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RE: Classic Systems full of Tumbleweeds
Posted: Mon Nov 14, 2011 3:44 pm
by UncleBob
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Just scripted up some system generation to populate a vast swathe of space, centred roughly on the coordinates of Achenar from Frontier for obvious reasons
Damn imperials!
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but a manual system using Lua scripts seems plausible right now
We'll still need multiple factions and factional reputation that gets displayed somewhere in the character screen, so something will probably have to be hard coded. Still, if the system is open enough to add custom faction by LUA, all the better. I bet Pioneer will get used for gazillions of total conversions if it is easily modable (hmmm... Perry Rhodan Mod, anyone?

Way too early to think about stuff like that. Bad Bob!)
RE: Classic Systems full of Tumbleweeds
Posted: Mon Nov 14, 2011 3:59 pm
by s2odan
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However most of the worlds generated are frigid, gas giants, or otherwise unsuitable for the habitation algorithm to put life on them. I think it needs to be a bit more flexible as we'd surely terraform a lot of the worlds, build space stations and star ports of dead worlds etc.
Hey, the answer I believe is in Starsystem.cpp around line 1450 where there is a large list of ifs and if/else statements where colonisation is abandoned due to certain condistions. You'll just need a check above all of those for: (psuedo code)if (human_proximity > 0.25) {do life stuff...;}I think thats the bit anyway that deals with colonisation.This is one section from that part, where colonisation is abandoned if the resources of a planet are crappy:
Code:
else { // don't bother populating crap planets if (m_metallicity < fixed(5,10)) return;+ if (m_oreAbundance < fixed(2,10)) return; }
RE: Classic Systems full of Tumbleweeds
Posted: Mon Nov 14, 2011 5:30 pm
by robn
While you're in StarSystem.cpp, would you mind checking/fixing all the math and cleaning up the code? Its one of the giant things to do and nobody wants to touch it

RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 4:38 am
by fluffyfreak
robn wrote:
While you're in StarSystem.cpp, would you mind checking/fixing all the math and cleaning up the code? Its one of the giant things to do and nobody wants to touch it

That's because there's so much math!

Is there a list of specific issues for StarSystem or does everyone just look at it and run away?
RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 4:55 am
by robn
fluffyfreak wrote:
Is there a list of specific issues for StarSystem or does everyone just look at it and run away?
Not sure if this is specific or general. It is just off the top of my head though

[*:so5yao2w]The math needs checking to make sure it actually implements the correct algorithms/theory of system generation[*:so5yao2w]The fixed-point stuff needs checking for overflows, underflows, precision problems, etc. There are many, and some have just been fudged around. I know there are edge cases where zero-mass bodies can be generated, bodies generated inside other bodies, impossible orbits, etc.[*:so5yao2w]It needs a decent class structure.
#699, terrain refactor is an example of some code of similar complexity being broken out into a managable structure. I'm not suggesting it be copied, but it might be useful.[*:so5yao2w]Stricter checks on data access required (eg hide member variables etc)[*:so5yao2w]Looser coupling between StarSystem and SBody[*:so5yao2w]Looser coupling with CustomSystem/CustomSBody (overlaps with some other work/thinking that's going on around custom systems)That's just a start

RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 6:22 am
by Brianetta
fluffyfreak wrote:
Just scripted up some system generation to populate a vast swathe of space, centred roughly on the coordinates of Achenar from Frontier for obvious reasons...
Achenar is the real and notable star Alpha Eridani, in case you want to put it in its actual, correct place! It's the bulgiest star known.
RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 7:13 am
by UncleBob
The name is actually AcheRnar, and is among the brightest stars as seen from earth, but certainly not the Bulgiest. It's a B3V, so it's actually main-sequence and cannot even compete with type III stars, left alone type I like Antares or Betelgeuse (Unless by bulgy you mean massive. Archernar certainly got a lot of that...)B-stars are pretty hot, not that much chance of finding a habitable planet according to current models, but then again, current models are undergoing severe criticism by real-life Exo-planets...A BV would be a nice place for a Sudarski II giant though, that might sport a habitable moon... The Goldylocks zone would probably be somewhere between 30 and 40 AU. Big system, might take a while to fly around in...

RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 8:31 am
by Brianetta
UncleBob wrote:
The name is actually AcheRnar, and is among the brightest stars as seen from earth, but certainly not the Bulgiest. It's a B3V, so it's actually main-sequence and cannot even compete with type III stars, left alone type I like Antares or Betelgeuse (Unless by bulgy you mean massive. Archernar certainly got a lot of that...)
Achenar is an alternative spelling, not an incorrect one (and that's mentioned on pretty much every source).By bulgiest, I do not mean massive, and I do not mean bright. I mean bulgy. It bulges at the equator, because it spins extremely quickly. No bulgier star is known. I'm actually kind of surprised that my spell checker knows the words bulgy, bulgier and bulgiest. (-:
RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 11:26 am
by UncleBob
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It bulges at the equator, because it spins extremely quickly. No bulgier star is known. I'm actually kind of surprised that my spell checker knows the words bulgy, bulgier and bulgiest. (-:
Your spellchecker's definitaley better than me!

So yeah, you're right. My first association when hearing "bulgy" mislead me.
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Achenar is an alternative spelling, not an incorrect one (and that's mentioned on pretty much every source).
Looks like I learn something new every day... two things today, actually, considering "bulgy".
RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 12:24 pm
by s2odan
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Achenar is an alternative spelling, not an incorrect one (and that's mentioned on pretty much every source).
Except for the one you linked to hehe.
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centred roughly on the coordinates of Achenar from Frontier for obvious reasons,
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in case you want to put it in its actual, correct place!
We already have this star:
Code:
CustomSystem:new('Achernar',{'STAR_B'}):add_to_sector(4,8,-16,v(0.023,0.857,0.883))
Hard to find since we use the *correct* location, not some made up crap like frontier/FFE

@Fluffy :
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The fixed-point stuff needs checking for overflows, underflows, precision problems, etc. There are many, and some have just been fudged around. I know there are edge cases where zero-mass bodies can be generated, bodies generated inside other bodies, impossible orbits, etc.
Specifically with overflows, I know the albedo values and greenhouse gass values tend to overflow for strange results...cold planets next to a sun ect.Quite a few cases of impossible orbits, things rotating too fast, that sort of thing... Although I personally aint too bothered about them as they are very interesting planets when you find one

Like the planet we found with such a high rotation that you couldnt stay still without set-speed, it would fling you out of its atmosphere

RE: Classic Systems full of Tumbleweeds
Posted: Tue Nov 15, 2011 12:58 pm
by UncleBob
Quote:
I know the albedo values and greenhouse gass values tend to overflow for strange results...
Overflowing greenhouse effects? Tell me about it... Seems to be a trouble with near any system generator, including my modified StarGen code.
RE: Classic Systems full of Tumbleweeds
Posted: Wed Nov 16, 2011 10:57 pm
by ollobrain
Perhaps a yellow or red tinge to the atmospheres with high concentrations of greenhouse gases
RE: Classic Systems full of Tumbleweeds
Posted: Thu Nov 17, 2011 5:08 am
by UncleBob
ollobrain wrote:
Perhaps a yellow or red tinge to the atmospheres with high concentrations of greenhouse gases
Oh, the problem is not the visual representation, the problem is calculating a runaway greenhouse effect and know when to stop...

RE: Classic Systems full of Tumbleweeds
Posted: Sat Nov 19, 2011 5:03 am
by ollobrain
solar shade sails i think are needed or perhaps a few ice asteroids towed into place ( mission idea for a super capital ship drag comets to the hot planet to cool em down spore style rofl)