- Joined
- Jan 28, 2017
- Messages
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- 107
-------------------------------------------------------------------------------------------------- why raising the speed limit isnt possibleWhat if, instead of having the warpspace having a 1:10 ratio to real space, we just have a space where the speed limit is alot higher, with higher acceleration and deceleration, not based off of thrusters, but by the warp drive design itself? Maybe a specific block to add on to warp cores to make them accelerate faster or have a higher speed? Using conventional thrusters in ftl simply doesnt make sense.
I agree with brokengauge on this on. I dont know exacty how the SM engine handles movement on a physix level, but generally physic in games is limited by the number data type it uses, 16(?) bit floats mostly. They have a limited amount of digits, and the comma/point moves based on the number (-> "floating point number"). For small numbers, this is fine as you have lots of digits behind the comma. if you reach big numbers, digits behind the comma start to be less and less, until the engine has none left and basically doesnt know exactly where your object is or how fast it is. There is no reason to believe SM doesnt suffer from the same problem as it uses a much older and less advanced physics library than unity.
This happens usually at numbers bigger than 6000m from (0,0,0)-in-sector-coordinate (for the unity floats im familiar with).
Chunk systems like in starmade (sectors) fix the positioning problem by reloading a different chunk around you where you never leave the 6k radius.
Its much harder for velocity as you cant use a chunk system. I know KSP somehow managed a way to fix it (they built their own physix data sytem on top of the existining unity one) but you would need substanial engine level tweak to achieve it and it would not be guaranteed to work, might also impact performance.
----------------------------------------------------------------------------------------------------- what i do instead to make warpthrust more interesting.
Long story short:
"FTL shouldnt use normal thrusters"
agreed. for now i will (ab)use the FTL distance chamber and will set the ships thrust strength according to it in warp.
so level 0 gives you 25% max speed, 1 = 50%,2 = 75%, 3 = 100%.
Its a compromise for not making the chamber obsolete and also add another layer of mechanic to the warp.
So your ships speed in warp is only dependent on how "good" your warpdrive is. Which makes sense i think.
I will eventually have to add custom chambers, but thats a problem for future me.
----------------------------------------------------------------------------------------------------- more brainstorming on warp mechanics
i tried changing the skybox (= background) in the past in warp, to a very limited success, might be able to expand on that. particle effects is something on my personal wishlist but they are a very new (and therefore untested/unstable) feature in starloader, so it might take some time to become usable
Theres no way to inhibit a warpjump at the moment, but the framework is set so i will try to add inhibition (maybe also pulling entities out of warp) in the next update (no promise)
Also i want (for no good reason) to be able to warp with asteroids. They already drop out automatically, bc they have no speed.
I think it would be cool to be able to transport them. Idea was to draw a box (or sphere) around the ship, and anything in the box will be taken to warp when you jump.
So if your ship can engulf the roid, it can jump with it.