An alternative FTL System - WarpSpace

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    What 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.
    -------------------------------------------------------------------------------------------------- why raising the speed limit isnt possible
    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.
     
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    Quick update for anyone wondering why WarpSpace has dissapeared from the downloadable mods:
    It has come to my attention (through random chance) that i compiled warpspace using java 1.8, which is incompatible with the vanilla launcher.
    This leads to a crash without an error message (which is an unpleasant scenario for players) so i have deactivated the download option until i have resolved the issue.

    Interestingly i somehow managed to use the vanilla launcher with warpspace (shouldnt be possible) on my main computer without issues, which is the reason i didnt find the bug earlier.
     

    DrTarDIS

    Eldrich Timelord
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    Interestingly i somehow managed to use the vanilla launcher with warpspace (shouldnt be possible) on my main computer without issues, which is the reason i didnt find the bug earlier.
    You probably have the install on your main computer using the java installed in windows, not the java bundled with the launcher. That would be my guess.
     
    D

    Deleted member 678402

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    What if we went with RSRampage01's idea with some aspects of the original?

    When you'd engage the jump drive on your hotbar, the game would stop rendering everything except sprites and waypoints, and your ship would automatically accelerate to, say 5000m/s. Stations and planets and stars would just be sprites/floating 2D symbols as you'd look around as if you were in the galaxy map tab but you're not, so you can still generally tell where stuff is so you don't drop into a planet core or star. The ship would move around regularly as it does with thrusters but if you slow down at all you drop out of "warp" which means your ship comes to a complete stop where ever you are and then the game starts rendering everything again. This eliminates the extra sector travel and entry point problems and there's no strain on the engine to load things at such a high speed.
     
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    you cant exceed a certain maximum speed because of technical limitations. its not about performance having to load in more, its an engine limitation. No matter if you draw things or not.
    Loading in an empty sector isnt performance heavy, and you dont gain anything by staying in realspace with disabled rendering. it only complicates things. I like the entry point phenomenon so i wont get rid it.

    If you dont have extra sector travel, you would have to build in the same mechanics while disabling normal ones which just waits for huge bugs or exploits.

    Maybe ill move the extra sector level up by some hundred sectors, so that the neighbouring galaxies can still be travelled by warpspace, we ll see if theres need for it. That would loose the fun phenomenon that you can see the spawn spiral galaxy if you look down, which looks kinda cool imo.
    -------------------------------------------------------------
    For now im working on inhibition, trying to incorporate what i learned with the anchor stations mod.
    Its kinda working but not release ready yet, bc i overengineered it (of course) so that unloaded ships/sources can have running inhibition which extends the range of inhibitors from 3 sectors to infinity (in theory) and across server restarts.
    I have built a small framework for natural inhibtion, that allows natural sources to have inhibition effects. These include blocking entry, blocking exit and pulling from warp.
    The idea is to add more fun mechanics to travelling like planets pulling out ships or similar.

    I will likely have to do a heavy refactor on that inhibition framework because i want to save the source of the inhibtion as well, to display it to players. You can already see that you are inhibited in the HUD, but i want to show WHAT is inhibiting you as well.
    That way you dont start blowing ships up thinking you are being pirate-attacked and it turns out a nearby planet inhibits you.
    Or you can directly attack the inhibiting ship in the enemys fleet instead of having to guess.