Shield Guns
You fire a projectile which explodes into a stationary shield bubble after x meters.
Good for intercepting large projectiles and heavy torpedoes, not so good against many little bullets.
Post
Thu Nov 20, 2014 1:35 pm
#122
Re: Mod Ideas
Anti projectile Interdiction guns, I like itGazz wrote:Shield Guns
You fire a projectile which explodes into a stationary shield bubble after x meters.
Good for intercepting large projectiles and heavy torpedoes, not so good against many little bullets.
Post
Thu Nov 20, 2014 1:37 pm
#123
Re: Mod Ideas
If the bubble is big enough, you can cover the ship and prevent it from hitting anything.Gazz wrote:Shield Guns
You fire a projectile which explodes into a stationary shield bubble after x meters.
Good for intercepting large projectiles and heavy torpedoes, not so good against many little bullets.
The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
Post
Thu Nov 20, 2014 1:39 pm
#124
Re: Mod Ideas
Oh, that's just a scaling issue and in PG, scaling is... flexible. =)
There is no "I" in Tea. That would be gross.
Post
Thu Nov 20, 2014 1:45 pm
#125
Re: Mod Ideas
You could hold the fire key to increase a value. You could choose between firing distance, forming speed and size of the bubble. Or a mix of them. Normally you fire normal bubbles at middle distances that are formed at middle speeds. But you could go big and slower, or fast and small, or... you get it. Lot of tactical potential there
Post
Thu Nov 20, 2014 1:58 pm
#126
Re: Mod Ideas
Yah but for a point defense weapon, controlling it personally is rather ineffective.
That said, the turret script (with a target type / situation list for targeting) I wrote for AP would do something like that.
If it doesn't have and PD to perform, the turrets might attack your primary target. It's simply one more entry in the list they work through.
That said, the turret script (with a target type / situation list for targeting) I wrote for AP would do something like that.
If it doesn't have and PD to perform, the turrets might attack your primary target. It's simply one more entry in the list they work through.
There is no "I" in Tea. That would be gross.
Post
Fri Nov 28, 2014 1:32 pm
#128
Re: Mod Ideas
What about like a filmmaking/camera mod? Limit theory is a really beautiful game, what if you could make movies inside it (the filming part anyway, not talking about editing )? You could set up paths for the cameras to follow, paths for the ships/record ship motion, and the render it out. (much like source filmmaker for LT)
Post
Sun Nov 30, 2014 5:44 am
#129
Re: Mod Ideas
Cyberspace Rooms
When you dock at a station or colony, you can enter the local VR room. This is the same sort of transition that you make when going down to a planet surface, in that it is essentially creating a new stage. In the Cyberspace world, your ship is replaced by a Pareidolic Avatar which floats around like a ghost between points of interest on the station.
What all is in this virtual world inside a virtual world? As much as you would expect, you would have an actual mission board, the marketplace would be filled with actual traffic and the goods for sale would be rendered in holograms, ads for this and that would dot the space, while procedural architecture would give the space some sense of structure. This would be a way to include station interiors, without actually having to make them inside stations.
Additionally, this could possibly be used for ships too, allowing you to explore your own ship or board others... But I don't know how the game would handle pocket stages in constant movement and interaction...
When you dock at a station or colony, you can enter the local VR room. This is the same sort of transition that you make when going down to a planet surface, in that it is essentially creating a new stage. In the Cyberspace world, your ship is replaced by a Pareidolic Avatar which floats around like a ghost between points of interest on the station.
What all is in this virtual world inside a virtual world? As much as you would expect, you would have an actual mission board, the marketplace would be filled with actual traffic and the goods for sale would be rendered in holograms, ads for this and that would dot the space, while procedural architecture would give the space some sense of structure. This would be a way to include station interiors, without actually having to make them inside stations.
Additionally, this could possibly be used for ships too, allowing you to explore your own ship or board others... But I don't know how the game would handle pocket stages in constant movement and interaction...
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Post
Sun Nov 30, 2014 5:52 am
#130
at least if i remember joshs rambling right
Re: Mod Ideas
from what i know every docking is entering a "pocket stage", so a system is also a "pocket stage" and should have no problem with them changing.Hyperion wrote:But I don't know how the game would handle pocket stages in constant movement and interaction...
at least if i remember joshs rambling right
Post
Sun Nov 30, 2014 1:47 pm
#131
Re: Mod Ideas
Nodding toy for my cockpit (once the cockpit has been modded).
I haven't seen that before in a space sim.
I haven't seen that before in a space sim.
Post
Sun Nov 30, 2014 1:48 pm
#132
Re: Mod Ideas
Since they have removed them from E:Daspman wrote:Nodding toy for my cockpit (once the cockpit has been modded).
I haven't seen that before in a space sim.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Sun Nov 30, 2014 2:08 pm
#133
Re: Mod Ideas
Would it be better to have a sub forum for mod ideas? Each idea gets its own thread. It may take a while to convert this existing thread into that format. It would make it better as I often think of stuff but arn't sure if its been mentioned already, and trawling through these pages isn't as easy as scanning the titles of a sub.
Also a sub for mods actually in development, to be used in the meantime for mods that are "definitely planned" by the author. This could be used for modders to post their "Dev Diarys" and links to their monthly update videos etc.
Then non modders who want to put ideas out there can use the "ideas" in the hope it gets picked up by someone and moved to the "in dev" forum.
Also a sub for mods actually in development, to be used in the meantime for mods that are "definitely planned" by the author. This could be used for modders to post their "Dev Diarys" and links to their monthly update videos etc.
Then non modders who want to put ideas out there can use the "ideas" in the hope it gets picked up by someone and moved to the "in dev" forum.
Post
Sun Nov 30, 2014 3:31 pm
#134
Re: Mod Ideas
I think once we get our hands on the code that's reasonable, but as of right now I'd say in most cases we can just post it in suggestions forum if it requires more discussion.aspman wrote:Would it be better to have a sub forum for mod ideas? Each idea gets its own thread. It may take a while to convert this existing thread into that format. It would make it better as I often think of stuff but arn't sure if its been mentioned already, and trawling through these pages isn't as easy as scanning the titles of a sub.
Also a sub for mods actually in development, to be used in the meantime for mods that are "definitely planned" by the author. This could be used for modders to post their "Dev Diarys" and links to their monthly update videos etc.
Then non modders who want to put ideas out there can use the "ideas" in the hope it gets picked up by someone and moved to the "in dev" forum.
-Keon-
(I don't have any funny quotes to put here yet. Somebody say something funny.)
(I don't have any funny quotes to put here yet. Somebody say something funny.)
Post
Fri Dec 05, 2014 12:57 am
#135
Ex.
Delta v(elocity) = V(elocity)f(inal) - V(elocity)i(nitial)
Basically the change in velocity (delta v) is equal to the final velocity minus the initial velocity.
So if you were going 2 m/s then you were going 3 m/s
your delta v is 1m/s.
Re: Mod Ideas
Just gotta say. You are defining delta v as used in ksp. In math delta usually just means change.Cornflakes_91 wrote:delta V is not your maximum velocity.Etsu wrote:I think I get it now. (Again: I think. )
So, if I have 2000 m/s of Delta-V and I travel at 200 m/s, I still can add 1800 m/s to my velocity. I guess if I reduce my speed I don't lose Delta-V, right? So I still can accelerate 1800 m/s more, but I will not achieve 2000 m/s anymore. However, if I reduce my speed using my thrusters I will lose Delta-V too, is that correct?
I suppose it's too much for me.
its your maximal velocity change.
So if you are at 200m/s and have 2000m/s dV on your ship you could accelerate to 2200m/s.
Or stop to 0, accelerate back to 200 and have 1600 m/s dV left
Max velocity = current velocity +- dV
Ex.
Delta v(elocity) = V(elocity)f(inal) - V(elocity)i(nitial)
Basically the change in velocity (delta v) is equal to the final velocity minus the initial velocity.
So if you were going 2 m/s then you were going 3 m/s
your delta v is 1m/s.