Ship mass is dictated by core. That was decided on the old forum. I'm going to assume the rest of your post is irrelevant based on that.It's not even about realistic calculations (they are far from real). I repeat the logic again Tiel, please pay attention this time:
Currently there is no limit to how many blocks of armor you place on your ship besides what you can afford. That means that fortifying a small 10x10 cube with 20x20 cube of armor is a valid possibility (as the number of blocks is not tied to the type of core.
Engines, speed and movement
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Having engine speed determined by the core/computer/whateverthefkwecallitthesedays seems silly. CPU cycles doesn't effect how fast the fans on your PC spin, after all, I don't see why it'd apply to a ship's propulsion either.

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Re: FutureCraft central content thread
My calculation is far from relaistic, that's the most simple I can make it, whilst having the desired effect.
Also limiting engine output by computer power is silly, you know they flew to the moon on something with ridiculously small processing power? And this is the future here.
And here, the ship core would just determine resistance, meaning you have more wriggle room in terms of speed alterations.
Also limiting engine output by computer power is silly, you know they flew to the moon on something with ridiculously small processing power? And this is the future here.
And here, the ship core would just determine resistance, meaning you have more wriggle room in terms of speed alterations.
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Re: FutureCraft central content thread
Tiel that is why you never get what I say, read it ALL. ALL everything including the core issue addressed.
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Re: FutureCraft central content thread
It factors down to this at the moment - Dynamic mass calculation vs. In-flight modification. You can't have both without sacrificing lower-end PC support.
@ Iv "IF it is tied I don't think it should be like that" and then you go on to explain. The rest of your post is irrelevant; we're not reinventing the wheel here by attempting to reverse past decisions.
@ Iv "IF it is tied I don't think it should be like that" and then you go on to explain. The rest of your post is irrelevant; we're not reinventing the wheel here by attempting to reverse past decisions.
Last edited by Chairman_Tiel on Thu May 16, 2013 3:01 pm, edited 1 time in total.

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Re: FutureCraft central content thread
A microwave could handle that calculation, if you modify the mass in flight, that means the mass value changes.
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Re: FutureCraft central content thread
Why not? This is literally as simple as counting the blocks in the ship, multiplying by whatever the mass of an individual block happens to be, and dividing the force of the engine by that. A modern wristwatch can do that.
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Re: FutureCraft central content thread
You didn't read AGAIN, it's not dynamic as mass only changes when the ship is modified in a shipyard (forget the scenario when the ship breaks apart, call it "engine DMG")
You know what add the mass calculation because they are right - the explosion took out 3 blocks let's say ? You deduct their mass and so increase speed, as simple as that .
You know what add the mass calculation because they are right - the explosion took out 3 blocks let's say ? You deduct their mass and so increase speed, as simple as that .
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Re: FutureCraft central content thread
We're talking about ships in the 1000s of blocks, though, and likely ten to fifteen or so at a time.
That's asking the system to count all those blocks, make the necessary calculations, and then submit the data to the server, and then do it all over again within x ticks. Perhaps even more given a combat situation with Iv's notion of having every individual block have HP. There's just no discernible benefit for that kind of stress when you could just have three or so types of engine per core and call it a day.
That's asking the system to count all those blocks, make the necessary calculations, and then submit the data to the server, and then do it all over again within x ticks. Perhaps even more given a combat situation with Iv's notion of having every individual block have HP. There's just no discernible benefit for that kind of stress when you could just have three or so types of engine per core and call it a day.
Last edited by Chairman_Tiel on Thu May 16, 2013 3:06 pm, edited 1 time in total.

Re: FutureCraft central content thread
No you don't ! You ONLY and ONLY change ANYTHING when SOMETHING changes, there is no need to calculate something that will give you the same answer every 10 ticks ... If a block falls out of the ship you do the most cost efficient action in programming : minus (well that title prob goes to increment but whatever ...)
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Re: FutureCraft central content thread
Compared to what a normal minecraft world is like, I'd say that's not out of the question.
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Re: FutureCraft central content thread
Iv, I think you're getting a little excited. You might consider cooling down a bit.

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Re: FutureCraft central content thread
Also remember, we have Copernicus, and if a PC can't handle that sort of thing, there's no way you'd get minecraft to run in the first place.
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Re: FutureCraft central content thread
Copernicus is not a sonic screwdriver.
Last edited by Chairman_Tiel on Thu May 16, 2013 3:11 pm, edited 2 times in total.

Re: FutureCraft central content thread
You're right, I was just saying the same thing for almost a hour now and became a bit annoyedTiel wrote:Iv, I think you're getting a little excited. You might consider cooling down a bit.
Just trust me it won't be too heavy on the comp to do this calculation , and even if it will it is a bonus that is not required and the main calculation will happen only once so it is out of question if the comp can handle it - it can.
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Re: FutureCraft central content thread
No, but it works better than vanilla minecraft from what I know.Tiel wrote:Copernicus is not a sonic screwdriver.
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