salvage/debris

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Keon
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Re: salvage/debris

Post by Keon » Tue Apr 02, 2013 10:26 pm

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

Post by fr0stbyte124 » Tue Apr 02, 2013 10:29 pm

Well that sucks.

Executive decision just now: we need Lagrange points as a big middle finger to KSP's lazy rocket science physics.

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Keon
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Re: salvage/debris

Post by Keon » Tue Apr 02, 2013 10:47 pm

You can code the rocket science.
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joykler
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Re: salvage/debris

Post by joykler » Wed Apr 03, 2013 12:19 am

i suggested that and you where like meh...

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fr0stbyte124
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Re: salvage/debris

Post by fr0stbyte124 » Wed Apr 03, 2013 12:35 am

Celestial motion was always the plan. Since the beginning.

joykler
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Re: salvage/debris

Post by joykler » Wed Apr 03, 2013 3:23 am

but the lagrange points

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Keon
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Re: salvage/debris

Post by Keon » Wed Apr 03, 2013 8:05 am

fr0stbyte124 wrote:Celestial motion was always the plan. Since the beginning.
It still requires time warp.
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fr0stbyte124
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Re: salvage/debris

Post by fr0stbyte124 » Wed Apr 03, 2013 11:21 am

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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Keon
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Re: salvage/debris

Post by Keon » Wed Apr 03, 2013 5:26 pm

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.
No no no. These are minecrafters! You can't seriously ask them to do orbital dynamics! Maybe have planets move slowly if you must.
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fr0stbyte124
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Re: salvage/debris

Post by fr0stbyte124 » Wed Apr 03, 2013 5:40 pm

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

Post by Professor Fenway » Wed Apr 03, 2013 7:00 pm

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.

Chairman_Tiel
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Re: salvage/debris

Post by Chairman_Tiel » Wed Apr 03, 2013 8:20 pm

I like that. It's sorta like buying a haunted mansion from your mexican friend. Always good fun.
[spoiler]Image[/spoiler]

Instinct-XIV
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Re: salvage/debris

Post by Instinct-XIV » Thu Apr 04, 2013 9:41 am

Great idea. Makes me think of dead space, just don't add space aliens inside.
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Prototype
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Re: salvage/debris

Post by Prototype » Thu Apr 04, 2013 10:32 am

Space aliens, no
Necromorphs however...
Spoiler:
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Mistake Not... wrote: This isn't rocket science, *!
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Spoiler:
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Instinct-XIV
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Re: salvage/debris

Post by Instinct-XIV » Thu Apr 04, 2013 4:15 pm

Prototype wrote:Space aliens, no
Necromorphs however...
Don't even think about it.
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