NeonSturm
StormMaker
You didn't understood what I said at all. You only put a bad impression on my text by talking about non-issues.––1––
Critical Mass - is an amount of material required to have a sustained chain reaction. However, all fuel ends up spent at some point so there is no actual sustained other than for the length of the fuel lasts. Secondly, reaction rates differ depending on density and type of materials in use.
––2––
First of 10cm is a measure of dimension thus size so how can it be independent of size? You are talking about a wall, what yield? Walls don't have yield. Yield means to produce what is the wall producing? ... Most confusing shit read all week.
Attractive target. What makes a target attractive militarily is strategic importance or actual value.
––3––
Just got done explaining larger isn't less efficient only in this game is that true! Your math is off by the way. Just because the dimensions are double doesn't mean the size is 2x its actually 8x. because 2x2x2.
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No you don't need all sizes for each and every task you have different sizes to deal with different tasks.
––5––
If we assume the death star was strictly offensive then any military with one would but other defenses in the area to protect such a vital strategic target. Because asset protection is scaled on basis of threat what I said holds true no matter what.
the only way your fighters would get in range of it in reality would be if a capital ship flew up to it and dropped them off using is shields as their primary defense to get close enough.
––6––
We can get an exact position on voyager at 122 astronomical units away from us it has about a 27 watt transmitter if operating at full power. We can shoot a flying drone with a laser on a moving ship that is dealing with waves and so on and take it out of the sky. In space we don't have a horizon we have a few objects with a hell of a distance between them. There are no waves and bumpy rides. The only issue in space when it comes to hitting a target is will they detect the shot and move before it reaches them. In space you have 3 speeds of a shot. Sub light, light speed, and FTL. Since we now have a theory how to do FTL it can be applied to something like a torpedo. Since torpedo don't have humans on them you only have to deal with them being strong enough to handle the mechanical stress of the acceleration. Which means they can move a hell of a lot faster than a ship with people in them. That is until someone comes up with an dampener system to prevent those issues as well.
––7––
Here's a thought even with FTL we aren't going to be able to take something the size of the X-wing fighter and visit another solar system. the reason isn't top speed it is the time it takes to reach that speed. We could reach it very fast. We would be dead near instantly though paste dripping through out the ship in a rush to get to the back of the ship. In short there is only so many G-forces we can take when accelerating.
We will still need food and supplies to survive that journey. Which means no little puddle jumper will ever be used for going for solar system to solar system. So just to reach the death star unless you are on the planet it is about to attack or in that solar system you are going to have to ride a capital ship there and then board a fighter.
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Like I said the more you actually understand about the science and math the more issues stand out and the less enjoyable this becomes.
––1––
Critical mass? I talked the minimum dimensions of the system, try putting the "Large-Hadron-Collider" into a fighter. Imagine the most efficient engine would be that size (independent what reason, SM is random-physics Sci-Fi).
The other way around, imagine the most efficient being solar-plate-like engines requiring surface area as with some type/version of (early only?) ion drives IRL as I've seen a documentation about 2-3 years ago.
––2––
A wall produces ofc no yield, but it reduces the space available for stuff which is producing yield.
If something spends 40% volume on walls (left+right, front-rear, top-bottom is actually 80%*80%*80% = about 50%)
50% engine space.
If walls would make up 10cm out of 100m, it would be 98%*98%*98% and you pay less weight (relative) for walls and have more internals which are likely more expensive and thus more attractive.
––3––
The volume is 8x. The visible size is 4x. The scale is 2x (one dimension).
If you point a gun into the centre of a 2x2x2 box, you can miss only with an inaccuracy of >1m.
If you point a gun into the centre of a 4x4x4 box, you can miss with an inaccuracy of >2m –– scale is the important thing here, not volume.
1 box needs to accelerate 1m during projectile flight time, the other 2m
→ which is 2x as much change with a 16x as powerful thruster for 8x mass
→ 2x thrust/mass ratio.
Think before complaining.
––4––
Also if you preserve docking space for fighters/shuttles or whatever for a task, you need to reserve docking space for the ships that execute all tasks you encounter.
––5––
The death-star was protected by a shield emitted from the planet below. It has not been fully built or activated at the time the fighters attacked (which shouldn't have got to it by it's design-draft / blueprint-specifications).
And the capital would be an easy target for the main gun (which may be inappropriate to target thousand little fighters instead).
––6, 7––
What if StarMade has FTL-sensors and artificial gravity to counter acceleration force affecting humans? Oh wait, IT HAS!
––8––
And the more difficult it is to not get a troll complaining about non-issues. Am I right?
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It is a non-issue. Docked entities cannot collide with docked entities on the same master-entity, except if they are moving. Else they can just reserve space in chunks on the master-entity without own inertia and position calculations.Encouraging modular ship design (simply for the sake of modular ship design, and not because it actually adds anything to the game) is Bad. We need ships to have fewer entities, not more.
And if they move, only the cross-section along the axis they move can collide, which can be calculated using run-length-compression, because it's projected on the same grid.