By orientation, I also meant being offset but I didn't really articulate what I meant too well. That's what I was referencing in being close to a planet only to warp away from it on approach to the new sector.Going between orbits will result in some offset in position being necessary
Even for a "fast" orbit, we would not see speeds like that. This could also be fixed by extending a planet's gravity, so when your ship is close, you move with the planet and draw closer. This is how actual gravity would act (a gravity well) as well. I find it strange how I can hover right above a planet unaided one moment, but the second I draw the shallow pool of gravity I can finally come down. Again, the question of implementation is if this will be too calculation intensive, but it would open up some interesting things like gravity slingshots.As for planets moving inside sectors, that would be a nightmare. My system has the advantage that planets are moving at zero velocity.
By orientation, I also meant being offset but I didn't really articulate what I meant too well. That's what I was referencing in being close to a planet only to warp away from it on approach to the new sector.
Even for a "fast" orbit, we would not see speeds like that. This could also be fixed by extending a planet's gravity, so when your ship is close, you move with the planet and draw closer. This is how actual gravity would act (a gravity well) as well. I find it strange how I can hover right above a planet unaided one moment, but the second I draw the shallow pool of gravity I can finally come down. Again, the question of implementation is if this will be too calculation intensive, but it would open up some interesting things like gravity slingshots.
Additionally, a planet's orbital cycle being too fast can also be remedied by decreasing the length of a StarMade day, which is 20 minutes and can be changed via config right now. Frankly, it is a little too fast in my mind at default even for our play time in the current universe.
All that would mean is you can't get right to your planet right away. Stations would remain sector bound and immovable, so there's nothing stopping using jump drives. You would have to set your gates somewhere close to the orbit and traverse for planets however, or know what sector they are currently in to jump over. This universe update either way will need to provide more ways to navigate the universe besides the shitty map we have now, so I see that as a non-issue.And again, you have the problem of not being able to use a jump drive to get to your planets or stations.
On unload, note current time in a variable. When loaded, take current time - last recorded time before unload, recalculate. This will give the illusion of movement when away, without actually moving while away.You also have to worry about things moving a lot. What happens once the planet is unloaded?
It all depends on how the solar system generation will work. If so many features are going to be included into them, stepping into a system's boundaries would mean that procedural generation would have to account for some of the structure long before you ever come close to parts of it. Marking sectors as an asteroid field in generation would have to be done first, but not necessarily "kept track of" as long as planets only have circular orbits, and not elliptical ones. Otherwise we run into the problem in my last quote block of a massive planet entity crashing into something.Also asteroid belts would be a pain to do if all their velocities had to be kept track of. Having the sectors "move" is easier because there is no actual motion.
No geostationary stations? Also not being able to jump to a planet makes it harder to use as a base, so fewer people will choose it.Stations would remain sector bound and immovable
If gravity worked close to actual gravity and had varying pull and at long distances, it could be possible if stations were movable entities like asteroids. You'd need to find a point where the pull of gravity would pull just as much as the planet is moving itself. Though, I also think that it might fall out of orbit or get dragged down to the planet eventually. I'd be all for it, I just wasn't really focusing on stations a whole lot in my past posts.No geostationary stations?
Even KSP doesn't have Lagrange points. I don't think that anywhere close to feasible. The math for a three body system is either unsolved or requires a supercomputer, I'm not sure which.If gravity worked close to actual gravity and had varying pull and at long distances, it could be possible if stations were movable entities like asteroids. You'd need to find a point where the pull of gravity would pull just as much as the planet is moving itself. Though, I also think that it might fall out of orbit or get dragged down to the planet eventually. I'd be all for it, I just wasn't really focusing on stations a whole lot in my past posts.
If gravity really got close to the way it works in real life, Lagrange Points can also be a way to have geostationary stations. I couldn't imagine something like that ever being a possibility in starmade though.
The issue is 2,1 -> 1,0 -> 2,2 as orbit 2 moved 1 to left