salvage/debris
As in KSP doesn't simulate n-body stuff so you can't have Lagrange points. Gravity is between the spacecraft and one thing with gravity that would affect it most.
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- fr0stbyte124
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Re: salvage/debris
Well that sucks.
Executive decision just now: we need Lagrange points as a big middle finger to KSP's lazy rocket science physics.
Executive decision just now: we need Lagrange points as a big middle finger to KSP's lazy rocket science physics.
Re: salvage/debris
You can code the rocket science.
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Re: salvage/debris
i suggested that and you where like meh...
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Re: salvage/debris
Celestial motion was always the plan. Since the beginning.
Re: salvage/debris
but the lagrange points
Re: salvage/debris
It still requires time warp.fr0stbyte124 wrote:Celestial motion was always the plan. Since the beginning.
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Re: salvage/debris
Just because it would be relatively slow at the scale we have doesn't mean its not worth doing. I'll need to do some back of the envelope math to double-check this will all work for our values, but I think it should be fine.
@joykler
You suggested Lagrange points? I don't think I ever saw that post.
@joykler
You suggested Lagrange points? I don't think I ever saw that post.
Re: salvage/debris
No no no. These are minecrafters! You can't seriously ask them to do orbital dynamics! Maybe have planets move slowly if you must.fr0stbyte124 wrote:Just because it would be relatively slow at the scale we have doesn't mean its not worth doing. I'll need to do some back of the envelope math to double-check this will all work for our values, but I think it should be fine.
@joykler
You suggested Lagrange points? I don't think I ever saw that post.
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Re: salvage/debris
Nah, we can let the engine calculate where they would be and make them targetable waypoints. Once there the velocity required to match that frame of reference is constant, so you could become stationary without any additional programming.
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Re: salvage/debris
Remember my old Derelict idea? Some ships may be merely disabled, not destroyed. These destroyed ships would drift, and are generally easy to find after a battle. You find it, repair some stuff (After exploring the super-creepy ship with creepy atmosphere to find what needs fixing) and then tow it home. They cannot be damaged from inside, since the ship's destabilized electronics/reactors causes an intense EMP effect around it. Power arcs from conduits, haywire defenses, doors opening and closing randomly/not functional, etc. Fun and easy to do too. Just take the damages, add EMP effect, power arcs, and randomize door states (making sure there is a path that a person can go through to the reactor/things needing fixing) and you're done.
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Re: salvage/debris
I like that. It's sorta like buying a haunted mansion from your mexican friend. Always good fun.
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Re: salvage/debris
Space aliens, no
Necromorphs however...
Necromorphs however...
Spoiler:
Mistake Not... wrote: This isn't rocket science, *!
Spoiler:
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Re: salvage/debris
Don't even think about it.Prototype wrote:Space aliens, no
Necromorphs however...