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Post by srbrant on Jul 25, 2018 3:33:19 GMT
So yeah, lining the habitat space with smaller rooms is better for that reason, with the largest rooms in the center. Still, the thought of someone sleeping in their cabin being rudely awakened by their body getting mulched into tomato paste from an exit hole is not one I enjoy entertaining. Well, intercepts being brief and violent, it's not like you're going to sleep while being shot at. A fair point.
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Post by srbrant on Jul 22, 2018 22:23:20 GMT
So yeah, lining the habitat space with smaller rooms is better for that reason, with the largest rooms in the center. Still, the thought of someone sleeping in their cabin being rudely awakened by their body getting mulched into tomato paste from an exit hole is not one I enjoy entertaining.
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Post by srbrant on Jul 20, 2018 17:52:55 GMT
This is a thought I've had recently. I've found that the severity of a hull breach is dependent on the ratio between the size of the room and the size of the hole punched into it. In my story, oxygen generators and scrubbers are very compact and abundant, allowing for ample breathing room so I don't think it should have too much of an issue in this case. Have the rooms be larger, but have multiple platforms, terraces and catwalks to minimize wasted space. This way, there is more time for a breach to be sealed, more time to save lives, reduced feelings of claustrophobia and a much cooler and dramatic-looking interior.
Your thoughts?
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Post by srbrant on Jul 19, 2018 16:57:03 GMT
After some rumination it seems to me that combat spaceships would be bilaterally symmetrical or completely asymmetrical - sort of a hybrid broadsider/needleship (possibly a "sabreship", "knifeship" or something like that). In general, having separate, specialized sides to your vessel is a Good Thing TM - I don't think anyone is going to argue for spherically symmetrical ships, it's more effective to have dedicated sides on which you can focus propulsion, offensive power and so on. Meanwhile the geometry of a hostile intercept is defined by two axes that are in turn determined by parallel and perpendicular components of relative velocity vector. This means that you have one direction where lasers and fast kinetics are going to be coming and leaving, and another where on one side you'll be hit by slower kinetics - you will probably want some extra armour and sloping there as well - on the other you will be launching your own slow kinetics and might be tempted to put all sorts of vulnerable external components (because you won't be hit there unless penetrated or flanked). That gives us bilateral symmetry. On top of that you'll probably want preferred dodging axis and this is where things get tricky - it's nice to be able to choose your dodging direction somewhat freely and we have just run out of spatial dimensions for that. If you forgo choosing dodging direction, in favour of just distance, but want to maximize your gains from choosing dodging distance/change in velocity, you'll probably want to dodge in your shortest axis, which is perpendicular to both slopes (CDE doesn't so far allow us to make such flatships unless you abuse saucers, but you still have things like radiators), and you might want to maximize the available magnitude by putting your dodging thrusters on one side only (after dodge you will want to reorient to match changed velocity vectors) - this way you get fully asymmetrical ship. If you want to keep your ability to choose dodging direction, you will have to compromise on some fronts, which seems to allow multitude of strategies. You will also get to keep bilateral symmetry. Thoughts? Run an example of these "axes" by me please, I need a better picture of how that works.
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Post by srbrant on Feb 15, 2018 6:55:50 GMT
Asymmetry allows the enemy to pincer you between two attacks That depends on the asymmetry. For typical dedicated broadsiders - absolutely, but it's also the case for dedicated nose forward ships, especially those relying on extremely directional armour or weapon scheme. For asymmetry merely serving to break-up exploitable patterns, nah. Manoeuvrability is presumably also going to be a huge game changer against pincer attacks. In any case, we can't test it in game as it doesn't allow multiple intercepts. Most of the ships in _Kemono_ are spearheads (nose-forward.)
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Post by srbrant on Feb 8, 2018 4:28:05 GMT
Any way I can cheat a bit and create new stars within a star cluster like, say NGC 2252 or a bit beyond in a "safe zone" of the nebula away from killer radiation?
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Post by srbrant on Feb 8, 2018 3:23:46 GMT
If you happen to have already bought it already . Nothing like a full scale simulation of the Milky Way to solve all your star mapping problems! If you are looking for the closest approximation to what we know of our galaxy, without access to a professional cosmologist's database and (probably difficult to use) tools, Elite: Dangerous is probably your game. If you can handle procedurally generated stars whose approximation to reality is less than sure, then I suggest Space Engine. It's programmed by a Russian guy, he does a bang up job! Also you can customize it to your liking, so you can get it to produce the setting for you, and tweak it to your hearts content! Note that I say "approximation to reality is less than sure," but it's probably pretty good within a certain range of our Solar system. I really don't know what factors he takes into account to generate stars. He does use real star catalogs too, so there's that. Looking at the E:D Galaxy Map online. Doesn't look like it offers a lot of help. Also, the Space Engine is only for PC - I have a Mac. Sure you guys don't know of a top-down map of any of the star clusters in the Rosette Nebula?
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Post by srbrant on Feb 7, 2018 21:52:52 GMT
I'm in a real bind when it comes to finding the right place for story to take place in. I want it to be distant, but still fairly well charted. Which lead me to choose the Rosette Nebula as the setting. But that comes with two brain-racking problems: One, the nebula (or hopefully at least NGC 2244) is filled with O-type stars, which not only means no planets (I think) and perhaps most importantly, several metric fucktons of radiation. The flesh-melting, kidney-losing kind. Impossible for any sort of light to live there. Two, and this is the most vexing, I have no idea if the maps of star clusters I'm seeing are from a "top-down", distance-wise perspective or if they are simply from an observer's perspective. And if it is the latter, then how the hell do I determine which star is where and how far from another it is? Help me out here guys, I'm in a real pickle here. In these sorts of situations, a game like Elite:Dangerous can really help. What do you mean?
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Post by srbrant on Feb 6, 2018 4:50:03 GMT
I'm in a real bind when it comes to finding the right place for story to take place in. I want it to be distant, but still fairly well charted. Which lead me to choose the Rosette Nebula as the setting.
But that comes with two brain-racking problems: One, the nebula (or hopefully at least NGC 2244) is filled with O-type stars, which not only means no planets (I think) and perhaps most importantly, several metric fucktons of radiation. The flesh-melting, kidney-losing kind. Impossible for any sort of light to live there.
Two, and this is the most vexing, I have no idea if the maps of star clusters I'm seeing are from a "top-down", distance-wise perspective or if they are simply from an observer's perspective. And if it is the latter, then how the hell do I determine which star is where and how far from another it is?
Help me out here guys, I'm in a real pickle here.
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Post by srbrant on Dec 10, 2017 8:42:10 GMT
Make one thread for them and keep everything in there. Good idea.
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Post by srbrant on Dec 7, 2017 12:40:45 GMT
You certainly aren't wasting our time or shitposting. If you like making them, keep doing it. Anything you want to see in particular from my story's universe?
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Post by srbrant on Dec 7, 2017 12:16:41 GMT
A hard SF RPG doesn't sound that bad! Do you want to give it a shot? You look like someone who have plenty of time. I have more than enough projects on my plate already, but thanks.
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Post by srbrant on Dec 7, 2017 7:12:27 GMT
I vote franchising it. Spruce it up a bit, give it some character...voila! CDE FPS game CDE RPG game CDE visual novel CDE mangaA hard SF RPG doesn't sound that bad!
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Post by srbrant on Dec 7, 2017 1:48:20 GMT
I vote franchising it. Spruce it up a bit, give it some character...voila!
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Post by srbrant on Dec 6, 2017 23:12:51 GMT
I'm wondering about this because the first two so far have been unfinished and sloppy, ultimately fearing that I am somehow wasting your time or shitposting. Should I keep making and sharing?
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