Open Uncle-Ulty opened 2 weeks ago
@Uncle-Ulty Hi, yes I will have to work on something like that. Both approach where planned, I keep you posted I will try to do asap for the station. Thanks
@tsunamayo , I believe the second option is the easier and fastest solution in the short term. I usually don't ask for complicated stuff cuz I know you are already super busy! I wrote something about that in the discussions 2 years ago, something about: "this game will always have something to improve, as like any other game or any other project, that's why we must focus on what is extreme necessary for long term". Thus, when I ask for something I try to be as realistic as possible! I usually work with the current conditions and try to do the best! It's like a survival game where you must manage scarce resources, and I think it's beautiful and elegant to fulfill any goal with available tools!
I'll work with this station with or without any updates, don't worry! Back in 2021 I designed a racing track with 1000+ gravity generators, and it worked!
Starship EVO has been my "relax hobby" to materialize every design I have in mind, so in retribution for this amazing experience I try to help as I can as demands appears. (To be honest, Starship EVO made me think if I should get a degree of designer, since I'm only a Msc. Engineer :P)
I believe this game will some day be the main protagonist in some Game Awards! :D
I'm building a station with a very atypical gravity configuration, a radial-orientated one. For this I need several punctual gravity generator to simulate local radial gravity.
Since it's being used in a station, with wide areas, the small bounds of the generator's fields force me to spread a lot of this generation in the middle of these wide areas. This problem could be solved with bigger bounds for gravity generators. I can't use the "build wide" version for obvious reasons.
so I have two suggestions that can be considered independent
FIRST SUGGESTION: radial (cylindrical and/or spherical ) gravity orientation field , that could be used locally or ship-wide.
The bounds would require a reference position ( cartesian, x,y, z ) and a cylindrical coordinate system to set the gravity field (height, angle and a radius) (the idea can also be applied to spherical gravity field)
(cylinder coordinate system)
(sphere coordinate system)
This would be an elegant solution. However, it would consume a lot of time and effort to code it. So I have an easier solution:
SECOND SUGGESTION: increases gravity bound range from -16 ~ 16 m to any bound size.
The title is self explanatory. With no limits to gravity bound, it would be much easier to work with different gravity fields. But to avoid an exploit of this new feature, the gravity field would have to be limited to the ship-bound volume.