. Works well without gravity. Might be usefull for you.
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