What encounter?
You mean the "getting shot out" thing?
That'd occur in the other system.
You have to think more with portals
What encounter?
I'm pretty sure it doesn't work like that because systems in LT aren't seamless. That's why I was thinking that if the player entered an unstable wormhole they'd be spit out half way through (half the distance) and be forced to fight or avoid something at that point before being able to continue the journey the rest of the way. If Josh can make wormholes, stations, and colonies all seamless I'll be very impressed.Cornflakes_91 wrote: ↑Tue Oct 10, 2017 4:38 pmWhat encounter?
You mean the "getting shot out" thing?
That'd occur in the other system.
You have to think more with portals
Cornflakes_91 wrote: ↑Tue Oct 10, 2017 4:08 amwhat if solar systems had significant relative velocities and wormholes conserve that relative velocity on transit?
when you go through a wormhole between two systems with high relative velocity you get shot through the target system at the corresponding vector
... why would you need seamless solar systems to add a single vector to the exit velocity...?BFett wrote: ↑Tue Oct 10, 2017 6:41 pmI'm pretty sure it doesn't work like that because systems in LT aren't seamless. That's why I was thinking that if the player entered an unstable wormhole they'd be spit out half way through (half the distance) and be forced to fight or avoid something at that point before being able to continue the journey the rest of the way. If Josh can make wormholes, stations, and colonies all seamless I'll be very impressed.
I thought for sure that was how it worked. I've never seen a game where I could interact with the next room by shooting through a door or other opening and have that shot affect something on the other side. Simply because the other room hasn't been fully loaded and therefore can't be interacted with.Cornflakes_91 wrote: ↑Wed Oct 11, 2017 1:51 am... why would you need seamless solar systems to add a single vector to the exit velocity...?BFett wrote: ↑Tue Oct 10, 2017 6:41 pmI'm pretty sure it doesn't work like that because systems in LT aren't seamless. That's why I was thinking that if the player entered an unstable wormhole they'd be spit out half way through (half the distance) and be forced to fight or avoid something at that point before being able to continue the journey the rest of the way. If Josh can make wormholes, stations, and colonies all seamless I'll be very impressed.
Read again what i wrote. I never talked about firing through wormholesBFett wrote: ↑Wed Oct 11, 2017 4:55 pmI thought for sure that was how it worked. I've never seen a game where I could interact with the next room by shooting through a door or other opening and have that shot affect something on the other side. Simply because the other room hasn't been fully loaded and therefore can't be interacted with.Cornflakes_91 wrote: ↑Wed Oct 11, 2017 1:51 am... why would you need seamless solar systems to add a single vector to the exit velocity...?
I guess it's possible to do what you suggest. The main problem would be that objects may not be fully loaded in the connected universe, so certain properties such as the location of the damage would not be shown and would (likely) result in strange bugs. Either of ships not taking the proper amount of damage, damage not being applied to the proper systems, or any other detail that isn't fully loaded one system away.
Well that's much easier to implement. Copy the variable for the ship's speed when it entered the wormhole and then paste that speed after the ship is loaded into the next system. Now I'll go re-read what you posted.Cornflakes_91 wrote: ↑Wed Oct 11, 2017 9:40 pmRead again what i wrote. I never talked about firing through wormholes
Its all about the speeds of the passing ship, nothing about shooting
Topic aside, what? What games don't load in the adjacent stuff these days?BFett wrote: ↑Wed Oct 11, 2017 4:55 pmI thought for sure that was how it worked. I've never seen a game where I could interact with the next room by shooting through a door or other opening and have that shot affect something on the other side. Simply because the other room hasn't been fully loaded and therefore can't be interacted with.
there is dark magic called "dynamic loading" that loads and connects adjacent map sections to the one the player is in at the moment.BFett wrote: ↑Thu Oct 12, 2017 1:28 amDino, I'm not sure if you are just joking... because of the ghost or if you want a real reply.
If systems in LT are treated as separate rooms, then assets within those rooms will not be physical until they are in the same room as the player. That's about all I can say. Whether or not Josh chooses to do this is up to him.
Maps are much bigger now days, but that doesn't mean that some interactions between maps can still occur while others can not.
I wasn't joking, but I also wasn't talking about LT (different systems being separate is logical) but about your remark about other games loading each room separately with notable 'doors' that you can't do anything through which is rarely the case these days, as Corn notedBFett wrote: ↑Thu Oct 12, 2017 1:28 amDino, I'm not sure if you are just joking... because of the ghost or if you want a real reply.
If systems in LT are treated as separate rooms, then assets within those rooms will not be physical until they are in the same room as the player. That's about all I can say. Whether or not Josh chooses to do this is up to him.
Maps are much bigger now days, but that doesn't mean that some interactions between maps can still occur while others can not.
The bigger the ship, the longer-lived the wormhole should be to accommodate it.Behemoth wrote: ↑Thu Apr 24, 2014 7:40 amAnachronic (Yay!):
Sounds all well and good. I have a slight suggestion for jumpdrives not related to this: the jump should need a running start. Think about it: ships first accelerate through conventional means, and then open a short-lived wormhole in front of them, barely getting through before the hole closes. It would look like a "jump".
Also, what if a wormhole runs out of charge before you are through? Giant ships being cut in half/locked between two systems because the charge is too low to transfer it (capasitor suggestion two posts below)?
yes, thats how the charge mechanic works :V
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